// 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 UnityEngine; namespace Mujoco { // Additional Debug Gizmos. 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 DrawLine { get; set; } = Gizmos.DrawLine; public static Action DrawArc { get; set; } = MjGizmos.DrawArcInternal; // Draws a wireframe capsule of the specified radius and height. // The capsule's height will be aligned with the global Y axis. // The specified height represents the height of the cylinder between two hemisphere bases. public static void DrawWireCapsule(Vector3 position, float radius, float height) { var offset = DrawHollowWireCylinder(position, radius, height); // Arches marking the bases of the capsule. 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); } // Draws a wireframe cylinder of the specified radius and height. // The cylinder's height will be aligned with the global Y axis. public static void DrawWireCylinder(Vector3 position, float radius, float height) { var offset = DrawHollowWireCylinder(position, radius, height); // Lines marking the bases of the cylinder. 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); // Cylinder bases. DrawArc(position + offset, radius, Vector3.up, 1.0f, 0.0f); DrawArc(position - offset, radius, Vector3.up, 1.0f, 0.0f); // Lines marking the sides of the cylinder. for (var i = 0; i < _circumferenceVertices.Length; ++i) { // Lines marking the sides of the cylinder. var vertex = _circumferenceVertices[i] * radius; DrawLine(position + offset + vertex, position - offset + vertex); } return offset; } // Draws an arc in the XZ plane. // 'length' parameter, in range (0, 1], allows to define how much of the circumference should be // drawn. In other words, it allows to draw arbitrary arcs. // Two additional parameters, 'axis' and 'startAngle', allow to orient the figure without having // to manipulate the value of Gizmos.matrix. 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]); } } } }