Download data/unity/Editor/Components/MjMouseSpring.cs from introvoyz041/mujoco: direct link, hf CLI and curl.
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7.44 kB
| // 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 UnityEditor; | |
| using UnityEngine; | |
| namespace Mujoco { | |
| // During play mode, in the scene view, with a MjBody component selected, holding down control | |
| // and left mouse drag will apply a force on the body. Holding shift down will change the applied | |
| // force direction between World XZ plane and Y[camera-up]. | |
| [] | |
| public class MjMouseSpring : Editor { | |
| private bool _lastShiftKeyState = false; | |
| private Plane _mouseDragPlane; | |
| private Vector3 _mouseDragCurrentPoint = Vector3.negativeInfinity; | |
| private Color _translucentRed = new Color(1, 0, 0, 0.1f); | |
| public void OnDisable() { | |
| // If we're still the hot control at this stage, we need to release. | |
| int uniqueID = GUIUtility.GetControlID(FocusType.Passive); | |
| if (GUIUtility.hotControl == uniqueID) { | |
| GUIUtility.hotControl = 0; | |
| } | |
| } | |
| private void SetDragOriginAndDragPlane(Vector3 planeOrigin, Vector3 normal) { | |
| normal[1] = 0; | |
| normal = _lastShiftKeyState ? Vector3.up : normal; | |
| _mouseDragPlane.SetNormalAndPosition(normal, planeOrigin); | |
| } | |
| private void UpdatePositionOnDragPlane(Vector3 mousePosition) { | |
| float rayDist; | |
| Ray ray = HandleUtility.GUIPointToWorldRay(mousePosition); | |
| if (_mouseDragPlane.Raycast(ray, out rayDist)) { | |
| _mouseDragCurrentPoint = ray.GetPoint(rayDist); | |
| } | |
| } | |
| private void DrawMouseSpringGui(Vector3 bodyPosition, Vector3 direction, Camera renderCamera) { | |
| // Update and draw the drag indicator. | |
| var rot = Quaternion.FromToRotation(Vector3.up, direction); | |
| // Backup defaults. | |
| var backupColour = Handles.color; | |
| // Update the drag plane indicator disc and outline... | |
| var discRadius = (_mouseDragCurrentPoint - bodyPosition).magnitude; | |
| Handles.color = Color.red; | |
| Handles.DrawWireDisc(bodyPosition, _mouseDragPlane.normal, discRadius); | |
| Handles.color = _translucentRed; | |
| Handles.DrawSolidDisc(bodyPosition, _mouseDragPlane.normal, discRadius); | |
| // ...and give it a phat poly line to show the drag anchor origin. | |
| Handles.color = Color.white; | |
| Handles.DrawAAPolyLine(6, new Vector3[] { bodyPosition, _mouseDragCurrentPoint }); | |
| // Restore defaults. | |
| Handles.color = backupColour; | |
| } | |
| public unsafe void OnSceneGUI() { | |
| if (!Application.isPlaying) { | |
| return; | |
| } | |
| var currentEvent = UnityEngine.Event.current; | |
| // Cache the hot control to determine whether we're currently capturing mouse input. | |
| int uniqueID = GUIUtility.GetControlID(FocusType.Passive); | |
| // Mouse spring is active if the control key is held down and the user is dragging the | |
| // left mouse button, or if we're already in the process of capturing mouse input. | |
| bool mouseSpringActive = GUIUtility.hotControl == uniqueID; | |
| bool mouseSpringStarting = currentEvent.control && currentEvent.button == 0; | |
| if (!mouseSpringStarting && !mouseSpringActive) { | |
| return; | |
| } | |
| var sceneCamera = SceneView.currentDrawingSceneView?.camera; | |
| if (sceneCamera == null) { | |
| Debug.LogError("SceneView.currentDrawingSceneView is null"); | |
| return; | |
| } | |
| var targetObject = target as MjComponent; | |
| MjBody body = targetObject.GetComponentInParent<MjBody>(); | |
| if(!body) | |
| return; | |
| Vector3 bodyPosition = | |
| body != null ? body.transform.position : Vector3.zero; | |
| var scene = MjScene.Instance; | |
| switch (currentEvent.type) { | |
| case EventType.MouseDown: | |
| if (EditorWindow.mouseOverWindow == UnityEditor.EditorWindow.GetWindow<SceneView>()) { | |
| // The mouse was pressed in the scene view, so start capturing all mouse input until | |
| // the mouse button's released. | |
| GUIUtility.hotControl = uniqueID; | |
| _lastShiftKeyState = false; | |
| SetDragOriginAndDragPlane(bodyPosition, -sceneCamera.transform.forward); | |
| currentEvent.Use(); | |
| } | |
| return; | |
| case EventType.MouseDrag: | |
| if (mouseSpringActive) { | |
| // We're currently capturing all mouse input, so consume the event. | |
| GUIUtility.hotControl = uniqueID; | |
| currentEvent.Use(); | |
| } | |
| return; | |
| case EventType.MouseUp: | |
| if (mouseSpringActive) { | |
| // We're still capturing all mouse input so consume the event, but we can release our | |
| // control over capturing input now as the mouse button's been released. | |
| GUIUtility.hotControl = 0; | |
| currentEvent.Use(); | |
| // as opposed to unity's addforce, xfrc_applied is persistent | |
| scene.Data->xfrc_applied[6*body.MujocoId + 0] = 0; | |
| scene.Data->xfrc_applied[6*body.MujocoId + 1] = 0; | |
| scene.Data->xfrc_applied[6*body.MujocoId + 2] = 0; | |
| } | |
| return; | |
| case EventType.Repaint: { | |
| if (mouseSpringActive) { | |
| if (currentEvent.shift != _lastShiftKeyState) { | |
| _lastShiftKeyState = currentEvent.shift; | |
| SetDragOriginAndDragPlane(bodyPosition, -sceneCamera.transform.forward); | |
| } | |
| // Raycast towards the drag plane to update _mouseDragCurrentPoint. | |
| UpdatePositionOnDragPlane(currentEvent.mousePosition); | |
| Vector3 bodyVel = Vector3.one; | |
| double[] mjBodyVel = new double[6]; | |
| fixed (double* res = mjBodyVel) { | |
| MujocoLib.mj_objectVelocity( | |
| scene.Model, scene.Data, (int)MujocoLib.mjtObj.mjOBJ_BODY, body.MujocoId, res, 0); | |
| // linear velocity is in the last 3 entries | |
| bodyVel = MjEngineTool.UnityVector3( | |
| MjEngineTool.MjVector3AtEntry(res, 1)); | |
| } | |
| float springStiffness = 100; | |
| var settings = MjGlobalSettings.Instance; | |
| if (settings) { | |
| springStiffness = settings.MouseSpringStiffness; | |
| } | |
| Vector3 delta = _mouseDragCurrentPoint - bodyPosition; | |
| float mass = 1.0f / (float)scene.Model->body_invweight0[2*body.MujocoId]; | |
| Vector3 unityForce = delta * springStiffness * mass; | |
| unityForce -= bodyVel * Mathf.Sqrt(springStiffness) * mass; | |
| Vector3 mjForce = MjEngineTool.MjVector3(unityForce); | |
| scene.Data->xfrc_applied[6*body.MujocoId + 0] = mjForce.x; | |
| scene.Data->xfrc_applied[6*body.MujocoId + 1] = mjForce.y; | |
| scene.Data->xfrc_applied[6*body.MujocoId + 2] = mjForce.z; | |
| // Draw and immediately force a repaint. | |
| DrawMouseSpringGui(body.transform.position, delta, sceneCamera); | |
| SceneView.RepaintAll(); | |
| } | |
| return; | |
| } | |
| } | |
| } | |
| } | |
| } | |