// Start is called before the first frame update void Start() { base.Start(); // light specific init if (transform.childCount > 0) { lightTarget = transform.GetChild(0); if (lightTarget != null) { sourceLight = lightTarget.GetComponent <Light>(); } } initialLightColor = sourceLight.color; initialLightColor.a = 0.25f; initialLightIntensity = sourceLight.intensity; if (sourceLight.type == LightType.Directional) { isDirectionalLight = true; lightGeo = lightTarget.Find("Arrow"); } else if (sourceLight.type == LightType.Spot) { isSpotLight = true; initialLightRange = sourceLight.range; initialSpotAngle = sourceLight.spotAngle; lightGeo = lightTarget.Find("Cone"); } else if (sourceLight.type == LightType.Point) { isPointLight = true; initialLightRange = sourceLight.range; lightGeo = lightTarget.Find("Sphere"); } else if (sourceLight.type == LightType.Area) { isAreaLight = true; sourceLight.type = LightType.Spot; initialLightRange = sourceLight.range; initialSpotAngle = sourceLight.spotAngle; lightGeo = lightTarget.Find("Cone"); } boxCollider.isTrigger = true; // not interacting LightIcon iconScript = lightTarget.Find("LightQuad").GetComponent <LightIcon>(); iconScript.TargetCollider = boxCollider; iconScript.TargetScale = target.lossyScale; // target.localScale; renderer = lightGeo.GetComponent <Renderer>(); }
//! //! Use this for initialization //! void Start() { if (transform.childCount > 0) { lightTarget = transform.GetChild(0); if (lightTarget != null) { sourceLight = lightTarget.GetComponent <Light>(); } } if (sourceLight) { target = this.transform; initialLightColor = sourceLight.color; initialLightColor.a = 0.25f; initialLightIntensity = sourceLight.intensity; if (sourceLight.type == LightType.Directional) { isDirectionalLight = true; lightGeo = lightTarget.Find("Arrow"); } else if (sourceLight.type == LightType.Spot) { isSpotLight = true; initialLightRange = sourceLight.range; initialSpotAngle = sourceLight.spotAngle; lightGeo = lightTarget.Find("Cone"); } else if (sourceLight.type == LightType.Point) { isPointLight = true; initialLightRange = sourceLight.range; lightGeo = lightTarget.Find("Sphere"); } } else { target = this.transform; } //initalize cached references serverAdapter = GameObject.Find("ServerAdapter").GetComponent <ServerAdapter>(); //cache Reference to animation data animData = AnimationData.Data; //update initial parameters initialPosition = target.position; initialRotation = target.rotation; initialScale = target.localScale; lastPosition = initialPosition; lastRotation = initialRotation; //generate colliding volumes if (generateBoxCollider) { //calculate bounds bounds = new Bounds(Vector3.zero, Vector3.zero); bool hasBounds = false; Renderer[] renderers = this.gameObject.GetComponentsInChildren <Renderer>(); foreach (Renderer render in renderers) { if (!sceneLoader.isEditable(render.gameObject) || render.gameObject == this.gameObject) { if (hasBounds) { bounds.Encapsulate(render.bounds); } else { bounds = render.bounds; hasBounds = true; } } } BoxCollider col = this.gameObject.AddComponent <BoxCollider>(); // TODO: temporary col.isTrigger = true; // not interacting if (sourceLight) { // BoxCollider col_lightquad = lightTarget.FindChild("LightQuad").GetComponent<BoxCollider>(); // col.size = col_lightquad.size; // col.center = col_lightquad.center; col.isTrigger = true; // not interacting LightIcon iconScript = lightTarget.Find("LightQuad").GetComponent <LightIcon>(); iconScript.TargetCollider = col; iconScript.TargetScale = target.lossyScale; // target.localScale; } else { col.center = new Vector3((bounds.center.x - this.transform.position.x) / this.transform.lossyScale.x, (bounds.center.y - this.transform.position.y) / this.transform.lossyScale.y, (bounds.center.z - this.transform.position.z) / this.transform.lossyScale.z); col.size = new Vector3(bounds.size.x / this.transform.lossyScale.x, bounds.size.y / this.transform.lossyScale.y, bounds.size.z / this.transform.lossyScale.z); col.material = new PhysicMaterial(); col.material.bounciness = 1.0f; } //target.position = initialPosition; // target.localScale = initialScale; // target.rotation = initialRotation; } if (!isDirectionalLight && !isPointLight && !isSpotLight && this.name != "camera") { this.gameObject.AddComponent <Rigidbody>(); this.gameObject.GetComponent <Rigidbody>().mass = 100.0f; this.gameObject.GetComponent <Rigidbody>().drag = 2.5f; // TODO: temporary this.gameObject.GetComponent <Rigidbody>().useGravity = false; } // get animator object to trigger mocap anims animatorObject = transform.GetComponent <AnimatorObject>(); if (animatorObject == null) { animatorObject = transform.parent.GetComponent <AnimatorObject>(); } }
//! //! Use this for initialization //! void Start() { if (transform.childCount > 0) { lightTarget = transform.GetChild(0); if (lightTarget != null) { sourceLight = lightTarget.GetComponent <Light>(); } } // if (this.transform.parent.transform.GetComponent<Light>()) if (sourceLight) { // target = this.transform.parent; target = this.transform; initialLightColor = sourceLight.color; initialLightColor.a = 0.25f; initialLightIntensity = sourceLight.intensity; if (sourceLight.type == LightType.Directional) { isDirectionalLight = true; lightGeo = lightTarget.FindChild("Arrow"); } else if (sourceLight.type == LightType.Spot) { isSpotLight = true; initialLightRange = sourceLight.range; initialSpotAngle = sourceLight.spotAngle; lightGeo = lightTarget.FindChild("Cone"); } else if (sourceLight.type == LightType.Point) { isPointLight = true; initialLightRange = sourceLight.range; lightGeo = lightTarget.FindChild("Sphere"); } } else { target = this.transform; } //initalize cached references animationController = GameObject.Find("AnimationController").GetComponent <AnimationController>(); mainController = GameObject.Find("MainController").GetComponent <MainController>(); serverAdapter = GameObject.Find("ServerAdapter").GetComponent <ServerAdapter>(); undoRedoController = GameObject.Find("UndoRedoController").GetComponent <UndoRedoController> (); //cache Reference to animation data animData = AnimationData.Data; //update initial parameters initialPosition = target.position; initialRotation = target.rotation; initialScale = target.localScale; lastPosition = initialPosition; lastRotation = initialRotation; //generate colliding volumes if (generateBoxCollider) { //calculate bounds //target.position = new Vector3(-3000,-3000,-3000); //target.localScale = new Vector3(1, 1, 1); bounds = new Bounds(Vector3.zero, Vector3.zero); //set rotation to 0 // this.transform.rotation = Quaternion.Euler(Vector3.zero); bool hasBounds = false; Renderer[] renderers = this.gameObject.GetComponentsInChildren <Renderer>(); foreach (Renderer render in renderers) { if (hasBounds) { bounds.Encapsulate(render.bounds); } else { bounds = render.bounds; hasBounds = true; } } BoxCollider col = this.gameObject.AddComponent <BoxCollider>(); if (sourceLight) { // BoxCollider col_lightquad = lightTarget.FindChild("LightQuad").GetComponent<BoxCollider>(); // col.size = col_lightquad.size; // col.center = col_lightquad.center; LightIcon iconScript = lightTarget.FindChild("LightQuad").GetComponent <LightIcon>(); iconScript.TargetCollider = col; iconScript.TargetScale = target.localScale; } else { col.center = new Vector3((bounds.center.x - this.transform.position.x) / this.transform.lossyScale.x, (bounds.center.y - this.transform.position.y) / this.transform.lossyScale.y, (bounds.center.z - this.transform.position.z) / this.transform.lossyScale.z); col.size = new Vector3(bounds.size.x / this.transform.lossyScale.x, bounds.size.y / this.transform.lossyScale.y, bounds.size.z / this.transform.lossyScale.z); col.material = new PhysicMaterial(); col.material.bounciness = 1.0f; } //target.position = initialPosition; // target.localScale = initialScale; // target.rotation = initialRotation; } if (!isDirectionalLight && !isPointLight && !isSpotLight && this.name != "camera") { this.gameObject.AddComponent <Rigidbody>(); this.gameObject.GetComponent <Rigidbody>().mass = 100.0f; this.gameObject.GetComponent <Rigidbody>().drag = 2.5f; // this.gameObject.GetComponent<Rigidbody>().useGravity = false; } //Initalize animation loading if animation available AnimationSerializer asScript = target.gameObject.AddComponent <AnimationSerializer>(); if (asScript.loadData()) { //register the object in the animation Controller GameObject.Find("AnimationController").GetComponent <AnimationController>().registerAnimatedObject(gameObject.GetComponent <SceneObject>()); gameObject.GetComponent <SceneObject>().setKinematic(true, false); updateAnimationCurves(); } }