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CH6BoundingBox

Sep 16th, 2017
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  1. using HoloToolkit.Unity.InputModule;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5.  
  6. public class BoundingBox : MonoBehaviour, IFocusable
  7. {
  8.  
  9. Material BoundingBoxMat; //BoundingBox Material
  10. GameObject SRSBoundingBox; // Our BoundingBox
  11. Bounds SRSBounds; // What will be Our Bounds collection
  12. bool isActive; //is our BoundingBox Active?
  13.  
  14. public bool BoundingBoxCreated; //Has our BoundingBox been created?
  15. public bool isRootObject; //is it our Root object?
  16.  
  17. void Start()
  18. {
  19. BoundingBoxMat = NRSRManager.Instance.BoundingBoxMat;
  20. }
  21.  
  22. void Update()
  23. {
  24. //if the BoundingBoxCreated bool is false and it is the root object,(for a few edge
  25. //cases where non root objects found themselves with BoundingBox class attached)
  26. //CreateBoundingBox and set the bool to true
  27.  
  28. if (!BoundingBoxCreated && isRootObject)
  29. {
  30. CreateBoundingBox();
  31. BoundingBoxCreated = true;
  32. return;
  33. }
  34.  
  35.  
  36. //now test where our bounding box is null, if not test whether it is
  37. //active or not. Set true or false accordingly.
  38. if (SRSBoundingBox != null)
  39. {
  40. if (!isActive)
  41. {
  42. SRSBoundingBox.SetActive(false);
  43.  
  44. return;
  45. }
  46. if (isActive)
  47. {
  48. SRSBoundingBox.SetActive(true);
  49.  
  50. }
  51. }
  52. }
  53.  
  54. void CreateBoundingBox()
  55. {
  56. //lets creat a copy of the object that we are making a bounding box of.
  57. SRSBoundingBox = Instantiate(gameObject);
  58. // name it bounding box
  59. SRSBoundingBox.name = "BoundingBox";
  60.  
  61. //the object we copied should be have the boundingbox class attached, so if it doesn't, destroy the object.
  62. if (SRSBoundingBox.GetComponent<BoundingBox>() == null)
  63. {
  64. Destroy(SRSBoundingBox);
  65. return;
  66. }
  67. else
  68. {
  69. //the bounding box class should only be attached to the root object, otherwise it can create infinite loops
  70. // so once the copy is instantiated check and see if we have a bounding box class and if we do destroy it.
  71. Destroy(SRSBoundingBox.GetComponent<BoundingBox>());
  72. // Make sure we tag it correctly
  73. SRSBoundingBox.tag = "NRSRTools";
  74. //set the scale .1f up from its normal scale.
  75. SRSBoundingBox.transform.localScale *= 1.1f;
  76.  
  77. //make sure it is parented to the object we copied.
  78. SRSBoundingBox.transform.parent = gameObject.transform;
  79.  
  80. //find all of the children attached to our bounding box object.
  81. List<Transform> children = new List<Transform>(SRSBoundingBox.GetComponentsInChildren<Transform>());
  82. Debug.Log("Children");
  83.  
  84. //loop through all of the children and if there have a meshRenderer, use our Bounding Box Material on the objects
  85. //then make sure they are all parented to the Bounding Box Object.
  86. foreach (Transform child in children)
  87. {
  88. child.tag = "NRSRTools";
  89. if (child.GetComponent<MeshRenderer>() != null)
  90. {
  91. Debug.Log("Yes! Chef!");
  92. child.GetComponent<MeshRenderer>().material = BoundingBoxMat;
  93. child.transform.parent = SRSBoundingBox.transform;
  94. }
  95. }
  96. }
  97.  
  98. //Time to add the Endpoint Handles.
  99.  
  100. //check and see if the object has children - this will work find for objects that do not.
  101. List<MeshFilter> childrenBounds = new List<MeshFilter>(SRSBoundingBox.GetComponentsInChildren<MeshFilter>());
  102.  
  103. //loop through each child, check if the meshfilter exists and then add its bounds to the SRSBounds.
  104. foreach (MeshFilter meshRen in childrenBounds)
  105. {
  106. if (meshRen.GetComponent<MeshFilter>() != null)
  107. {
  108. Debug.Log(meshRen.gameObject.name);
  109. SRSBounds.Encapsulate(meshRen.GetComponent<MeshFilter>().mesh.bounds);
  110. }
  111. }
  112.  
  113.  
  114. //8.Create 8 points around the object
  115. Vector3 SRSPoint0 = SRSBounds.min * gameObject.transform.localScale.x * 1.1f;
  116. Vector3 SRSPoint1 = SRSBounds.max * gameObject.transform.localScale.z * 1.1f;
  117. Vector3 SRSPoint2 = new Vector3(SRSPoint0.x, SRSPoint0.y, SRSPoint1.z);
  118. Vector3 SRSPoint3 = new Vector3(SRSPoint0.x, SRSPoint1.y, SRSPoint0.z);
  119. Vector3 SRSPoint4 = new Vector3(SRSPoint1.x, SRSPoint0.y, SRSPoint0.z);
  120. Vector3 SRSPoint5 = new Vector3(SRSPoint0.x, SRSPoint1.y, SRSPoint1.z);
  121. Vector3 SRSPoint6 = new Vector3(SRSPoint1.x, SRSPoint0.y, SRSPoint1.z);
  122. Vector3 SRSPoint7 = new Vector3(SRSPoint1.x, SRSPoint1.y, SRSPoint0.z);
  123.  
  124. //9.Create the scaling handles.
  125. CreateEndPoints(SRSPoint0 + transform.position);
  126. CreateEndPoints(SRSPoint1 + transform.position);
  127. CreateEndPoints(SRSPoint2 + transform.position);
  128. CreateEndPoints(SRSPoint3 + transform.position);
  129. CreateEndPoints(SRSPoint4 + transform.position);
  130. CreateEndPoints(SRSPoint5 + transform.position);
  131. CreateEndPoints(SRSPoint6 + transform.position);
  132. CreateEndPoints(SRSPoint7 + transform.position);
  133.  
  134. }
  135.  
  136.  
  137. void CreateEndPoints(Vector3 position)
  138. {
  139. //Create Handle Object
  140. GameObject CornerHandle = GameObject.CreatePrimitive(PrimitiveType.Sphere);
  141.  
  142. CornerHandle.name = "Handle";
  143. CornerHandle.tag = "NRSRTools";
  144.  
  145. //Set The Scale
  146. CornerHandle.transform.localScale = new Vector3(0.15f, 0.15f, 0.15f);
  147.  
  148. //Set The Position
  149. CornerHandle.transform.position = position;
  150.  
  151. //Set The Parent
  152. CornerHandle.transform.parent = SRSBoundingBox.transform;
  153.  
  154. //Set The Material
  155. CornerHandle.GetComponent<Renderer>().material = BoundingBoxMat;
  156.  
  157. }
  158.  
  159.  
  160. public void OnFocusEnter()
  161. {
  162. //if the BoundingBox has not been created return
  163. if (!BoundingBoxCreated)
  164. {
  165. return;
  166. }
  167. //if it is currently active return
  168. if (isActive)
  169. {
  170. return;
  171. }
  172. NRSRManager.SendFocusedObjectToManager(gameObject);
  173. //if those conditions do not apply - set isActive to true
  174. isActive = true;
  175. }
  176.  
  177. public void OnFocusExit()
  178. {
  179.  
  180. //if the BoundingBox has not been created return
  181. if (!BoundingBoxCreated)
  182. {
  183. return;
  184. }
  185. //if it is not currently active return
  186. if (!isActive)
  187. {
  188. return;
  189. }
  190. //if those conditions do not apply - set isActive to false
  191. NRSRManager.ClearFocusedObjectFromManager();
  192. isActive = false;
  193.  
  194.  
  195. }
  196.  
  197.  
  198. }
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