Files
ApexSurgery/Assets/Oculus/Interaction/Editor/Selection/Hands/ConicalFrustumEditor.cs
T
2025-07-04 20:33:06 +03:00

83 lines
2.8 KiB
C#

/*
* 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);
}
}
}