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| | using System; |
| | using UnityEngine; |
| |
|
| | namespace Mujoco { |
| |
|
| | |
| | public static class MjGizmos { |
| |
|
| | private const float _vectorPerpendicularityMagnitudeThreshold = 1e-6f; |
| |
|
| | public static int NumCircleSegments = 32; |
| |
|
| | private static Vector3[] _circumferenceVertices = new Vector3[] { |
| | Vector3.right, -Vector3.right, Vector3.forward, -Vector3.forward, |
| | }; |
| |
|
| | public static Action<Vector3 , Vector3 > DrawLine { get; set; } = Gizmos.DrawLine; |
| |
|
| | public static Action<Vector3 , float , Vector3 , float , |
| | float > DrawArc { get; set; } = MjGizmos.DrawArcInternal; |
| |
|
| | |
| | |
| | |
| | public static void DrawWireCapsule(Vector3 position, float radius, float height) { |
| | var offset = DrawHollowWireCylinder(position, radius, height); |
| | |
| | DrawArc(position - offset, radius, Vector3.right, 0.5f, 0.0f); |
| | DrawArc(position + offset, radius, Vector3.right, 0.5f, 180.0f); |
| | DrawArc(position + offset, radius, Vector3.forward, 0.5f, -90.0f); |
| | DrawArc(position - offset, radius, Vector3.forward, 0.5f, 90.0f); |
| | } |
| |
|
| | |
| | |
| | public static void DrawWireCylinder(Vector3 position, float radius, float height) { |
| | var offset = DrawHollowWireCylinder(position, radius, height); |
| | |
| | for (var i = 0; i < _circumferenceVertices.Length / 2; ++i) { |
| | var vertex = _circumferenceVertices[i * 2] * radius; |
| | var nextVertex = _circumferenceVertices[i * 2 + 1] * radius; |
| | DrawLine(position + offset + vertex, position + offset + nextVertex); |
| | DrawLine(position - offset + vertex, position - offset + nextVertex); |
| | } |
| | } |
| |
|
| | private static Vector3 DrawHollowWireCylinder(Vector3 position, float radius, float height) { |
| | var offset = Vector3.up * (height * 0.5f); |
| | |
| | DrawArc(position + offset, radius, Vector3.up, 1.0f, 0.0f); |
| | DrawArc(position - offset, radius, Vector3.up, 1.0f, 0.0f); |
| | |
| | for (var i = 0; i < _circumferenceVertices.Length; ++i) { |
| | |
| | var vertex = _circumferenceVertices[i] * radius; |
| | DrawLine(position + offset + vertex, position - offset + vertex); |
| | } |
| | return offset; |
| | } |
| |
|
| | |
| | |
| | |
| | |
| | |
| | public static void DrawArcInternal( |
| | Vector3 position, float radius, Vector3 axis, float length, float startAngle) { |
| | var deltaAngle = 360.0f / NumCircleSegments; |
| | var numSegments = Math.Ceiling(length * NumCircleSegments); |
| |
|
| | var perpendicular = Vector3.Cross(axis, Vector3.right); |
| | if (perpendicular.magnitude <= _vectorPerpendicularityMagnitudeThreshold) { |
| | perpendicular = Vector3.Cross(axis, Vector3.up); |
| | } |
| | perpendicular.Normalize(); |
| |
|
| | var offset = perpendicular * radius; |
| | var start = Quaternion.AngleAxis(startAngle, axis) * offset; |
| | var angle = startAngle + deltaAngle; |
| |
|
| | for (var segment = 0; segment < numSegments; ++segment, angle += deltaAngle) { |
| | var end = Quaternion.AngleAxis(angle, axis) * offset; |
| | DrawLine(position + start, position + end); |
| | start = end; |
| | } |
| | } |
| |
|
| | public static void DrawWirePlane(Vector3 position, float width, float height) { |
| | var quadPoints = new Vector3[] { |
| | new Vector3(-0.5f * width, 0, -0.5f * height), |
| | new Vector3(0.5f * width, 0, -0.5f * height), |
| | new Vector3(0.5f * width, 0, 0.5f * height), |
| | new Vector3(-0.5f * width, 0, 0.5f * height), |
| | new Vector3(-0.5f * width, 0, -0.5f * height), |
| | new Vector3(0.5f * width, 0, 0.5f * height), |
| | }; |
| | for (var i = 0; i < quadPoints.Length - 1; ++i) { |
| | DrawLine(position + quadPoints[i], position + quadPoints[i + 1]); |
| | } |
| | } |
| | } |
| | } |
| |
|