示例#1
0
 private void On_WorldRootBAnchor_BAnchorMovedToTracker(BAnchor bAnchor, string trackerName)
 {
     if (ARE_EQUAL(bAnchor, worldRootBAnchor))
     {
         BEventsCollection.AR_WorldBAnchorSet.Invoke(new BEHandle <BAnchorInformation>(bAnchor.GetBAnchorInformation()));
     }
 }
示例#2
0
 private void On_WorldRootBAnchorCursorPlacer_EndedPlacing(BAnchor bAnchor)
 {
     if (ARE_EQUAL(bAnchor, worldRootBAnchor))
     {
         BEventsCollection.AR_WorldBAnchorSet.Invoke(new BEHandle <BAnchorInformation>(bAnchor.GetBAnchorInformation()));
     }
 }
示例#3
0
 /// <summary>
 /// Called from BAnchorCursorPlacer to start placing a new BAnchor
 /// </summary>
 /// <param name="bAnchorToBePlaced"></param>
 /// <param name="bAnchorCursorPlacer"></param>
 /// <returns></returns>
 public bool OnStartPlacingBAnchor(BAnchorCursorPlacer bAnchorCursorPlacer, BAnchor bAnchorToBePlaced)
 {
     if (IS_NOT_NULL(bAnchorCursorPlacer) &&
         IS_NOT_NULL(bAnchorToBePlaced))
     {
         if (IsCurrenltyPlacingBAnchor == false)
         {
             CurrentBAnchorBeingPlaced = bAnchorToBePlaced;
             return(true);
         }
         else
         {
             LogConsoleWarning("Trying to select a new BAnchor for placement but one is already slected!");
         }
     }
     return(false);
 }
示例#4
0
    private void On_AR_BAnchorSpawned(BEHandle <BAnchorInformation, string> handle)
    {
        BAnchorInformation bAnchorInformation = handle.Arg1;
        string             bAnchorID          = handle.Arg2;
        BAnchor            bAnchorPrefab      = GetBAnchorPrefab(bAnchorID);

        if (handle.InvokingNetworkID != BEventManager.Instance.LocalNetworkID &&
            IS_NOT_NULL(bAnchorPrefab) &&
            IS_NOT_NULL(bAnchorInformation))
        {
            BAnchor spawnedBAnchor = Instantiate(bAnchorPrefab, Vector3.zero, Quaternion.identity);
            spawnedBAnchor.SetTransformedPosition(bAnchorInformation.TransformedPosition);
            spawnedBAnchor.SetTransformedRotation(bAnchorInformation.TransformedRotation);
            spawnedBAnchor.Owner = handle.InvokingNetworkID;

            BEventsCollection.AR_BAnchorSpawned.Invoke(new BEHandle <BAnchorInformation, string>(bAnchorInformation, bAnchorID), BEventReplicationType.LOCAL, true);
        }
    }
示例#5
0
    public BAnchor SpawnBAnchorAtCursorPosition(BAnchor bAnchorPrefab, bool replicateSpawnToOthers = false)
    {
        if (IS_NOT_NULL(ARCursor.Instance) &&
            IS_NOT_NULL(bAnchorPrefab))
        {
            BAnchor spawnedBAnchor = Instantiate(bAnchorPrefab, ARCursor.Instance.GetCursorPosition(), ARCursor.Instance.GetCursorRotation());
            spawnedBAnchor.Owner = BEventManager.Instance.LocalNetworkID;

            // Trigger event
            BEventReplicationType bEventReplicationType = BEventReplicationType.LOCAL;
            if (replicateSpawnToOthers)
            {
                bEventReplicationType = BEventReplicationType.TO_ALL_OTHERS;
            }
            BEventsCollection.AR_BAnchorSpawned.Invoke(new BEHandle <BAnchorInformation, string>(spawnedBAnchor.GetBAnchorInformation(), spawnedBAnchor.BAnchorID), bEventReplicationType, true);

            return(spawnedBAnchor);
        }
        return(null);
    }
示例#6
0
 /// <summary>
 /// Called from BAnchorCursorPlacer to stop placing a new BAnchor
 /// </summary>
 /// <param name="bAnchorToBePlaced"></param>
 /// <param name="bAnchorCursorPlacer"></param>
 /// <returns></returns>
 public bool OnStopPlacingBAnchor(BAnchorCursorPlacer bAnchorCursorPlacer, BAnchor bAnchorToBePlaced)
 {
     if (IS_NOT_NULL(bAnchorCursorPlacer) &&
         IS_NOT_NULL(bAnchorToBePlaced))
     {
         if (IsCurrenltyPlacingBAnchor == true)
         {
             if (CurrentBAnchorBeingPlaced == bAnchorToBePlaced)
             {
                 CurrentBAnchorBeingPlaced = null;
                 return(true);
             }
             else
             {
                 LogConsoleWarning("Trying to unselected a BAnchor for placement but another one was found already active!");
             }
         }
         else
         {
             LogConsoleWarning("Trying to unselected a BAnchor for placement but no BAnchor placement is currently active!");
         }
     }
     return(false);
 }
    internal override bool _BuildCollisionObject()
    {
        if (World == null)
        {
            return(false);
        }
        if (transform.localScale != Vector3.one)
        {
            Debug.LogError("The scale must be 1,1,1");
        }
        if (bone2idxMap == null || bone2idxMap.Length == 0)
        {
            Debug.LogError("No bones have been mapped to soft body nodes for object " + name);
        }
        for (int i = 0; i < anchors.Length; i++)
        {
            if (anchors[i].anchorRigidBody == null)
            {
                Debug.LogError("No anchor rigid body has been set for anchor " + i);
            }
            if (anchors[i].anchorNodeIndexes == null || anchors[i].anchorNodeIndexes.Count == 0)
            {
                Debug.LogError("No nodes have been identified as anchors. Soft body will not be attached to RigidBody anchor " + anchors[i].anchorRigidBody);
            }
        }

        if (physicsSimMesh == null)
        {
            physicsSimMesh = GetComponent <MeshFilter>();
        }
        Mesh mesh = physicsSimMesh.sharedMesh;

        //convert the mesh data to Bullet data and create DoftBody
        //todo should these be in world coordinates
        BulletSharp.Math.Vector3[] bVerts = new BulletSharp.Math.Vector3[mesh.vertexCount];
        Vector3[] verts = mesh.vertices;
        for (int i = 0; i < mesh.vertexCount; i++)
        {
            bVerts[i] = verts[i].ToBullet();
        }

        SoftBody m_BSoftBody = SoftBodyHelpers.CreateFromTriMesh(World.WorldInfo, bVerts, mesh.triangles);

        m_collisionObject = m_BSoftBody;
        SoftBodySettings.ConfigureSoftBody(m_BSoftBody);         //Set SB settings

        //Set SB position to GO position
        m_BSoftBody.Rotate(physicsSimMesh.transform.rotation.ToBullet());
        m_BSoftBody.Translate(physicsSimMesh.transform.position.ToBullet());
        m_BSoftBody.Scale(physicsSimMesh.transform.localScale.ToBullet());

        for (int i = 0; i < anchors.Length; i++)
        {
            BAnchor a = anchors[i];
            for (int j = 0; j < a.anchorNodeIndexes.Count; j++)
            {
                m_BSoftBody.AppendAnchor(a.anchorNodeIndexes[j], (RigidBody)a.anchorRigidBody.GetCollisionObject(), false, a.anchorNodeStrength[j]);
            }
        }

        MeshRenderer mr = physicsSimMesh.GetComponent <MeshRenderer>();

        if (mr != null)
        {
            if (debugDisplaySimulatedMesh)
            {
                mr.enabled = true;
            }
            else
            {
                mr.enabled = false;
            }
        }

        if (norms.Length == 0 || norms.Length != verts.Length)
        {
            norms = new Vector3[m_BSoftBody.Nodes.Count];
            verts = new Vector3[m_BSoftBody.Nodes.Count];
        }
        for (int i = 0; i < m_BSoftBody.Nodes.Count; i++)
        {
            norms[i] = m_BSoftBody.Nodes[i].Normal.ToUnity();
            verts[i] = m_BSoftBody.Nodes[i].Position.ToUnity();
        }
        for (int i = 0; i < bone2idxMap.Length; i++)
        {
            bone2idxMap[i].bindNormal       = norms[bone2idxMap[i].nodeIdx];
            bone2idxMap[i].bindBoneRotation = bone2idxMap[i].bone.rotation;

            for (int j = 0; j < bone2idxMap[i].edges.Length; j++)
            {
                bone2idxMap[i].edges[j].bindEdgeXnorm = Vector3.Cross(verts[bone2idxMap[i].edges[j].nodeIdx] - verts[bone2idxMap[i].nodeIdx], norms[bone2idxMap[i].nodeIdx]).normalized;
            }
        }

        return(true);
    }
    // Use this for initialization
    public void BindBonesToSoftBodyAndNodesToAnchors()
    {
        if (transform.localScale != Vector3.one)
        {
            Debug.LogError("The scale must be 1,1,1");
            return;
        }

        if (skinnedMesh == null)
        {
            Debug.LogError("The Skinned Mesh field has not been assigned.");
            return;
        }

        physicsSimMesh = GetComponent <MeshFilter>();
        if (physicsSimMesh == null)
        {
            Debug.LogError("Must be attached to an object with a MeshRenderer");
            return;
        }

        if (physicsSimMesh == null)
        {
            Debug.LogError("must add the physics sim mesh bone");
            return;
        }

        for (int i = 0; i < anchors.Length; i++)
        {
            BAnchor a = anchors[i];
            if (a.colRangeTo <= a.colRangeFrom)
            {
                Debug.LogError("Error with Anchor row " + i + " ColRangeTo must be greater than colRangeFrom.");
            }
            for (int j = i + 1; j < anchors.Length; j++)
            {
                BAnchor b = anchors[j];
                if (b.colRangeFrom >= a.colRangeTo && b.colRangeTo >= a.colRangeTo)
                {
                    //good
                }
                else if (b.colRangeFrom <= a.colRangeFrom && b.colRangeTo <= a.colRangeFrom)
                {
                    //good
                }
                else
                {
                    Debug.LogErrorFormat("The color ranges of Anchors {0} and {1} overlap", i, j);
                }
            }
        }
        //get bones and mesh verts
        //compare these in world space to see which ones line up
        //TODO why does other mesh shape work better than this one.
        Transform[] bones = skinnedMesh.bones;
        Mesh        m     = physicsSimMesh.sharedMesh;

        Vector3[] verts     = m.vertices;
        Vector3[] norms     = m.normals;
        Color[]   cols      = m.colors;
        int[]     triangles = m.triangles;
        if (cols.Length != verts.Length)
        {
            Debug.LogError("The physics sim mesh had no colors. Colors are needed to identify the anchor bones.");
        }
        //check for duplicate verts
        int numDuplicated = 0;

        for (int i = 0; i < verts.Length; i++)
        {
            for (int j = i + 1; j < verts.Length; j++)
            {
                if (verts[i] == verts[j])
                {
                    numDuplicated++;
                }
            }
        }
        if (numDuplicated > 0)
        {
            Debug.LogError("The physics sim mesh has " + numDuplicated + " duplicated vertices. Check that the mesh does not have hard edges and that there are no UVs.");
        }

        List <BoneAndNode> foundMatches = new List <BoneAndNode>();

        for (int i = 0; i < verts.Length; i++)
        {
            for (int j = 0; j < bones.Length; j++)
            {
                Vector3 worldSpaceVert = physicsSimMesh.transform.TransformPoint(verts[i]);
                Vector3 worldSpaceBone = bones[j].position;
                if (Vector3.Distance(worldSpaceBone, worldSpaceVert) < radius)
                {
                    //Debug.Log("found a bone that is aligned with a vertex " + bones[j]);
                    BoneAndNode ban = new BoneAndNode();
                    ban.bone    = bones[j];
                    ban.nodeIdx = i;
                    foundMatches.Add(ban);
                }
            }
        }
        bone2idxMap = foundMatches.ToArray();
        for (int i = 0; i < bone2idxMap.Length; i++)
        {
            int         idx   = bone2idxMap[i].nodeIdx;
            List <Edge> edges = new List <Edge>();
            for (int j = 0; j < triangles.Length; j += 3)
            {
                if (triangles[j] == idx)
                {
                    _addEdges(idx, triangles[j + 1], triangles[j + 2], edges, norms, verts);
                }
                else if (triangles[j + 1] == idx)
                {
                    _addEdges(idx, triangles[j], triangles[j + 2], edges, norms, verts);
                }
                else if (triangles[j + 2] == idx)
                {
                    _addEdges(idx, triangles[j], triangles[j + 1], edges, norms, verts);
                }
            }
            edges.Sort();
            bone2idxMap[i].edges = edges.ToArray();
        }
        // clear old values
        for (int j = 0; j < anchors.Length; j++)
        {
            anchors[j].anchorNodeIndexes.Clear();
            anchors[j].anchorNodeStrength.Clear();
            anchors[j].anchorPosition.Clear();
        }

        int numAnchorNodes = 0;

        for (int i = 0; i < cols.Length; i++)
        {
            for (int j = 0; j < anchors.Length; j++)
            {
                if (cols[i].g > anchors[j].colRangeFrom &&
                    cols[i].g < anchors[j].colRangeTo)
                {
                    anchors[j].anchorNodeIndexes.Add(i);
                    anchors[j].anchorNodeStrength.Add(cols[i].r);
                    anchors[j].anchorPosition.Add(verts[i]);
                    numAnchorNodes++;
                }
            }
        }

        SoftBody sb = (SoftBody)m_collisionObject;

        Debug.LogFormat("Done binding bones to nodes and nodes to anchors. Found: {0} bones and {1} anchor nodes.", bone2idxMap.Length, numAnchorNodes);
    }