164 lines
6.8 KiB
C#
164 lines
6.8 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace Micosmo.SensorToolkit
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{
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/*
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* A paramemtric shape for creating field of view cones that work with the trigger sensor. Requires a MeshCollider
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* component on the same gameobject. When the script starts it will dynamically create a mesh for the fov cone and
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* assign it to this MeshCollider component.
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*/
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[RequireComponent(typeof(MeshCollider))]
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[ExecuteInEditMode]
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[HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/fov")]
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public class FOVCollider : MonoBehaviour {
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[Tooltip("The length of the field of view cone in world units.")]
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public float Length = 5f;
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[Tooltip("The distance to the near plane of the frustum.")]
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public float NearDistance = 0.1f;
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[Range(1f, 180f), Tooltip("The arc angle of the fov cone.")]
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public float FOVAngle = 90f;
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[Range(1f, 180f), Tooltip("The elevation angle of the cone.")]
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public float ElevationAngle = 90f;
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[Range(0, 8), Tooltip("The number of vertices used to approximate the arc of the fov cone. Ideally this should be as low as possible.")]
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public int Resolution = 0;
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// Returns the generated collider mesh so that it can be rendered.
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public Mesh FOVMesh => mesh;
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Mesh mesh;
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MeshCollider mc;
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Vector3[] pts;
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int[] triangles;
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void Awake() {
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mc = GetComponent<MeshCollider>();
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CreateCollider();
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}
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void OnValidate() {
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Length = Mathf.Max(0f, Length);
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NearDistance = Mathf.Clamp(NearDistance, 0f, Length);
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if (mc != null) {
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CreateCollider();
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}
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}
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public void CreateCollider() {
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pts = new Vector3[4 + (2+Resolution)*(2+Resolution)];
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// There are 2 triangles on the base
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var baseTriangleIndices = 2 * 3;
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// The arc is (Resolution+2) vertices to each side, making (Resolution+1)*(Resolution+1) boxes of 2 tris each
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var arcTriangleIndices = (Resolution + 1) * (Resolution + 1) * 2 * 3;
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// There are 4 sides to the cone, and each side has Resolution+2 triangles
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var sideTriangleIndices = (Resolution + 2) * 3;
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triangles = new int[baseTriangleIndices + arcTriangleIndices + sideTriangleIndices*4];
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// Base points
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pts[0] = Quaternion.Euler(-ElevationAngle / 2f, -FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Top Left
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pts[1] = Quaternion.Euler(ElevationAngle / 2f, -FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Bottom Left
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pts[2] = Quaternion.Euler(ElevationAngle / 2f, FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Bottom Right
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pts[3] = Quaternion.Euler(-ElevationAngle / 2f, FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Top Right
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triangles[0] = 2; triangles[1] = 1; triangles[2] = 0; triangles[3] = 3; triangles[4] = 2; triangles[5] = 0;
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for (int y = 0; y < 2+Resolution; y++) {
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for (int x = 0; x < 2+Resolution; x++) {
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int i = 4 + y * (2 + Resolution) + x;
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float ay = Mathf.Lerp(-FOVAngle / 2f, FOVAngle / 2f, (float)x / (float)(Resolution + 1));
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float ax = Mathf.Lerp(-ElevationAngle / 2f, ElevationAngle / 2f, (float)y / (float)(Resolution + 1));
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Vector3 p = Quaternion.Euler(ax, ay, 0f) * Vector3.forward * Length;
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pts[i] = p;
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if (x < (1+Resolution) && y < (1+Resolution)) {
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var ti = baseTriangleIndices + (y * (Resolution + 1) + x) * 3 * 2;
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triangles[ti] = i + 1 + (2 + Resolution); // top right
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triangles[ti + 1] = i + 1; // bottom right
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triangles[ti + 2] = i; // bottom left
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triangles[ti + 3] = i + (2 + Resolution); // top left
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triangles[ti + 4] = i + (2 + Resolution) + 1; // top right
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triangles[ti + 5] = i; // bottom left
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}
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}
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}
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// Top and bottom side triangles
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for (int x = 0; x < 2+Resolution; x++) {
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var iTop = 4 + x;
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var iBottom = 4 + (1 + Resolution) * (2 + Resolution) + x;
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var tiTop = baseTriangleIndices + arcTriangleIndices + x*3;
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var tiBottom = tiTop + sideTriangleIndices;
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if (x == 0) {
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triangles[tiTop] = 3;
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triangles[tiTop+1] = 0;
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triangles[tiTop + 2] = iTop;
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triangles[tiBottom] = 1;
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triangles[tiBottom + 1] = 2;
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triangles[tiBottom + 2] = iBottom;
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} else {
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triangles[tiTop] = iTop;
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triangles[tiTop + 1] = 3;
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triangles[tiTop + 2] = iTop-1;
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triangles[tiBottom] = 2;
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triangles[tiBottom + 1] = iBottom;
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triangles[tiBottom + 2] = iBottom-1;
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}
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}
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// Left and right side triangles
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var yIncr = 2 + Resolution;
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for (int y = 0; y < 2 + Resolution; y++) {
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var iLeft = 4 + y*(2+Resolution);
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var iRight = iLeft + (1+Resolution);
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var tiLeft = baseTriangleIndices + arcTriangleIndices + sideTriangleIndices*2 + y*3;
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var tiRight = tiLeft + sideTriangleIndices;
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if (y == 0) {
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triangles[tiLeft] = 0;
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triangles[tiLeft + 1] = 1;
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triangles[tiLeft + 2] = iLeft;
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triangles[tiRight] = 2;
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triangles[tiRight + 1] = 3;
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triangles[tiRight + 2] = iRight;
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} else {
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triangles[tiLeft] = 1;
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triangles[tiLeft + 1] = iLeft;
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triangles[tiLeft + 2] = iLeft - yIncr;
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triangles[tiRight] = iRight;
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triangles[tiRight + 1] = 2;
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triangles[tiRight + 2] = iRight - yIncr;
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}
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}
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releaseMesh();
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mesh = new Mesh();
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mesh.vertices = pts;
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mesh.triangles = triangles;
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mesh.name = "FOVColliderPoints";
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mc.sharedMesh = mesh;
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mc.convex = true;
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mc.isTrigger = true;
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}
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void releaseMesh() {
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if (mc.sharedMesh != null && mc.sharedMesh == mesh) {
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DestroyImmediate(mc.sharedMesh, true);
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}
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}
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void OnDrawGizmosSelected() {
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Gizmos.color = Color.green;
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foreach(Vector3 p in pts) {
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Gizmos.DrawSphere(transform.TransformPoint(p), 0.02f);
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}
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}
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}
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} |