mixedreality/com.microsoft.mixedreality..../SDK/Features/UX/Scripts/BoundsControl/Visuals/VisualUtils.cs

322 lines
14 KiB
C#

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using Microsoft.MixedReality.Toolkit.Input;
using Microsoft.MixedReality.Toolkit.UI.BoundsControlTypes;
using System.Collections.Generic;
using UnityEngine;
namespace Microsoft.MixedReality.Toolkit.UI.BoundsControl
{
/// <summary>
/// Helper class providing some static utility functions for <see cref="BoundsControl"/> <see cref="HandlesBase">handles</see>
/// </summary>
internal class VisualUtils
{
internal static void HandleIgnoreCollider(Collider handlesIgnoreCollider, List<Transform> handles, bool ignore = true)
{
if (handlesIgnoreCollider != null)
{
foreach (Transform handle in handles)
{
Collider[] colliders = handle.gameObject.GetComponents<Collider>();
foreach (Collider collider in colliders)
{
UnityEngine.Physics.IgnoreCollision(collider, handlesIgnoreCollider, ignore);
}
}
}
}
internal static float GetMaxComponent(Vector3 vec)
{
return Mathf.Max(Mathf.Max(vec.x, vec.y), vec.z);
}
internal static Bounds GetMaxBounds(GameObject g)
{
var b = new Bounds();
Mesh currentMesh;
foreach (MeshFilter r in g.GetComponentsInChildren<MeshFilter>())
{
if ((currentMesh = r.sharedMesh) == null) { continue; }
if (b.size == Vector3.zero)
{
b = currentMesh.bounds;
}
else
{
b.Encapsulate(currentMesh.bounds);
}
}
foreach (SkinnedMeshRenderer r in g.GetComponentsInChildren<SkinnedMeshRenderer>())
{
if ((currentMesh = r.sharedMesh) == null) { continue; }
if (b.size == Vector3.zero)
{
b = currentMesh.bounds;
}
else
{
b.Encapsulate(currentMesh.bounds);
}
}
return b;
}
internal static void ApplyMaterialToAllRenderers(GameObject root, Material material)
{
if (material != null)
{
Renderer[] renderers = root.GetComponentsInChildren<Renderer>();
for (int i = 0; i < renderers.Length; ++i)
{
renderers[i].material = material;
}
}
}
/// <summary>
/// Add all common components to a corner or rotate affordance.
/// </summary>
internal static void AddComponentsToAffordance(GameObject afford, Bounds bounds, HandlePrefabCollider colliderType,
CursorContextInfo.CursorAction cursorType, Vector3 colliderPadding, Transform parent, bool drawTetherWhenManipulating)
{
if (colliderType == HandlePrefabCollider.Box)
{
BoxCollider collider = afford.EnsureComponent<BoxCollider>();
collider.size = bounds.size;
collider.center = bounds.center;
collider.size += colliderPadding;
}
else
{
SphereCollider sphere = afford.EnsureComponent<SphereCollider>();
sphere.center = bounds.center;
sphere.radius = bounds.extents.x;
sphere.radius += GetMaxComponent(colliderPadding);
}
// In order for the affordance to be grabbed using near interaction we need
// to add NearInteractionGrabbable;
var g = afford.EnsureComponent<NearInteractionGrabbable>();
g.ShowTetherWhenManipulating = drawTetherWhenManipulating;
g.IsBoundsHandles = true;
var contextInfo = afford.EnsureComponent<CursorContextInfo>();
contextInfo.CurrentCursorAction = cursorType;
contextInfo.ObjectCenter = parent;
}
/// <summary>
/// Creates the default material for bounds control handles.
/// </summary>
internal static Material CreateDefaultMaterial()
{
return Resources.Load<Material>("BoundsControlHandleDefault");
}
/// <summary>
/// Calculates an array of corner points out of the given bounds.
/// </summary>
/// <param name="bounds">Bounds of the box.</param>
/// <param name="positions">Calculated corner points.</param>
static internal void GetCornerPositionsFromBounds(Bounds bounds, ref Vector3[] positions)
{
const int numCorners = 1 << 3;
if (positions == null || positions.Length != numCorners)
{
positions = new Vector3[numCorners];
}
// Permutate all axes using minCorner and maxCorner.
Vector3 minCorner = bounds.center - bounds.extents;
Vector3 maxCorner = bounds.center + bounds.extents;
for (int c = 0; c < numCorners; c++)
{
positions[c] = new Vector3(
(c & (1 << 0)) == 0 ? minCorner[0] : maxCorner[0],
(c & (1 << 1)) == 0 ? minCorner[1] : maxCorner[1],
(c & (1 << 2)) == 0 ? minCorner[2] : maxCorner[2]);
}
}
/// <summary>
/// Flattens the given extents according to the passed flattenAxis. The flattenAxis value will be replaced by flattenValue.
/// </summary>
/// <param name="extents">The original extents (unflattened).</param>
/// <param name="flattenAxis">The axis to flatten.</param>
/// <param name="flattenValue">The value to flatten the flattenAxis to.</param>
/// <returns>New extents with flattened axis.</returns>
static internal Vector3 FlattenBounds(Vector3 extents, FlattenModeType flattenAxis, float flattenValue = 0.0f)
{
Vector3 boundsExtents = extents;
if (boundsExtents != Vector3.zero)
{
if (flattenAxis == FlattenModeType.FlattenAuto)
{
flattenAxis = DetermineAxisToFlatten(boundsExtents);
}
boundsExtents.x = (flattenAxis == FlattenModeType.FlattenX) ? flattenValue : boundsExtents.x;
boundsExtents.y = (flattenAxis == FlattenModeType.FlattenY) ? flattenValue : boundsExtents.y;
boundsExtents.z = (flattenAxis == FlattenModeType.FlattenZ) ? flattenValue : boundsExtents.z;
}
return boundsExtents;
}
/// <summary>
/// Determine the axis to flatten based on the bound extents. Useful when <see cref="FlattenModeType"/> is set to <see cref="FlattenModeType.FlattenAuto"/> instead of an explicit axis.
/// </summary>
/// <param name="boundsExtents">The current bound extents.</param>
/// <returns>Determined axis to be flattened.</returns>
internal static FlattenModeType DetermineAxisToFlatten(Vector3 boundsExtents)
{
FlattenModeType axisToFlatten;
if (boundsExtents.x < boundsExtents.y && boundsExtents.x < boundsExtents.z)
{
axisToFlatten = FlattenModeType.FlattenX;
}
else if (boundsExtents.y < boundsExtents.z)
{
axisToFlatten = FlattenModeType.FlattenY;
}
else
{
axisToFlatten = FlattenModeType.FlattenZ;
}
return axisToFlatten;
}
/// <summary>
/// Util function for retrieving a position for the given edge index of a box.
/// This method makes sure all visual components are having the same definition of edges / corners.
/// </summary>
/// <param name="linkIndex">Index of the edge the position is queried for.</param>
/// <param name="cornerPoints">Corner points array of the box.</param>
/// <returns>Center position of link.</returns>
static internal Vector3 GetLinkPosition(int linkIndex, ref Vector3[] cornerPoints)
{
Debug.Assert(cornerPoints != null && cornerPoints.Length == 8, "Invalid corner points array passed");
if (cornerPoints != null && cornerPoints.Length == 8)
{
switch (linkIndex)
{
case (int)Edges.FrontBottom:
return (cornerPoints[0] + cornerPoints[1]) * 0.5f;
case (int)Edges.FrontLeft:
return (cornerPoints[0] + cornerPoints[2]) * 0.5f;
case (int)Edges.FrontTop:
return (cornerPoints[3] + cornerPoints[2]) * 0.5f;
case (int)Edges.FrontRight:
return (cornerPoints[3] + cornerPoints[1]) * 0.5f;
case (int)Edges.BackBottom:
return (cornerPoints[4] + cornerPoints[5]) * 0.5f;
case (int)Edges.BackLeft:
return (cornerPoints[4] + cornerPoints[6]) * 0.5f;
case (int)Edges.BackTop:
return (cornerPoints[7] + cornerPoints[6]) * 0.5f;
case (int)Edges.BackRight:
return (cornerPoints[7] + cornerPoints[5]) * 0.5f;
case (int)Edges.BottomLeft:
return (cornerPoints[0] + cornerPoints[4]) * 0.5f;
case (int)Edges.BottomRight:
return (cornerPoints[1] + cornerPoints[5]) * 0.5f;
case (int)Edges.TopLeft:
return (cornerPoints[2] + cornerPoints[6]) * 0.5f;
case (int)Edges.TopRight:
return (cornerPoints[3] + cornerPoints[7]) * 0.5f;
}
}
return Vector3.zero;
}
/// <summary>
/// Util function for retrieving a position for the given face index of a box.
/// This method makes sure all visual components are having the same definition of face centers.
/// </summary>
/// <param name="faceIndex">Index of the face the position is queried for.</param>
/// <param name="cornerPoints">Corner points array of the box.</param>
/// <returns>Center position of face.</returns>
static internal Vector3 GetFaceCenterPosition(int faceIndex, ref Vector3[] cornerPoints)
{
Debug.Assert(cornerPoints != null && cornerPoints.Length == 8, "Invalid corner points array passed");
if (cornerPoints != null && cornerPoints.Length == 8)
{
switch (faceIndex)
{
case (int)Face.ForwardX:
return (cornerPoints[0] + cornerPoints[2] + cornerPoints[4] + cornerPoints[6]) * 0.25f;
case (int)Face.BackwardX:
return (cornerPoints[1] + cornerPoints[3] + cornerPoints[5] + cornerPoints[7]) * 0.25f;
case (int)Face.ForwardY:
return (cornerPoints[0] + cornerPoints[1] + cornerPoints[2] + cornerPoints[3]) * 0.25f;
case (int)Face.BackwardY:
return (cornerPoints[4] + cornerPoints[5] + cornerPoints[6] + cornerPoints[7]) * 0.25f;
case (int)Face.ForwardZ:
return (cornerPoints[0] + cornerPoints[1] + cornerPoints[4] + cornerPoints[5]) * 0.25f;
case (int)Face.BackwardZ:
return (cornerPoints[2] + cornerPoints[3] + cornerPoints[6] + cornerPoints[7]) * 0.25f;
}
}
return Vector3.zero;
}
/// <summary>
/// Returns the flatten indices to the corresponding flattenAxis mode.
/// </summary>
/// <param name="flattenAxis">Flatten axis mode that should be converted to indices.</param>
/// <returns>Flattened indices.</returns>
internal static List<int> GetFlattenedIndices(FlattenModeType flattenAxis, CardinalAxisType[] axisArray)
{
Debug.Assert(flattenAxis != FlattenModeType.FlattenAuto,
"FlattenAuto passed to GetFlattenedIndices. Resolve FlattenAuto into an actual axis before calling.");
List<int> flattenedIndices = new List<int>();
for (int i = 0; i < axisArray.Length; ++i)
{
if ((flattenAxis == FlattenModeType.FlattenX && axisArray[i] == CardinalAxisType.X)
|| (flattenAxis == FlattenModeType.FlattenY && axisArray[i] == CardinalAxisType.Y)
|| (flattenAxis == FlattenModeType.FlattenZ && axisArray[i] == CardinalAxisType.Z))
{
flattenedIndices.Add(i);
}
}
return flattenedIndices;
}
internal static readonly CardinalAxisType[] EdgeAxisType = new CardinalAxisType[]
{
CardinalAxisType.X,
CardinalAxisType.Y,
CardinalAxisType.X,
CardinalAxisType.Y,
CardinalAxisType.X,
CardinalAxisType.Y,
CardinalAxisType.X,
CardinalAxisType.Y,
CardinalAxisType.Z,
CardinalAxisType.Z,
CardinalAxisType.Z,
CardinalAxisType.Z
};
internal static readonly CardinalAxisType[] FaceAxisType = new CardinalAxisType[]
{
CardinalAxisType.X,
CardinalAxisType.X,
CardinalAxisType.Z,
CardinalAxisType.Z,
CardinalAxisType.Y,
CardinalAxisType.Y
};
}
}