├── .gitignore
├── LICENSE
├── README.md
├── UnitySensorSystem
├── .idea
│ └── .idea.UnitySensorSystem
│ │ └── .idea
│ │ ├── .gitignore
│ │ ├── encodings.xml
│ │ ├── indexLayout.xml
│ │ ├── misc.xml
│ │ └── vcs.xml
├── Assets
│ ├── DetectionService.meta
│ ├── DetectionService
│ │ ├── DetectionSensor.cs
│ │ ├── DetectionSensor.cs.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── SensorEditorHelper3DEditor.cs
│ │ │ └── SensorEditorHelper3DEditor.cs.meta
│ │ ├── EllipseBoundsHandle.cs
│ │ ├── EllipseBoundsHandle.cs.meta
│ │ ├── Ray.cs
│ │ ├── Ray.cs.meta
│ │ ├── SensorEditorHelper3D.cs
│ │ └── SensorEditorHelper3D.cs.meta
│ ├── Test.meta
│ └── Test
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ ├── SampleScene.unity
│ │ └── SampleScene.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ ├── TestMono.cs
│ │ └── TestMono.cs.meta
├── Packages
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── UserSettings
│ └── EditorUserSettings.asset
└── package.json
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | [Ll]ibrary/
6 | [Tt]emp/
7 | [Oo]bj/
8 | [Bb]uild/
9 | [Bb]uilds/
10 | [Ll]ogs/
11 | [Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2022 sefa
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Detection Sensor For Unity
2 |
3 | [](https://unity3d.com/get-unity/download)
4 | [](https://github.com/muveso/Attribute-Injector/blob/main/LICENSE)
5 |
6 |
7 |
8 | 
9 |
10 |
11 | The **Detection Sensor** provides the basic functionality required for visual object detection. It wraps a sensor and exposes a ray list, to which you can use for raycast. You can instantiate and assign the sensor yourself.
12 |
13 |
14 |
15 | ## Simple Usage
16 |
17 | #### Create a gameobject and attach **DetectionSensor** component :
18 |
19 | - Script automatically add visual components for editor.
20 | - Adjust vertical and horizontal ray count.
21 | - Adjust ray positions on scene.
22 |
23 | 
24 |
25 | #### **DetectionSensor** will also simulate scene :
26 |
27 |
28 | 
29 |
30 | #### You can use your custom scripts with **DetectionSensor** :
31 |
32 | ```C#
33 | [SerializeField] public DetectionSensor detectionSensor;
34 | private DetectionRay[] _sensorRays;
35 |
36 | private void Start()
37 | {
38 | _sensorRays = detectionSensor.Rays;
39 | }
40 |
41 | private void FixedUpdate()
42 | {
43 | for (var i = 0; i < _sensorRays.Length; i++)
44 | {
45 | var ray = _sensorRays[i];
46 | if (Physics.Raycast(ray.Ray))
47 | {
48 | Debug.Log("Hit!");
49 | }
50 | }
51 | }
52 | ```
53 |
54 | ### Unity Package
55 |
56 | You can add the code directly to the project:
57 |
58 | 1. Clone the repo or download the latest release.
59 | 2. Add the **UnityDetectionSensor** folder to your Unity project or import the .unitypackage
60 |
61 |
62 | Contact : sefa@muveso.com
63 |
64 |
65 |
66 |
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/UnitySensorSystem/.idea/.idea.UnitySensorSystem/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /.idea.UnitySensorSystem.iml
6 | /projectSettingsUpdater.xml
7 | /modules.xml
8 | /contentModel.xml
9 | # Editor-based HTTP Client requests
10 | /httpRequests/
11 | # Datasource local storage ignored files
12 | /dataSources/
13 | /dataSources.local.xml
14 |
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/UnitySensorSystem/.idea/.idea.UnitySensorSystem/.idea/encodings.xml:
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/UnitySensorSystem/.idea/.idea.UnitySensorSystem/.idea/indexLayout.xml:
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7 |
8 |
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/UnitySensorSystem/.idea/.idea.UnitySensorSystem/.idea/misc.xml:
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/UnitySensorSystem/.idea/.idea.UnitySensorSystem/.idea/vcs.xml:
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/UnitySensorSystem/Assets/DetectionService.meta:
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1 | fileFormatVersion: 2
2 | guid: a92643bce719422d90f64d9c188c1246
3 | timeCreated: 1646313290
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/UnitySensorSystem/Assets/DetectionService/DetectionSensor.cs:
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1 | using UnityEngine;
2 |
3 | namespace DetectionService
4 | {
5 | [RequireComponent(typeof(CapsuleCollider))]
6 | [RequireComponent(typeof(SensorEditorHelper3D))]
7 | [ExecuteInEditMode]
8 | public class DetectionSensor : MonoBehaviour
9 | {
10 | [SerializeField] public bool showAngleGizmos = true;
11 |
12 | public float rayDistance = 5f;
13 |
14 | [Range(0, 50)]
15 | public int resolutionX = 7;
16 | [Range(0, 50)]
17 | public int resolutionY = 5;
18 |
19 | [Range(0.05f, 5)] public float gizmoRadius = 1;
20 |
21 | [SerializeField, HideInInspector] public float angleNorth = 10;
22 | [SerializeField, HideInInspector] public float angleSouth = -10;
23 | [SerializeField, HideInInspector] public float angleLon = 60;
24 | [SerializeField, HideInInspector] public float capsuleHeight = 7;
25 | [SerializeField, HideInInspector] public float capsuleRadius = 3;
26 |
27 | public DetectionRay[] Rays;
28 | private CapsuleCollider _checkCapsule;
29 |
30 | private void Awake()
31 | {
32 | _checkCapsule ??= GetComponent();
33 | _checkCapsule.hideFlags = HideFlags.HideInInspector;
34 |
35 | CreateRays();
36 | Destroy(_checkCapsule);
37 | }
38 |
39 | #if UNITY_EDITOR
40 | public void OnValidate()
41 | {
42 | _checkCapsule ??= GetComponent();
43 | _checkCapsule.hideFlags = HideFlags.HideInInspector;
44 |
45 | _checkCapsule.center = Vector3.zero;
46 | _checkCapsule.radius = capsuleRadius;
47 | _checkCapsule.height = capsuleHeight;
48 | _checkCapsule.direction = 2;
49 |
50 | rayDistance = Mathf.Max(0f, rayDistance);
51 |
52 | CreateRays();
53 | }
54 | #endif
55 |
56 | private void CreateRays()
57 | {
58 | Rays = new DetectionRay[resolutionX * resolutionY];
59 |
60 | for (var y = 0; y < resolutionY; y++)
61 | {
62 | for (var x = 0; x < resolutionX; x++)
63 | {
64 | var i = resolutionY * x + y;
65 | var ax = (resolutionY > 1) ? Mathf.Lerp(angleSouth, angleNorth, (y / (float)(resolutionY - 1))): 0;
66 | var ay = (resolutionX > 1) ? Mathf.Lerp(-angleLon, angleLon, x / (float) (resolutionX - 1)) : 0;
67 |
68 | var dir = Quaternion.Euler(ax, ay, 0f) * Vector3.forward;
69 | var virtualPoint = transform.position + (dir * 99999);
70 |
71 | var startPoint = _checkCapsule.ClosestPoint(virtualPoint);
72 | var endPoint = startPoint + (dir * rayDistance);
73 | Rays[i] = new DetectionRay(new Ray(startPoint, dir), startPoint, endPoint, dir);
74 | }
75 | }
76 | }
77 |
78 | #if UNITY_EDITOR
79 | private void OnDrawGizmosSelected()
80 | {
81 | for (var i = 0; i < Rays.Length; i++)
82 | {
83 | var ray = Rays[i];
84 | var startPoint = ray.StartPoint;
85 | var endPoint = ray.EndPoint;
86 |
87 | Gizmos.color = new Color(1f, 0.5f, 1f, 0.75f);
88 | Gizmos.DrawSphere(startPoint, gizmoRadius * .05f);
89 |
90 | if (Physics.Raycast(ray.Ray, out var hit))
91 | {
92 | Gizmos.color = new Color(1f, 0f, 0f, 0.25f);
93 | Gizmos.DrawLine(startPoint, hit.point);
94 |
95 | Gizmos.color = new Color(1f, 0f, 0f, 0.75f);
96 | Gizmos.DrawSphere(hit.point, gizmoRadius);
97 | }
98 | else
99 | {
100 | Gizmos.color = new Color(0f, 0.5f, 1f, 0.25f);
101 | Gizmos.DrawLine(startPoint, endPoint);
102 |
103 | Gizmos.color = new Color(0f, 0.5f, 1f, 0.75f);
104 | Gizmos.DrawSphere(endPoint, gizmoRadius);
105 | }
106 | }
107 | }
108 | #endif
109 |
110 | }
111 | }
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/UnitySensorSystem/Assets/DetectionService/DetectionSensor.cs.meta:
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2 | guid: 645baa5ef8f256c4b9101fdcf8bc6534
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/UnitySensorSystem/Assets/DetectionService/Editor/SensorEditorHelper3DEditor.cs:
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1 | using System;
2 | using UnityEditor;
3 | using UnityEditor.IMGUI.Controls;
4 | using UnityEngine;
5 |
6 | namespace DetectionService.Editor
7 | {
8 | [CustomEditor(typeof(SensorEditorHelper3D))]
9 | [CanEditMultipleObjects]
10 | public class SensorEditorHelper3DEditor : UnityEditor.Editor
11 | {
12 | private DetectionSensor _mComp;
13 | private EllipseBoundsHandle _paddingModifier;
14 |
15 | private ArcHandle _mArcHandleLatN;
16 | private ArcHandle _mArcHandleLatS;
17 | private ArcHandle _mArcHandleLon;
18 |
19 | private static float DefaultMidpointHandleSizeFunction(Vector3 position)
20 | {
21 | return HandleUtility.GetHandleSize(position) * 0.1f;
22 | }
23 |
24 | private void OnEnable()
25 | {
26 | _paddingModifier = new EllipseBoundsHandle();
27 | _paddingModifier.SetColor(Color.white);
28 | _paddingModifier.center = Vector3.zero;
29 | _paddingModifier.handleColor = Color.red;
30 | _paddingModifier.midpointHandleSizeFunction = DefaultMidpointHandleSizeFunction;
31 | _paddingModifier.thickness = 3;
32 |
33 | _mArcHandleLatN = new ArcHandle();
34 | _mArcHandleLatN.SetColorWithoutRadiusHandle(new Color32(152, 237, 67, 255), 0.1f);
35 | _mArcHandleLatN.radiusHandleColor = Color.white;
36 |
37 | _mArcHandleLatS = new ArcHandle();
38 | _mArcHandleLatS.SetColorWithoutRadiusHandle(new Color32(152, 237, 67, 255), 0.1f);
39 | _mArcHandleLatS.radiusHandleColor = Color.white;
40 |
41 | _mArcHandleLon = new ArcHandle();
42 | _mArcHandleLon.SetColorWithoutRadiusHandle(new Color32(237, 67, 30, 255), 0.1f);
43 | _mArcHandleLon.radiusHandleColor = Color.white;
44 | }
45 |
46 | private void OnSceneGUI()
47 | {
48 | _mComp ??= ((SensorEditorHelper3D) target).GetSensorComponent();
49 | if (!_mComp) return;
50 | if (!_mComp.showAngleGizmos) return;
51 |
52 | DrawCapsule();
53 | DrawHandles();
54 | }
55 |
56 | private void DrawCapsule()
57 | {
58 | var tf = _mComp.transform;
59 |
60 | var fwd = tf.right;
61 | var normal = Vector3.Cross(fwd, tf.up);
62 | var matrix = Matrix4x4.TRS(
63 | tf.position,
64 | Quaternion.LookRotation(fwd, normal),
65 | Vector3.one
66 | );
67 |
68 | _paddingModifier.center = Vector3.zero;
69 | using (new Handles.DrawingScope(matrix))
70 | {
71 | EditorGUI.BeginChangeCheck();
72 | {
73 | _paddingModifier.height = _mComp.capsuleHeight;
74 | _paddingModifier.radius = _mComp.capsuleRadius;
75 | _paddingModifier.DrawHandle();
76 | }
77 |
78 | if (!EditorGUI.EndChangeCheck()) return;
79 | if (Math.Abs(_mComp.capsuleHeight - _paddingModifier.height) > 0.01f)
80 | {
81 | _mComp.capsuleHeight = _paddingModifier.height;
82 | _mComp.OnValidate();
83 | }
84 | else if (Math.Abs(_mComp.capsuleRadius - _paddingModifier.radius) > 0.01f)
85 | {
86 | _mComp.capsuleRadius = _paddingModifier.radius;
87 | _mComp.OnValidate();
88 | }
89 | }
90 | }
91 |
92 | private void DrawHandles()
93 | {
94 | var tf = _mComp.transform;
95 |
96 | var fwd = tf.forward;
97 | var normal = Vector3.Cross(fwd, tf.up);
98 | var matrix = Matrix4x4.TRS(
99 | tf.position,
100 | Quaternion.LookRotation(fwd, -normal),
101 | Vector3.one
102 | );
103 |
104 | using (new Handles.DrawingScope(matrix))
105 | {
106 | EditorGUI.BeginChangeCheck();
107 | {
108 | _mArcHandleLatN.angle = _mComp.angleNorth;
109 | _mArcHandleLatN.radius = _mComp.rayDistance;
110 | _mArcHandleLatN.DrawHandle();
111 | }
112 | if (EditorGUI.EndChangeCheck())
113 | {
114 | if (Math.Abs(_mComp.angleNorth - _mArcHandleLatN.angle) > 0.01f)
115 | {
116 | _mComp.angleNorth = _mArcHandleLatN.angle;
117 | _mComp.OnValidate();
118 | }
119 | else if (Math.Abs(_mComp.rayDistance - _mArcHandleLatN.radius) > 0.01f)
120 | {
121 | _mComp.rayDistance = _mArcHandleLatN.radius;
122 | _mComp.OnValidate();
123 | }
124 | }
125 | }
126 |
127 | // Latitude South & Max. Distance.
128 |
129 | normal = Vector3.Cross(fwd, -tf.up);
130 | matrix = Matrix4x4.TRS(
131 | tf.position,
132 | Quaternion.LookRotation(fwd, normal),
133 | Vector3.one
134 | );
135 |
136 | using (new Handles.DrawingScope(matrix))
137 | {
138 | EditorGUI.BeginChangeCheck();
139 | {
140 | _mArcHandleLatS.angle = _mComp.angleSouth;
141 | _mArcHandleLatS.radius = _mComp.rayDistance;
142 | _mArcHandleLatS.DrawHandle();
143 | }
144 | if (EditorGUI.EndChangeCheck())
145 | {
146 | if (Math.Abs(_mComp.angleSouth - _mArcHandleLatS.angle) > 0.01f)
147 | {
148 | _mComp.angleSouth = _mArcHandleLatS.angle;
149 | _mComp.OnValidate();
150 | }
151 | else if (Math.Abs(_mComp.rayDistance - _mArcHandleLatS.radius) > 0.01f)
152 | {
153 | _mComp.rayDistance = _mArcHandleLatS.radius;
154 | _mComp.OnValidate();
155 | }
156 | }
157 | }
158 |
159 | // Longitude & Max. Distance.
160 |
161 | normal = Vector3.Cross(fwd, tf.right);
162 | matrix = Matrix4x4.TRS(
163 | tf.position,
164 | Quaternion.LookRotation(fwd, normal),
165 | Vector3.one
166 | );
167 |
168 | using (new Handles.DrawingScope(matrix))
169 | {
170 | EditorGUI.BeginChangeCheck();
171 | {
172 | _mArcHandleLon.angle = _mComp.angleLon;
173 | _mArcHandleLon.radius = _mComp.rayDistance;
174 | _mArcHandleLon.DrawHandle();
175 | }
176 | if (EditorGUI.EndChangeCheck())
177 | {
178 | if (Math.Abs(_mComp.angleLon - _mArcHandleLon.angle) > 0.01f)
179 | {
180 | _mArcHandleLon.angle = _mArcHandleLon.angle > 120
181 | ? 120
182 | : _mArcHandleLon.angle = _mArcHandleLon.angle;
183 | _mArcHandleLon.angle =
184 | _mArcHandleLon.angle < 0 ? 0 : _mArcHandleLon.angle = _mArcHandleLon.angle;
185 | _mComp.angleLon = _mArcHandleLon.angle;
186 | _mComp.OnValidate();
187 | }
188 | else if (Math.Abs(_mComp.rayDistance - _mArcHandleLon.radius) > 0.01f)
189 | {
190 | _mComp.rayDistance = _mArcHandleLon.radius;
191 | _mComp.OnValidate();
192 | }
193 | }
194 | }
195 | }
196 | }
197 | }
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10 | userData:
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/UnitySensorSystem/Assets/DetectionService/EllipseBoundsHandle.cs:
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1 | using System;
2 | using UnityEditor;
3 | using UnityEditor.IMGUI.Controls;
4 | using UnityEngine;
5 |
6 | namespace DetectionService
7 | {
8 | ///
9 | /// A compound handle to edit a capsule-shaped bounding volume in the Scene view.
10 | ///
11 | public class EllipseBoundsHandle : PrimitiveBoundsHandle
12 | {
13 | ///
14 | /// An enumeration for specifying which axis on a EllipseBoundsHandle object maps to the capsuleHeight parameter.
15 | ///
16 | private enum HeightAxis
17 | {
18 | X,
19 | Y,
20 | Z
21 | }
22 |
23 | private const int KDirectionX = 0;
24 | private const int KDirectionY = 1;
25 | private const int KDirectionZ = 2;
26 |
27 | private static readonly Vector3[] SHeightAxes = new Vector3[3]
28 | {
29 | Vector3.right,
30 | Vector3.up,
31 | Vector3.forward
32 | };
33 |
34 | private static readonly int[] SNextAxis = new int[3]
35 | {
36 | 1,
37 | 2,
38 | 0
39 | };
40 |
41 | private int _mHeightAxis = 1;
42 |
43 | ///
44 | /// Create a new instance of the EllipseBoundsHandle class.
45 | ///
46 | ///
47 | /// An integer value used to generate consistent control IDs for each control handle on this
48 | /// instance. Avoid using the same value for all of your EllipseBoundsHandle instances.
49 | ///
50 | [Obsolete("Use parameterless constructor instead.")]
51 | public EllipseBoundsHandle(int controlIDHint)
52 | : base(controlIDHint)
53 | {
54 | }
55 |
56 | ///
57 | /// Create a new instance of the EllipseBoundsHandle class.
58 | ///
59 | public EllipseBoundsHandle()
60 | {
61 | }
62 |
63 | ///
64 | ///
65 | /// Returns or specifies the axis in the handle's space to which capsuleHeight maps. The capsuleRadius maps to the remaining
66 | /// axes.
67 | ///
68 | ///
69 | private HeightAxis heightAxis
70 | {
71 | get => (HeightAxis) _mHeightAxis;
72 | set
73 | {
74 | var index = (int) value;
75 | if (_mHeightAxis == index)
76 | return;
77 | var size = Vector3.one * radius * 2f;
78 | size[index] = GetSize()[_mHeightAxis];
79 | _mHeightAxis = index;
80 | SetSize(size);
81 | }
82 | }
83 |
84 | private float _mThickness = 1;
85 |
86 | ///
87 | ///
88 | /// Returns or specifies the axis in the handle's space to which capsuleHeight maps. The capsuleRadius maps to the remaining
89 | /// axes.
90 | ///
91 | ///
92 | public float thickness
93 | {
94 | get => _mThickness;
95 | set => _mThickness = value;
96 | }
97 |
98 | ///
99 | /// Returns or specifies the capsuleHeight of the capsule bounding volume.
100 | ///
101 | public float height
102 | {
103 | get => !IsAxisEnabled(_mHeightAxis) ? 0.0f : Mathf.Max(GetSize()[_mHeightAxis], 2f * radius);
104 | set
105 | {
106 | value = Mathf.Max(Mathf.Abs(value), 2f * radius);
107 | if (height == (double) value)
108 | return;
109 | var size = GetSize();
110 | size[_mHeightAxis] = value;
111 | SetSize(size);
112 | }
113 | }
114 |
115 | ///
116 | /// Returns or specifies the capsuleRadius of the capsule bounding volume.
117 | ///
118 | public float radius
119 | {
120 | get
121 | {
122 | int radiusAxis;
123 | return GetRadiusAxis(out radiusAxis) || IsAxisEnabled(_mHeightAxis)
124 | ? 0.5f * GetSize()[radiusAxis]
125 | : 0.0f;
126 | }
127 | set
128 | {
129 | var size = GetSize();
130 | var b = 2f * value;
131 | for (var index = 0; index < 3; ++index)
132 | size[index] = index == _mHeightAxis ? Mathf.Max(size[index], b) : b;
133 | SetSize(size);
134 | }
135 | }
136 |
137 | public Bounds bounds;
138 |
139 | ///
140 | /// Draw a wireframe capsule for this instance.
141 | ///
142 | protected override void DrawWireframe()
143 | {
144 | var vector3Axis1 = HeightAxis.Y;
145 | var vector3Axis2 = HeightAxis.Z;
146 |
147 | switch (heightAxis)
148 | {
149 | case HeightAxis.Y:
150 | vector3Axis1 = HeightAxis.Z;
151 | vector3Axis2 = HeightAxis.X;
152 | break;
153 | case HeightAxis.Z:
154 | vector3Axis1 = HeightAxis.X;
155 | vector3Axis2 = HeightAxis.Y;
156 | break;
157 | case HeightAxis.X:
158 | break;
159 | default:
160 | throw new ArgumentOutOfRangeException();
161 | }
162 |
163 | var flag1 = IsAxisEnabled((int) heightAxis);
164 | var flag2 = IsAxisEnabled((int) vector3Axis1);
165 | var flag3 = IsAxisEnabled((int) vector3Axis2);
166 | var heightAx1 = SHeightAxes[_mHeightAxis];
167 | var heightAx2 = SHeightAxes[SNextAxis[_mHeightAxis]];
168 | var heightAx3 = SHeightAxes[SNextAxis[SNextAxis[_mHeightAxis]]];
169 |
170 | var center1 = center + heightAx1 * (height * 0.5f - radius);
171 | var center2 = center - heightAx1 * (height * 0.5f - radius);
172 | if (flag1)
173 | {
174 | if (flag3)
175 | {
176 | Handles.DrawWireArc(center1, heightAx2, heightAx3, 180f, radius, thickness);
177 | Handles.DrawWireArc(center2, heightAx2, heightAx3, -180f, radius, thickness);
178 | Handles.DrawLine(center1 + heightAx3 * radius, center2 + heightAx3 * radius, thickness);
179 | Handles.DrawLine(center1 - heightAx3 * radius, center2 - heightAx3 * radius, thickness);
180 | }
181 |
182 | if (flag2)
183 | {
184 | Handles.DrawWireArc(center1, heightAx3, heightAx2, -180f, radius, thickness);
185 | Handles.DrawWireArc(center2, heightAx3, heightAx2, 180f, radius, thickness);
186 | Handles.DrawLine(center1 + heightAx2 * radius, center2 + heightAx2 * radius, thickness);
187 | Handles.DrawLine(center1 - heightAx2 * radius, center2 - heightAx2 * radius, thickness);
188 | }
189 | }
190 |
191 | if (!(flag2 & flag3))
192 | return;
193 | Handles.DrawWireArc(center1, heightAx1, heightAx2, 360f, radius, thickness);
194 | Handles.DrawWireArc(center2, heightAx1, heightAx2, -360f, radius, thickness);
195 | }
196 |
197 | protected override Bounds OnHandleChanged(
198 | HandleDirection handle,
199 | Bounds boundsOnClick,
200 | Bounds newBounds)
201 | {
202 | var index1 = 0;
203 | switch (handle)
204 | {
205 | case HandleDirection.PositiveY:
206 | case HandleDirection.NegativeY:
207 | index1 = 1;
208 | break;
209 | case HandleDirection.PositiveZ:
210 | case HandleDirection.NegativeZ:
211 | index1 = 2;
212 | break;
213 | }
214 |
215 | var max = newBounds.max;
216 | var min = newBounds.min;
217 | if (index1 == _mHeightAxis)
218 | {
219 | GetRadiusAxis(out var radiusAxis);
220 | var num = max[radiusAxis] - min[radiusAxis];
221 | if (max[_mHeightAxis] - min[_mHeightAxis] < (double) num)
222 | {
223 | if (handle == HandleDirection.PositiveX || handle == HandleDirection.PositiveY ||
224 | handle == HandleDirection.PositiveZ)
225 | max[_mHeightAxis] = min[_mHeightAxis] + num;
226 | else
227 | min[_mHeightAxis] = max[_mHeightAxis] - num;
228 | }
229 | }
230 | else
231 | {
232 | max[_mHeightAxis] = boundsOnClick.center[_mHeightAxis] + 0.5f * boundsOnClick.size[_mHeightAxis];
233 | ref var local1 = ref min;
234 | var heightAxis = _mHeightAxis;
235 | double num1 = boundsOnClick.center[_mHeightAxis];
236 | var vector3 = boundsOnClick.size;
237 | var num2 = 0.5 * vector3[_mHeightAxis];
238 | var num3 = num1 - num2;
239 | local1[heightAxis] = (float) num3;
240 | var b = (float) (0.5 * (max[index1] - (double) min[index1]));
241 | var a = (float) (0.5 * (max[_mHeightAxis] - (double) min[_mHeightAxis]));
242 | for (var index2 = 0; index2 < 3; ++index2)
243 | if (index2 != index1)
244 | {
245 | var num4 = index2 == _mHeightAxis ? Mathf.Max(a, b) : b;
246 | ref var local2 = ref min;
247 | var index3 = index2;
248 | vector3 = center;
249 | var num5 = vector3[index2] - (double) num4;
250 | local2[index3] = (float) num5;
251 | ref var local3 = ref max;
252 | var index4 = index2;
253 | vector3 = center;
254 | var num6 = vector3[index2] + (double) num4;
255 | local3[index4] = (float) num6;
256 | }
257 | }
258 |
259 | bounds = new Bounds((max + min) * 0.5f, max - min);
260 | return bounds;
261 | }
262 |
263 | private bool GetRadiusAxis(out int radiusAxis)
264 | {
265 | radiusAxis = SNextAxis[_mHeightAxis];
266 | if (IsAxisEnabled(radiusAxis))
267 | return IsAxisEnabled(SNextAxis[radiusAxis]);
268 | radiusAxis = SNextAxis[radiusAxis];
269 | return false;
270 | }
271 | }
272 | }
--------------------------------------------------------------------------------
/UnitySensorSystem/Assets/DetectionService/EllipseBoundsHandle.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: f05ac99276c54c508398ac133e4824c7
3 | timeCreated: 1646298496
--------------------------------------------------------------------------------
/UnitySensorSystem/Assets/DetectionService/Ray.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace DetectionService
4 | {
5 | public struct DetectionRay
6 | {
7 | public readonly Ray Ray;
8 | public readonly Vector3 StartPoint;
9 | public readonly Vector3 Direction;
10 | public readonly Vector3 EndPoint;
11 |
12 | public DetectionRay(Ray ray, Vector3 startPoint, Vector3 endPoint, Vector3 direction)
13 | {
14 | StartPoint = startPoint;
15 | EndPoint = endPoint;
16 | Direction = direction;
17 | Ray = ray;
18 | }
19 | }
20 | }
--------------------------------------------------------------------------------
/UnitySensorSystem/Assets/DetectionService/Ray.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 3e432f07638143a68b7a6514ae6c506b
3 | timeCreated: 1646313912
--------------------------------------------------------------------------------
/UnitySensorSystem/Assets/DetectionService/SensorEditorHelper3D.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace DetectionService
4 | {
5 | public class SensorEditorHelper3D : MonoBehaviour
6 | {
7 | public DetectionSensor GetSensorComponent()
8 | {
9 | return TryGetComponent(out DetectionSensor comp) ? comp : null;
10 | }
11 | }
12 |
13 | }
--------------------------------------------------------------------------------
/UnitySensorSystem/Assets/DetectionService/SensorEditorHelper3D.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 0ef7a663e8024104a4bf711fa6a85ec8
3 | timeCreated: 1646296859
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1 | using DetectionService;
2 | using UnityEngine;
3 |
4 | namespace Test.Scripts
5 | {
6 | public class TestMono : MonoBehaviour
7 | {
8 | [SerializeField] public DetectionSensor detectionSensor;
9 | private DetectionRay[] _sensorRays;
10 |
11 | private void Start()
12 | {
13 | _sensorRays = detectionSensor.Rays;
14 | }
15 |
16 | private void FixedUpdate()
17 | {
18 | for (var i = 0; i < _sensorRays.Length; i++)
19 | {
20 | var ray = _sensorRays[i];
21 | if (Physics.Raycast(ray.Ray))
22 | {
23 | Debug.Log("Hit!");
24 | }
25 | }
26 | }
27 | }
28 | }
29 |
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