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