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Read Assemblage 20220611
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEngine; | |
using UnityEditor; | |
/* | |
Script by Alessio Erioli - Co-de-iT | |
(c) Co-de-iT 2022 | |
*/ | |
[ExecuteInEditMode] | |
public class ReadAssemblage : MonoBehaviour | |
{ | |
public AssetCouple[] assetCouples; | |
GameObject[][] assemblage; | |
// for debug purposes | |
// Vector3[][] forwardVecs; | |
[Serializable] | |
public class AssetCouple | |
{ | |
[Tooltip("Drag and drop a prefab here")] | |
public GameObject prefab; | |
[Tooltip("Drag and drop a .csv file here")] | |
public TextAsset planesFile; | |
} | |
// for debug purposes | |
//public bool debugMode; | |
//[Range(0.5f, 5)] | |
//public float axisLength; | |
private void Awake() | |
{ | |
} | |
// Start is called before the first frame update | |
void Start() | |
{ | |
LoadPlanes(); | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
// for debug purposes | |
// if (debugMode) DebugDraw(); | |
} | |
public void LoadPlanes()//AssetCouple[] assetCouples) | |
{ | |
// Load only if in Editor and another Assemblage does not exist | |
if (Application.isPlaying || GameObject.Find("Assemblage") != null) return; | |
string filePath = Application.dataPath + "\\Assemblages\\"; | |
GameObject Collector = new GameObject("Assemblage"); | |
Collector.transform.position = Vector3.zero; | |
Collector.transform.rotation = Quaternion.identity; | |
assemblage = new GameObject[assetCouples.Length][]; | |
//forwardVecs = new Vector3[assetCouples.Length][]; // for debug purposes | |
for (int k = 0; k < assetCouples.Length; k++) | |
{ | |
//string[] data = File.ReadAllLines(filePath + assetCouples[k].planesFile); | |
string[] data = assetCouples[k].planesFile.text.Split(Environment.NewLine.ToCharArray()[0]); | |
//forwardVecs[k] = new Vector3[data.Length]; // for debug purposes | |
assemblage[k] = new GameObject[data.Length]; | |
for (int i = 0; i < data.Length; i++) | |
{ | |
// plane structure: 0=origin, 1=x, 2=y, 3=z | |
// separate type from plane OXYZ data | |
string[] planeType = data[i].Split(';'); | |
//int type = Convert.ToInt32(planeType[0]); // comment this line | |
if (planeType.Length < 4) continue; | |
string[][] vectors = new string[4][]; | |
for (int j = 0; j < planeType.Length; j++) | |
{ | |
vectors[j] = planeType[j].Split(','); | |
} | |
Vector3 planeO, planeX, planeY, planeZ; | |
planeO = new Vector3(Convert.ToSingle(vectors[0][0]), Convert.ToSingle(vectors[0][1]), Convert.ToSingle(vectors[0][2])); | |
planeX = new Vector3(Convert.ToSingle(vectors[1][0]), Convert.ToSingle(vectors[1][1]), Convert.ToSingle(vectors[1][2])); | |
planeY = new Vector3(Convert.ToSingle(vectors[2][0]), Convert.ToSingle(vectors[2][1]), Convert.ToSingle(vectors[2][2])); | |
planeZ = new Vector3(Convert.ToSingle(vectors[3][0]), Convert.ToSingle(vectors[3][1]), Convert.ToSingle(vectors[3][2])); | |
Vector3 origin = ToLeftHanded(planeO); | |
Vector3 fwVector = -ToLeftHanded(planeY); | |
Vector3 upVector = ToLeftHanded(planeZ); | |
Vector3 rightVector = -ToLeftHanded(planeX); | |
//forwardVecs[k][i] = fwVector; // for debug purposes | |
Quaternion rotated = QuaternionFromVectors(rightVector, upVector, fwVector); | |
// Instantiate as prefabs | |
// see: https://irfanbaysal.medium.com/instantiate-vs-prefabutility-instantiateprefab-747f43b5d717 | |
Selection.activeObject = PrefabUtility.InstantiatePrefab(assetCouples[k].prefab, Collector.transform); | |
var tempPrefab = Selection.activeGameObject; | |
tempPrefab.transform.position = origin; | |
tempPrefab.transform.rotation = rotated; | |
// instantiate as GameObject (Clone) | |
//assemblage[k][i] = Instantiate(assetCouples[k].prefab, origin, rotated); | |
// assign to parent | |
//assemblage[k][i].transform.parent = Collector.transform; | |
// mark as static | |
//assemblage[k][i].isStatic = true; | |
// for debug purposes | |
//float newDotProduct = Vector3.Dot(assemblage[k][i].transform.forward, forwardVecs[k][i]); | |
//// check for outliers | |
//if (1 - newDotProduct > 0.001) | |
// Debug.Log(assemblage[k][i].name + " - angle: " + Mathf.Acos(newDotProduct)); | |
} | |
} | |
} | |
// Note: Rhino right-handed XYZ orientation is translated in Unity's Left-Handed XZY | |
// to match how .OBJ are imported with the "Remap Z to OBJ Y" option when exporting from Rhino | |
// to account for the right-to-left hand transition, x and y coordinates become negative, | |
// and y and z are swapped | |
Vector3 ToLeftHanded(Vector3 vector) | |
{ | |
return new Vector3(-vector.x, vector.z, -vector.y); | |
} | |
// code from Martin Baker | |
// https://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ | |
Quaternion QuaternionFromVectors(Vector3 XAxis, Vector3 YAxis, Vector3 ZAxis) | |
{ | |
float m00, m01, m02, m10, m11, m12, m20, m21, m22; | |
float qx, qy, qz, qw; | |
// build the plane rotation matrix (mRC - R - row index, C - column index) | |
m00 = XAxis.x; | |
m10 = XAxis.y; | |
m20 = XAxis.z; | |
m01 = YAxis.x; | |
m11 = YAxis.y; | |
m21 = YAxis.z; | |
m02 = ZAxis.x; | |
m12 = ZAxis.y; | |
m22 = ZAxis.z; | |
float tr = m00 + m11 + m22; | |
float S; | |
if (tr > 0) | |
{ | |
S = Mathf.Sqrt(tr + 1.0f) * 2; // S=4*qw | |
qw = 0.25f * S; | |
qx = (m21 - m12) / S; | |
qy = (m02 - m20) / S; | |
qz = (m10 - m01) / S; | |
} | |
else if ((m00 > m11) & (m00 > m22)) | |
{ | |
S = Mathf.Sqrt(1.0f + m00 - m11 - m22) * 2; // S=4*qx | |
qw = (m21 - m12) / S; | |
qx = 0.25f * S; | |
qy = (m01 + m10) / S; | |
qz = (m02 + m20) / S; | |
} | |
else if (m11 > m22) | |
{ | |
S = Mathf.Sqrt(1.0f + m11 - m00 - m22) * 2; // S=4*qy | |
qw = (m02 - m20) / S; | |
qx = (m01 + m10) / S; | |
qy = 0.25f * S; | |
qz = (m12 + m21) / S; | |
} | |
else | |
{ | |
S = Mathf.Sqrt(1.0f + m22 - m00 - m11) * 2; // S=4*qz | |
qw = (m10 - m01) / S; | |
qx = (m02 + m20) / S; | |
qy = (m12 + m21) / S; | |
qz = 0.25f * S; | |
} | |
return new Quaternion(qx, qy, qz, qw); | |
} | |
// for debug purposes only | |
// | |
//void DrawTransform(Transform t, float len) | |
//{ | |
// Debug.DrawLine(t.position, t.position + t.forward * len, Color.cyan); | |
// Debug.DrawLine(t.position, t.position + t.up * len, Color.green); | |
// Debug.DrawLine(t.position, t.position + t.right * len, Color.red); | |
//} | |
//void DrawVector(Vector3 anchor, Vector3 vector, float len, Color col) | |
//{ | |
// Debug.DrawLine(anchor, anchor + vector * len, col); | |
//} | |
//void DebugDraw() | |
//{ | |
// for (int i = 0; i < assemblage.Length; i++) | |
// for (int j = 0; j < assemblage[i].Length; j++) | |
// { | |
// DrawTransform(assemblage[i][j].transform, axisLength); | |
// DrawVector(assemblage[i][j].transform.position, forwardVecs[i][j], 10, Color.black); | |
// } | |
//} | |
} |
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