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@ale2x72
Last active June 7, 2022 15:58
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Upgrade of ReadAssemblage.cs..... now with Quaternions! Imports Rhiono OXYZ plane data in Unity and orients prefabs according to type and corresponding orientation plane
using System;
using System.IO;
using UnityEngine;
public class ReadAssemblage : MonoBehaviour
{
public bool debugMode;
[Range(0.5f, 5)]
public float axisLength;
[Header("AssemblyObjects")]
public GameObject[] AssemblyObjects;
public string fileName;
GameObject[] assemblage;
Vector3[] forwardVecs;
void Start()
{
fileName = Application.dataPath + "\\" + fileName;
string[] data = File.ReadAllLines(fileName);
GameObject Collector = new GameObject("Assemblage");
Collector.transform.position = Vector3.zero;
Collector.transform.rotation = Quaternion.identity;
assemblage = new GameObject[data.Length];
forwardVecs = new Vector3[data.Length];
for (int i = 0; i < data.Length; i++)
{
// planetype structure: 0=type, 1=origin, 2=x, 3=y, 4=z
// separate type from plane OXYZ data
string[] planeType = data[i].Split(';');
int type = Convert.ToInt32(planeType[0]);
string[][] vectors = new string[4][];
for (int j = 1; j < planeType.Length; j++)
{
vectors[j - 1] = 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);
// this is for alignment error checking
forwardVecs[i] = fwVector;
Quaternion rotated = QuaternionFromVectors(rightVector, upVector, fwVector);
// instantiate GameObject
assemblage[i] = Instantiate(AssemblyObjects[type], origin, rotated);
// assign to parent
assemblage[i].transform.parent = Collector.transform;
float newDotProduct = Vector3.Dot(assemblage[i].transform.forward, forwardVecs[i]);
// check for outliers
if (1 - newDotProduct > 0.001)
Debug.Log(assemblage[i].name + " - angle: " + Mathf.Acos(newDotProduct));
// _____________ Method without Quaternions _____________
//Vector3 origin = ToLeftHanded(planeO);
//Vector3 fwVector = -ToLeftHanded(planeY);
//Vector3 upVector = ToLeftHanded(planeZ);
//Vector3 rightVector = -ToLeftHanded(planeX);
//forwardVecs[i] = fwVector;
//Quaternion rot = Quaternion.identity;
//assemblage[i] = Instantiate(AssemblyObjects[type], origin, rot);
//assemblage[i].name = AssemblyObjects[type].name + "_" + i;
//// align with up vector first
//assemblage[i].transform.up = upVector;
//// compute angle between current forward and target forward
//float angle = Vector3.Angle(assemblage[i].transform.forward, forwardVecs[i]);
//// rotate aling up vector
//assemblage[i].transform.Rotate(0, angle, 0);
//float newAngle = Vector3.Angle(assemblage[i].transform.forward, forwardVecs[i]);
//// check if the rotation direction was wrong - in case rotate back twice
//if (newAngle > 0.5)
// assemblage[i].transform.Rotate(0, -2 * angle, 0);
//// assign to parent
//assemblage[i].transform.parent = Collector.transform;
//float newDotProduct = Vector3.Dot(assemblage[i].transform.forward, forwardVecs[i]);
// check for outliers
//if (1 - newDotProduct > 0.001)
//Debug.Log(assemblage[i].name + " - angle: " + angle + " - newAngle: " + newAngle);
}
}
// 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);
}
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 Update()
{
if (debugMode)
for (int i = 0; i < assemblage.Length; i++)
{
DrawTransform(assemblage[i].transform, axisLength);
DrawVector(assemblage[i].transform.position, forwardVecs[i], 10, Color.black);
}
}
}
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