// Copyright 2019 DeepMind Technologies Limited // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. using System; using UnityEditor; using UnityEngine; namespace Mujoco { // During play mode, in the scene view, with a MjBody component selected, holding down control // and left mouse drag will apply a force on the body. Holding shift down will change the applied // force direction between World XZ plane and Y[camera-up]. [CustomEditor(typeof(MjComponent), true)] public class MjMouseSpring : Editor { private bool _lastShiftKeyState = false; private Plane _mouseDragPlane; private Vector3 _mouseDragCurrentPoint = Vector3.negativeInfinity; private Color _translucentRed = new Color(1, 0, 0, 0.1f); public void OnDisable() { // If we're still the hot control at this stage, we need to release. int uniqueID = GUIUtility.GetControlID(FocusType.Passive); if (GUIUtility.hotControl == uniqueID) { GUIUtility.hotControl = 0; } } private void SetDragOriginAndDragPlane(Vector3 planeOrigin, Vector3 normal) { normal[1] = 0; normal = _lastShiftKeyState ? Vector3.up : normal; _mouseDragPlane.SetNormalAndPosition(normal, planeOrigin); } private void UpdatePositionOnDragPlane(Vector3 mousePosition) { float rayDist; Ray ray = HandleUtility.GUIPointToWorldRay(mousePosition); if (_mouseDragPlane.Raycast(ray, out rayDist)) { _mouseDragCurrentPoint = ray.GetPoint(rayDist); } } private void DrawMouseSpringGui(Vector3 bodyPosition, Vector3 direction, Camera renderCamera) { // Update and draw the drag indicator. var rot = Quaternion.FromToRotation(Vector3.up, direction); // Backup defaults. var backupColour = Handles.color; // Update the drag plane indicator disc and outline... var discRadius = (_mouseDragCurrentPoint - bodyPosition).magnitude; Handles.color = Color.red; Handles.DrawWireDisc(bodyPosition, _mouseDragPlane.normal, discRadius); Handles.color = _translucentRed; Handles.DrawSolidDisc(bodyPosition, _mouseDragPlane.normal, discRadius); // ...and give it a phat poly line to show the drag anchor origin. Handles.color = Color.white; Handles.DrawAAPolyLine(6, new Vector3[] { bodyPosition, _mouseDragCurrentPoint }); // Restore defaults. Handles.color = backupColour; } public unsafe void OnSceneGUI() { if (!Application.isPlaying) { return; } var currentEvent = UnityEngine.Event.current; // Cache the hot control to determine whether we're currently capturing mouse input. int uniqueID = GUIUtility.GetControlID(FocusType.Passive); // Mouse spring is active if the control key is held down and the user is dragging the // left mouse button, or if we're already in the process of capturing mouse input. bool mouseSpringActive = GUIUtility.hotControl == uniqueID; bool mouseSpringStarting = currentEvent.control && currentEvent.button == 0; if (!mouseSpringStarting && !mouseSpringActive) { return; } var sceneCamera = SceneView.currentDrawingSceneView?.camera; if (sceneCamera == null) { Debug.LogError("SceneView.currentDrawingSceneView is null"); return; } var targetObject = target as MjComponent; MjBody body = targetObject.GetComponentInParent(); if(!body) return; Vector3 bodyPosition = body != null ? body.transform.position : Vector3.zero; var scene = MjScene.Instance; switch (currentEvent.type) { case EventType.MouseDown: if (EditorWindow.mouseOverWindow == UnityEditor.EditorWindow.GetWindow()) { // The mouse was pressed in the scene view, so start capturing all mouse input until // the mouse button's released. GUIUtility.hotControl = uniqueID; _lastShiftKeyState = false; SetDragOriginAndDragPlane(bodyPosition, -sceneCamera.transform.forward); currentEvent.Use(); } return; case EventType.MouseDrag: if (mouseSpringActive) { // We're currently capturing all mouse input, so consume the event. GUIUtility.hotControl = uniqueID; currentEvent.Use(); } return; case EventType.MouseUp: if (mouseSpringActive) { // We're still capturing all mouse input so consume the event, but we can release our // control over capturing input now as the mouse button's been released. GUIUtility.hotControl = 0; currentEvent.Use(); // as opposed to unity's addforce, xfrc_applied is persistent scene.Data->xfrc_applied[6*body.MujocoId + 0] = 0; scene.Data->xfrc_applied[6*body.MujocoId + 1] = 0; scene.Data->xfrc_applied[6*body.MujocoId + 2] = 0; } return; case EventType.Repaint: { if (mouseSpringActive) { if (currentEvent.shift != _lastShiftKeyState) { _lastShiftKeyState = currentEvent.shift; SetDragOriginAndDragPlane(bodyPosition, -sceneCamera.transform.forward); } // Raycast towards the drag plane to update _mouseDragCurrentPoint. UpdatePositionOnDragPlane(currentEvent.mousePosition); Vector3 bodyVel = Vector3.one; double[] mjBodyVel = new double[6]; fixed (double* res = mjBodyVel) { MujocoLib.mj_objectVelocity( scene.Model, scene.Data, (int)MujocoLib.mjtObj.mjOBJ_BODY, body.MujocoId, res, 0); // linear velocity is in the last 3 entries bodyVel = MjEngineTool.UnityVector3( MjEngineTool.MjVector3AtEntry(res, 1)); } float springStiffness = 100; var settings = MjGlobalSettings.Instance; if (settings) { springStiffness = settings.MouseSpringStiffness; } Vector3 delta = _mouseDragCurrentPoint - bodyPosition; float mass = 1.0f / (float)scene.Model->body_invweight0[2*body.MujocoId]; Vector3 unityForce = delta * springStiffness * mass; unityForce -= bodyVel * Mathf.Sqrt(springStiffness) * mass; Vector3 mjForce = MjEngineTool.MjVector3(unityForce); scene.Data->xfrc_applied[6*body.MujocoId + 0] = mjForce.x; scene.Data->xfrc_applied[6*body.MujocoId + 1] = mjForce.y; scene.Data->xfrc_applied[6*body.MujocoId + 2] = mjForce.z; // Draw and immediately force a repaint. DrawMouseSpringGui(body.transform.position, delta, sceneCamera); SceneView.RepaintAll(); } return; } } } } }