Initial Commit
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/*=========================================================================
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Library: iMSTK-Unity
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Copyright (c) Kitware, Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0.txt
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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=========================================================================*/
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using UnityEngine;
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namespace ImstkUnity
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{
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/// <summary>
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/// Handles drawing of meshes in the editor, can draw line or triangle meshes
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/// </summary>
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public static class ImstkGizmos
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{
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static public void DrawPointMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 localScale, Color? color = null)
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{
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var actualColor = color ?? Color.white;
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for (int i = 0; i < mesh.vertices.Length - 1; ++i)
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{
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Vector3 v0 = mesh.vertices[i];
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v0 = rotation * v0;
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for (int j = 0; j < 3; ++j)
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{
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v0[j] = v0[j] * localScale[j];
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}
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v0 = v0 + position;
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Gizmos.color = actualColor;
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Gizmos.DrawLine(v0, v0);
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}
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}
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static public void DrawLineMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 localScale, Color? color = null)
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{
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var actualColor = color ?? Color.white;
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for (int i = 0; i < mesh.vertices.Length - 1; ++i)
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{
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Vector3 v0 = mesh.vertices[i];
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Vector3 v1 = mesh.vertices[i + 1];
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v0 = rotation * v0;
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v1 = rotation * v1;
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for (int j = 0; j < 3; ++j)
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{
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v0[j] = v0[j] * localScale[j];
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v1[j] = v1[j] * localScale[j];
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}
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v0 = v0 + position;
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v1 = v1 + position;
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Gizmos.color = actualColor;
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Gizmos.DrawLine(v0, v1);
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}
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}
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static public void DrawLineMesh(Mesh mesh, Color? color = null)
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{
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var actualColor = color ?? Color.white;
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for (int i = 0; i < mesh.vertices.Length - 1; ++i)
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{
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Vector3 v0 = mesh.vertices[i];
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Vector3 v1 = mesh.vertices[i + 1];
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Gizmos.color = actualColor;
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Gizmos.DrawLine(v0, v1);
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}
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}
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static public void DrawMesh(Mesh mesh, Color? color = null)
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{
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DrawMesh(mesh, Vector3.zero, Quaternion.identity, Vector3.one, color);
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}
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static public void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 localScale, Color? color = null)
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{
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if (mesh)
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{
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// Only check for the first sub-mesh
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switch (mesh.GetTopology(0))
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{
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case MeshTopology.Quads:
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case MeshTopology.Triangles:
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Gizmos.color = color ?? Color.white;
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Gizmos.DrawWireMesh(mesh, position, rotation, localScale);
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break;
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case MeshTopology.Lines:
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case MeshTopology.LineStrip:
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DrawLineMesh(mesh, position, rotation, localScale, color);
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break;
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case MeshTopology.Points:
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DrawPointMesh(mesh, position, rotation, localScale, color);
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break;
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}
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}
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}
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static public void DrawMesh(Imstk.PointSet pointSet, Color? color = null)
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{
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var mesh = pointSet.ToMesh();
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DrawMesh(mesh, color);
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}
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}
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}
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