示例#1
0
        void InitializeSpatialInput()
        {
            Left  = new SpatialDevice();
            Right = new SpatialDevice();

            Left.CursorDefaultMaterial   = MaterialUtil.CreateTransparentMaterial(ColorUtil.ForestGreen, 0.6f);
            Left.CursorHitMaterial       = MaterialUtil.CreateStandardMaterial(ColorUtil.ForestGreen);
            Left.CursorClickableMaterial = MaterialUtil.CreateStandardMaterial(ColorUtil.SelectionGold);
            Left.CursorCapturingMaterial = MaterialUtil.CreateTransparentMaterial(ColorUtil.SelectionGold, 0.75f);
            Left.HandMaterial            = MaterialUtil.CreateTransparentMaterial(ColorUtil.ForestGreen, 0.3f);

            Right.CursorDefaultMaterial   = MaterialUtil.CreateTransparentMaterial(Colorf.DarkRed, 0.6f);
            Right.CursorHitMaterial       = MaterialUtil.CreateStandardMaterial(Colorf.VideoRed);
            Right.CursorClickableMaterial = MaterialUtil.CreateStandardMaterial(ColorUtil.PivotYellow);
            Right.CursorCapturingMaterial = MaterialUtil.CreateTransparentMaterial(ColorUtil.PivotYellow, 0.75f);
            Right.HandMaterial            = MaterialUtil.CreateTransparentMaterial(ColorUtil.CgRed, 0.3f);

            CursorVisualAngleInDegrees = 1.5f;

            standardCursorMesh = MeshGenerators.Create3DArrow(1.0f, 1.0f, 1.0f, 0.5f, 16);
            UnityUtil.TranslateMesh(standardCursorMesh, 0, -2.0f, 0);
            activeToolCursorMesh = MeshGenerators.Create3DArrow(1.0f, 1.0f, 1.0f, 1.0f, 16);
            UnityUtil.TranslateMesh(activeToolCursorMesh, 0, -2.0f, 0);

            Left.Cursor = UnityUtil.CreateMeshGO("left_cursor", standardCursorMesh, Left.CursorDefaultMaterial);
            Left.Cursor.transform.localScale    = 0.3f * Vector3.one;
            Left.Cursor.transform.localRotation = Quaternion.AngleAxis(45.0f, new Vector3(1, 0, 1).normalized);
            MaterialUtil.DisableShadows(Left.Cursor);
            Left.Cursor.SetLayer(FPlatform.CursorLayer);
            Left.SmoothedHandFrame = Frame3f.Identity;

            var leftHandMesh = MeshGenerators.Create3DArrow(SceneGraphConfig.VRHandTipOffset, SceneGraphConfig.VRHandArrowRadius,
                                                            SceneGraphConfig.VRHandStickLength, SceneGraphConfig.VRHandStickWidth, 16);

            Left.Hand = UnityUtil.CreateMeshGO("left_hand", leftHandMesh, Left.HandMaterial);
            UnityUtil.TranslateMesh(leftHandMesh, 0, -SceneGraphConfig.VRHandStickLength, 0);
            Left.Hand.transform.rotation = Quaternion.FromToRotation(Vector3.up, Vector3.forward);
            Left.Hand.SetLayer(FPlatform.HUDLayer);

            Left.Laser    = new GameObject("left_laser");
            Left.LaserRen = Left.Laser.AddComponent <LineRenderer>();
            Left.LaserRen.SetPositions(new Vector3[2] {
                Vector3.zero, 100 * Vector3.up
            });
            Left.LaserRen.startWidth = Left.LaserRen.endWidth = 0.01f;
            Left.LaserRen.material   = MaterialUtil.CreateFlatMaterial(ColorUtil.ForestGreen, 0.2f);
            Left.Laser.SetLayer(FPlatform.CursorLayer);
            Left.Laser.transform.parent = Left.Cursor.transform;

            Right.Cursor = UnityUtil.CreateMeshGO("right_cursor", standardCursorMesh, Right.CursorDefaultMaterial);
            Right.Cursor.transform.localScale    = 0.3f * Vector3.one;
            Right.Cursor.transform.localRotation = Quaternion.AngleAxis(45.0f, new Vector3(1, 0, 1).normalized);
            MaterialUtil.DisableShadows(Right.Cursor);
            Right.Cursor.SetLayer(FPlatform.CursorLayer);
            Right.SmoothedHandFrame = Frame3f.Identity;

            var rightHandMesh = MeshGenerators.Create3DArrow(SceneGraphConfig.VRHandTipOffset, SceneGraphConfig.VRHandArrowRadius,
                                                             SceneGraphConfig.VRHandStickLength, SceneGraphConfig.VRHandStickWidth, 16);

            Right.Hand = UnityUtil.CreateMeshGO("right_hand", rightHandMesh, Right.HandMaterial);
            UnityUtil.TranslateMesh(rightHandMesh, 0, -SceneGraphConfig.VRHandStickLength, 0);
            Right.Hand.transform.rotation = Quaternion.FromToRotation(Vector3.up, Vector3.forward);
            Right.Hand.SetLayer(FPlatform.HUDLayer);

            Right.Laser    = new GameObject("right_laser");
            Right.LaserRen = Right.Laser.AddComponent <LineRenderer>();
            Right.LaserRen.SetPositions(new Vector3[2] {
                Vector3.zero, 100 * Vector3.up
            });
            Right.LaserRen.startWidth = Right.LaserRen.endWidth = 0.01f;
            Right.LaserRen.material   = MaterialUtil.CreateFlatMaterial(ColorUtil.CgRed, 0.2f);
            Right.Laser.SetLayer(FPlatform.CursorLayer);
            Right.Laser.transform.parent = Right.Cursor.transform;

            spatialInputInitialized = true;
        }
示例#2
0
 virtual public AxisAlignedBox3f GetTransformedBoundingBox()
 {
     return(UnityUtil.GetBoundingBox(RootGameObject));
 }
        public void Create(FScene parentScene, List <TransformableSO> targets)
        {
            this.parentScene = parentScene;
            this.targets     = targets;

            gizmo = new GameObject("TransformGizmo");

            float fAlpha = 0.5f;

            xMaterial        = MaterialUtil.CreateTransparentMaterial(Color.red, fAlpha);
            yMaterial        = MaterialUtil.CreateTransparentMaterial(Color.green, fAlpha);
            zMaterial        = MaterialUtil.CreateTransparentMaterial(Color.blue, fAlpha);
            xHoverMaterial   = MaterialUtil.CreateStandardMaterial(Color.red);
            yHoverMaterial   = MaterialUtil.CreateStandardMaterial(Color.green);
            zHoverMaterial   = MaterialUtil.CreateStandardMaterial(Color.blue);
            allMaterial      = MaterialUtil.CreateTransparentMaterial(Color.white, fAlpha);
            allHoverMaterial = MaterialUtil.CreateStandardMaterial(Color.white);

            x = AppendMeshGO("x_translate",
                             (Mesh)Resources.Load("transform_gizmo/axis_translate_x", typeof(Mesh)),
                             xMaterial, gizmo);
            Widgets[x] = new AxisTranslationWidget(0)
            {
                RootGameObject    = x, StandardMaterial = xMaterial, HoverMaterial = xHoverMaterial,
                TranslationScaleF = () => { return(1.0f / parentScene.GetSceneScale()); }
            };
            y = AppendMeshGO("y_translate",
                             (Mesh)Resources.Load("transform_gizmo/axis_translate_y", typeof(Mesh)),
                             yMaterial, gizmo);
            Widgets [y] = new AxisTranslationWidget(1)
            {
                RootGameObject    = y, StandardMaterial = yMaterial, HoverMaterial = yHoverMaterial,
                TranslationScaleF = () => { return(1.0f / parentScene.GetSceneScale()); }
            };
            z = AppendMeshGO("z_translate",
                             (Mesh)Resources.Load("transform_gizmo/axis_translate_z", typeof(Mesh)),
                             zMaterial, gizmo);
            Widgets [z] = new AxisTranslationWidget(2)
            {
                RootGameObject    = z, StandardMaterial = zMaterial, HoverMaterial = zHoverMaterial,
                TranslationScaleF = () => { return(1.0f / parentScene.GetSceneScale()); }
            };


            rotate_x = AppendMeshGO("x_rotate",
                                    (Mesh)Resources.Load("transform_gizmo/axisrotate_x", typeof(Mesh)),
                                    xMaterial, gizmo);
            Widgets [rotate_x] = new AxisRotationWidget(0)
            {
                RootGameObject = rotate_x, StandardMaterial = xMaterial, HoverMaterial = xHoverMaterial
            };
            rotate_y = AppendMeshGO("y_rotate",
                                    (Mesh)Resources.Load("transform_gizmo/axisrotate_y", typeof(Mesh)),
                                    yMaterial, gizmo);
            Widgets [rotate_y] = new AxisRotationWidget(1)
            {
                RootGameObject = rotate_y, StandardMaterial = yMaterial, HoverMaterial = yHoverMaterial
            };
            rotate_z = AppendMeshGO("z_rotate",
                                    (Mesh)Resources.Load("transform_gizmo/axisrotate_z", typeof(Mesh)),
                                    zMaterial, gizmo);
            Widgets [rotate_z] = new AxisRotationWidget(2)
            {
                RootGameObject = rotate_z, StandardMaterial = zMaterial, HoverMaterial = zHoverMaterial
            };


            // plane translation widgets
            translate_xy = AppendMeshGO("xy_translate",
                                        (Mesh)Resources.Load("transform_gizmo/plane_translate_xy", typeof(Mesh)),
                                        zMaterial, gizmo);
            Widgets [translate_xy] = new PlaneTranslationWidget(2)
            {
                RootGameObject    = translate_xy, StandardMaterial = zMaterial, HoverMaterial = zHoverMaterial,
                TranslationScaleF = () => { return(1.0f / parentScene.GetSceneScale()); }
            };
            translate_xz = AppendMeshGO("xz_translate",
                                        (Mesh)Resources.Load("transform_gizmo/plane_translate_xz", typeof(Mesh)),
                                        yMaterial, gizmo);
            Widgets [translate_xz] = new PlaneTranslationWidget(1)
            {
                RootGameObject    = translate_xz, StandardMaterial = yMaterial, HoverMaterial = yHoverMaterial,
                TranslationScaleF = () => { return(1.0f / parentScene.GetSceneScale()); }
            };
            translate_yz = AppendMeshGO("yz_translate",
                                        (Mesh)Resources.Load("transform_gizmo/plane_translate_yz", typeof(Mesh)),
                                        xMaterial, gizmo);
            Widgets [translate_yz] = new PlaneTranslationWidget(0)
            {
                RootGameObject    = translate_yz, StandardMaterial = xMaterial, HoverMaterial = xHoverMaterial,
                TranslationScaleF = () => { return(1.0f / parentScene.GetSceneScale()); }
            };


            uniform_scale = AppendMeshGO("uniform_scale",
                                         Resources.Load <Mesh>("transform_gizmo/uniform_scale"), allMaterial, gizmo);
            Widgets[uniform_scale] = new UniformScaleWidget(parentScene.ActiveCamera)
            {
                RootGameObject   = uniform_scale, StandardMaterial = allMaterial, HoverMaterial = allHoverMaterial,
                ScaleMultiplierF = () => { return(1.0f / parentScene.GetSceneScale()); }
            };

            gizmoGeomBounds = UnityUtil.GetGeometryBoundingBox(new List <GameObject>()
            {
                x, y, z, rotate_x, rotate_y, rotate_z, translate_xy, translate_xz, translate_yz, uniform_scale
            });

            // disable shadows on widget components
            foreach (var go in GameObjects)
            {
                MaterialUtil.DisableShadows(go);
            }

            eCurrentFrameMode = FrameType.LocalFrame;
            SetActiveFrame(eCurrentFrameMode);

            SetLayer(FPlatform.WidgetOverlayLayer);

            // seems like possibly this geometry will be shown this frame, before PreRender()
            // is called, which means that on next frame the geometry will pop.
            // So we hide here and show in PreRender
            gizmo.Hide();
        }