/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * 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 UnityEditor; using UnityEngine; namespace Oculus.Interaction.Editor { [CanEditMultipleObjects] [CustomEditor(typeof(ConicalFrustum))] public class ConicalFrustumEditor : UnityEditor.Editor { private ConicalFrustum _frustum; private SerializedProperty _minLengthProperty; private SerializedProperty _maxLengthProperty; private const float SURFACE_SPACING = 10f; private void Awake() { _frustum = target as ConicalFrustum; _minLengthProperty = serializedObject.FindProperty("_minLength"); _maxLengthProperty = serializedObject.FindProperty("_maxLength"); } private void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Handles.color = EditorConstants.PRIMARY_COLOR; DrawConeFrustrum(); } } private void DrawConeFrustrum() { Vector3 origin = _frustum.Pose.position; Vector3 direction = _frustum.Pose.forward; Vector3 tangent = _frustum.Pose.up; float minLength = _minLengthProperty.floatValue; float maxLength = _maxLengthProperty.floatValue; Vector3 start = origin + direction * minLength; Vector3 end = origin + direction * maxLength; float minRadius = _frustum.ConeFrustumRadiusAtLength(minLength); float maxRadius = _frustum.ConeFrustumRadiusAtLength(maxLength); Handles.DrawLine(start, end); for (float i = 0; i < 360; i += SURFACE_SPACING) { Vector3 rotatedTangent = Quaternion.AngleAxis(i, direction) * tangent; Handles.DrawLine( start + rotatedTangent * minRadius, end + rotatedTangent * maxRadius); } Handles.DrawWireDisc(start, direction, minRadius); Handles.DrawWireDisc(end, direction, maxRadius); } } }