Why do vertices of a quad and the localScale of the quad not match in Unity? - unity3d

I have a Quad whose vertices I'm printing like this:
public MeshFilter quadMeshFilter;
for(var vertex in quadMeshFilter.mesh.vertices)
{
print(vertex);
}
And, the localScale like this:
public GameObject quad;
print(quad.transform.localScale);
Vertices are like this:
(-0.5, -0.5), (0.5, 0.5), (0.5, -0.5), (-0.5, 0.5)
while the localScale is:
(6.4, 4.8, 0)
How is this possible - because the vertices make a square but localScale does not.
How do I use vertices and draw another square in front of the quad?

I am not well versed in the matters of meshes, but I believe I know the answer to this question.
Answer
How is this possible
Scale is a value which your mesh is multiplied in size by in given directions (x, y, z). A scale of 1 is default size. A scale of 2 is double size and so on. Your localSpace coordinates will then be multiplied by this scale.
Say a localSpace coordinate is (1, 0, 2), the scale however, is (3, 1, 3). Meaning that the result is (1*3, 0*1, 2*3).
How do I use vertices and draw another square in front of the quad?
I'd personally just create the object and then move it via Unity's Transform system. Since it allows you to change the worldSpace coordinates using transform.position = new Vector3(1f, 5.4f, 3f);
You might be able to move each individual vertex in WorldSpace too, but I haven't tried that before.
I imagine it is related to this bit of code though: vertices[i] = transform.TransformPoint(vertices[i]); since TransformPoint converts from localSpace to worldSpace based on the Transform using it.
Elaboration
Why do I get lots of 0's and 5's in my space coordinates despite them having other positions in the world?
If I print the vertices of a quad using the script below. I get these results, which have 3 coordinates and can be multiplied as such by localScale.
Print result:
Script:
Mesh mesh = GetComponent<MeshFilter>().mesh;
var vertices = mesh.vertices;
Debug.Log("Local Space.");
foreach (var v in vertices)
{
Debug.Log(v);
}
This first result is what we call local space.
There also exists something called WorldSpace. You can convert between local- and worldSpace.
localSpace is the objects mesh vertices in relation to the object itself while worldSpace is the objects location in the Unity scene.
Then you get the results as seen below, first the localSpace coordinates as in the first image, then the WorldSpace coordinates converted from these local coordinates.
Here is the script I used to print the above result.
Mesh mesh = GetComponent<MeshFilter>().mesh;
var vertices = mesh.vertices;
Debug.Log("Local Space.");
foreach (var v in vertices)
{
Debug.Log(v);
}
Debug.Log("World Space");
for (int i = 0; i < vertices.Length; ++i)
{
vertices[i] = transform.TransformPoint(vertices[i]);
Debug.Log(vertices[i]);
}
Good luck with your future learning process.

This becomes clear once you understand how Transform hierarchies work. Its a tree, in which parent transform [3x3] matrix (position, rotation, scale (rotation is actually a quaternion but lets assume its euler for simplicity so that math works). by extension of this philosophy, the mesh itself can be seen as child to the gameoobject that holds it.
If you imagine a 1x1 quad (which is what is described by your vertexes), parented to a gameobject, and that gameobject's Transform has a non-one localScale, all the vertexes in the mesh get multiplied by that value, and all the positions are added.
now if you parent that object to another gameObject, and give it another localScale, this will again multiply all the vertex positions by that scale, translate by its position etc.
to answer your question - global positions of your vertexes are different than contained in the source mesh, because they are feed through a chain of Transforms all the way up to the scene root.
This is both the reason that we only have localScale and not scale, and this is also the reason why non-uniform scaling of objects which contain rotated children can sometimes give very strange results. Transforms stack.

Related

Unity - Sin & Cos circular motion with rotation

I am trying to calculate circular motion (orbit) around an object. The code i have gives me a nice circular orbit around the object. The problem is that when i rotate the object, the orbit behaves as though the object were not rotated.
I've put a really simple diagram below to try and explain it better. The left is what i get when the cylinder is upright, the middle is what i currently get when the object is rotated. The image on the right is what i would like to happen.
float Gx = target.transform.position.x - ((Mathf.Cos(currentTvalue)) * (radius));
float Gz = target.transform.position.z - ((Mathf.Sin(currentTvalue)) * (radius));
float Gy = target.transform.position.y;
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(new Vector3(Gx, Gy, Gz), 0.03f);
How can i get the orbit to change with the objects rotation? I have tried multiplying the orbit poisition "new Vector3(Gx,Gy,Gz)" by the rotation of the object:
Gizmos.DrawWireSphere(target.transform.rotation*new Vector3(Gx, Gy, Gz), 0.03f);
but that didn't seem to do anything?
That is happening because you are calculating the vector (Gx, Gy, Gz) in world space coordinates, where the target object's rotations are not taken in consideration.
One way to solve your needs is to calculate this rotation using the target object's local space coordinates, and then convert them to world space coordinates. This will correctly make your calculations consider the rotation of the target object.
float Gx = target.transform.localPosition.x - ((Mathf.Cos(currentTvalue)) * (radius));
float Gz = target.transform.localPosition.z - ((Mathf.Sin(currentTvalue)) * (radius));
float Gy = target.transform.localPosition.y;
Vector3 worldSpacePoint = target.transform.TransformPoint(Gx, Gy, Gz);
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(worldSpacePoint, 0.03f);
Notice that instead of target.transform.position, which retrieves the world space coordinates of the given transform, I am doing the calculations using the target.transform.localPosition, which retrieves the local space coordinates of the given transform.
Also, I am calling the TransformPoint() method, which converts the coordinates which I have calculated in local space to its corresponding values in world space.
Then you might safely call the Gizmos.DrawWireSphere() method, which requires world space coordinates to work correctly.

Unity function to access the 2D box immediately from the 3D pipeline?

In Unity, say you have a 3D object,
Of course, it's trivial to get the AABB, Unity has direct functions for that,
(You might have to "add up all the bounding boxes of the renderers" in the usual way, no issue.)
So Unity does indeed have a direct function to give you the 3D AABB box instantly, out of the internal mesh/render pipeline every frame.
Now, for the Camera in question, as positioned, that AABB indeed covers a certain 2D bounding box ...
In fact ... is there some sort of built-in direct way to find that orange 2D box in Unity??
Question - does Unity have a function which immediately gives that 2D frustrum box from the pipeline?
(Note that to do it manually you just make rays (or use world to screen space as Draco mentions, same) for the 8 points of the AABB; encapsulate those in 2D to make the orange box.)
I don't need a manual solution, I'm asking if the engine gives this somehow from the pipeline every frame?
Is there a call?
(Indeed, it would be even better to have this ...)
My feeling is that one or all of the
occlusion system in particular
the shaders
the renderer
would surely know the orange box, and perhaps even the blue box inside the pipeline, right off the graphics card, just as it knows the AABB for a given mesh.
We know that Unity lets you tap the AABB 3D box instantly every frame for a given mesh: In fact does Unity give the "2D frustrum bound" as shown here?
As far as I am aware, there is no built in for this.
However, finding the extremes yourself is really pretty easy. Getting the mesh's bounding box (the cuboid shown in the screenshot) is just how this is done, you're just doing it in a transformed space.
Loop through all the verticies of the mesh, doing the following:
Transform the point from local to world space (this handles dealing with scale and rotation)
Transform the point from world space to screen space
Determine if the new point's X and Y are above/below the stored min/max values, if so, update the stored min/max with the new value
After looping over all vertices, you'll have 4 values: min-X, min-Y, max-X, and max-Y. Now you can construct your bounding rectangle
You may also wish to first perform a Gift Wrapping of the model first, and only deal with the resulting convex hull (as no points not part of the convex hull will ever be outside the bounds of the convex hull). If you intend to draw this screen space rectangle while the model moves, scales, or rotates on screen, and have to recompute the bounding box, then you'll want to do this and cache the result.
Note that this does not work if the model animates (e.g. if your humanoid stands up and does jumping jacks). Solving for the animated case is much more difficult, as you would have to treat every frame of every animation as part of the original mesh for the purposes of the convex hull solving (to insure that none of your animations ever move a part of the mesh outside the convex hull), increasing the complexity by a power.
3D bounding box
Get given GameObject 3D bounding box's center and size
Compute 8 corners
Transform positions to GUI space (screen space)
Function GUI3dRectWithObject will return the 3D bounding box of given GameObject on screen.
2D bounding box
Iterate through every vertex in a given GameObject
Transform every vertex's position to world space, and transform to GUI space (screen space)
Find 4 corner value: x1, x2, y1, y2
Function GUI2dRectWithObject will return the 2D bounding box of given GameObject on screen.
Code
public static Rect GUI3dRectWithObject(GameObject go)
{
Vector3 cen = go.GetComponent<Renderer>().bounds.center;
Vector3 ext = go.GetComponent<Renderer>().bounds.extents;
Vector2[] extentPoints = new Vector2[8]
{
WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y-ext.y, cen.z-ext.z)),
WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y-ext.y, cen.z-ext.z)),
WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y-ext.y, cen.z+ext.z)),
WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y-ext.y, cen.z+ext.z)),
WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y+ext.y, cen.z-ext.z)),
WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y+ext.y, cen.z-ext.z)),
WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y+ext.y, cen.z+ext.z)),
WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y+ext.y, cen.z+ext.z))
};
Vector2 min = extentPoints[0];
Vector2 max = extentPoints[0];
foreach (Vector2 v in extentPoints)
{
min = Vector2.Min(min, v);
max = Vector2.Max(max, v);
}
return new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
}
public static Rect GUI2dRectWithObject(GameObject go)
{
Vector3[] vertices = go.GetComponent<MeshFilter>().mesh.vertices;
float x1 = float.MaxValue, y1 = float.MaxValue, x2 = 0.0f, y2 = 0.0f;
foreach (Vector3 vert in vertices)
{
Vector2 tmp = WorldToGUIPoint(go.transform.TransformPoint(vert));
if (tmp.x < x1) x1 = tmp.x;
if (tmp.x > x2) x2 = tmp.x;
if (tmp.y < y1) y1 = tmp.y;
if (tmp.y > y2) y2 = tmp.y;
}
Rect bbox = new Rect(x1, y1, x2 - x1, y2 - y1);
Debug.Log(bbox);
return bbox;
}
public static Vector2 WorldToGUIPoint(Vector3 world)
{
Vector2 screenPoint = Camera.main.WorldToScreenPoint(world);
screenPoint.y = (float)Screen.height - screenPoint.y;
return screenPoint;
}
Reference: Is there an easy way to get on-screen render size (bounds)?
refer to this
It needs the game object with skinnedMeshRenderer.
Camera camera = GetComponent();
SkinnedMeshRenderer skinnedMeshRenderer = target.GetComponent();
// Get the real time vertices
Mesh mesh = new Mesh();
skinnedMeshRenderer.BakeMesh(mesh);
Vector3[] vertices = mesh.vertices;
for (int i = 0; i < vertices.Length; i++)
{
// World space
vertices[i] = target.transform.TransformPoint(vertices[i]);
// GUI space
vertices[i] = camera.WorldToScreenPoint(vertices[i]);
vertices[i].y = Screen.height - vertices[i].y;
}
Vector3 min = vertices[0];
Vector3 max = vertices[0];
for (int i = 1; i < vertices.Length; i++)
{
min = Vector3.Min(min, vertices[i]);
max = Vector3.Max(max, vertices[i]);
}
Destroy(mesh);
// Construct a rect of the min and max positions
Rect r = Rect.MinMaxRect(min.x, min.y, max.x, max.y);
GUI.Box(r, "");

How to clamp gameobject movement in a irregular shape in Unity3d

I am using a runtime gizmo to translate gameobjects in my game. I need to know how to clamp the objects movement in an irregular shape.
For example: If the shape is a Box.
n calculate the Bounds of this shape and using the Bounds.max.x, Bounds.min.x, Bounds.max.y, Bounds.min.y, Bounds.max.z, Bounds.min.z and clamp the position like this:
Vector3 pos = gameObject.transform.position;
pos.x = Mathf.Clamp(pos.x,Bounds.min.x,Bounds.max.x);
pos.y = Mathf.Clamp(pos.y,Bounds.min.y,Bounds.max.y);
pos.x = Mathf.Clamp(pos.z,Bounds.min.z,Bounds.max.z);
gameObject.transform.position = pos;
This is all good till it's a box or a rectangular shape, because I can use either Renderer.Bounds or Collider.Bounds, However, if it is a irregular shape like this:
calculate Bounds value, it will be incorrect since Bounding box/bounds will always be calculated in a square/box shape and will give incorrect max and min value, making the gameObject go outside the shape.
I am using the below RuntimeGizmo to translate my gameObject. https://github.com/HiddenMonk/Unity3DRuntimeTransformGizmo
p.s. The Shape in my case is a square shape and a L-shape room, made by using primitive cubes acting as walls. gameObject in question is a piece of furniture.

How to calculate UVs of a flat poligon mesh

My game generates a flat surface (the floor of a building). It's a flat poligon mesh as shown in the picture:
The poligon is generated procedurally and will be different each time.
I need to map UV coordinates so that a standard square texture of, say,a floor made of bricks, is properly displayed.
What is the best way to assing the correct UV coordinates to each vertex?
With an irregular shape, you might want to "paste" a texture across the mesh(imagine pasting a rectangular sticker across your mesh and cutting away those that fall outside your mesh shape).
For that type of mapping, you might want to use Mesh.bounds, which gives you the bounding box of your mesh in local coordinates, which is the area you are going to "paste" your texture over.
Mesh mesh = GetComponent<MeshFilter>();
Bounds bounds = mesh.bounds;
Get the vertices of your mesh:
Vector3[] vertices = mesh.vertices;
Now do the mapping:
Vector2[] uvs = new Vector2[vertices.Length];
for(int i = 0; i < vertices.Length; i++)
{
uvs[i] = new Vector2(vertices[i].x / bounds.size.x, vertices[i].z / bounds.size.z);
}
mesh.uv = uvs;

How to find the 3D coordinates of a surface from the click location of the mouse on the ILNumerics surface plots?

Currently our system uses the ILNumerics 3D plot cube class with an ILNumerics surface component to display a 3D meshed surface. An aim for our system is to be able to interrogate individual points on the surface from a mouse click on the plot. We have the MouseClick event set up on our plot the problem is I am unsure on how to get the values for the particular point on the surface that has been clicked, could anyone help with this issue?
The conversion from 2D mouse coordinates to 3D 'model' coordinates is possible - under some limitations:
The conversion is not unambiguous. The mouse event only provides 2 dimensions: X and Y screen coordinates. In the 3D model there might be more than one point 'behind' this 2D screen point. Therefore, the best you can get is to compute a line in 3D, starting at the camera and ending in infinite depth.
While in theory it would be possible at least to try to find the crossing of the line with the 3D objects, ILNumerics currently does not. Even in the simple case of a surface it is easy to construct a 3D model which crosses the line at more than one point.
For a simplified situation a solution exists: If the Z coordinate in 3D does not matter, one can use common matrix conversions in order to acquire the X and Y coordinates in 3D and use these only. Let's say, your plot is a 2D line plot or a surface plot - but only watched from
'above' (i.e. The unrotated X-Y plane). The Z coordinate of the point clicked may not be of interest. Let's further assume, you have setup an ILScene scene in a common windows application with ILPanel:
private void ilPanel1_Load(object sender, EventArgs e) {
var scene = new ILScene() {
new ILPlotCube(twoDMode: true) {
new ILSurface(ILSpecialData.sincf(20,30))
}
};
scene.First<ILSurface>().MouseClick += (s,arg) => {
// we start at the mouse event target -> this will be the
// surface group node (the parent of "Fill" and "Wireframe")
var group = arg.Target.Parent;
if (group != null) {
// walk up to the next camera node
Matrix4 trans = group.Transform;
while (!(group is ILCamera) && group != null) {
group = group.Parent;
// collect all nodes on the path up
trans = group.Transform * trans;
}
if (group != null && (group is ILCamera)) {
// convert args.LocationF to world coords
// The Z coord is not provided by the mouse! -> choose arbitrary value
var pos = new Vector3(arg.LocationF.X * 2 - 1, arg.LocationF.Y * -2 + 1, 0);
// invert the matrix.
trans = Matrix4.Invert(trans);
// trans now converts from the world coord system (at the camera) to
// the local coord system in the 'target' group node (surface).
// In order to transform the mouse (viewport) position, we
// left multiply the transformation matrix.
pos = trans * pos;
// view result in the window title
Text = "Model Position: " + pos.ToString();
}
}
};
ilPanel1.Scene = scene;
}
What it does: it registers a MouseClick event handler on the surface group node. In the handler it accumulates the transformation matrices on the path from the clicked target (the surface group node) up to the next camera node the surface is a child of. While rendering, the (model) coordinates of the vertices are transformed by the local coordinate transformation matrix, hosted in every group node. All transformations are accumulated and so the vertex coordinates end up in the 'world coordinate' system, established by every camera. So rendering finds the 2D screen position from the 3D model vertex positions.
In order to find the 3D position from the 2D screen coordinates - one must go the other way around. In the example, we acquire the transformation matrices for every group node, multiply them all up and invert the resulting transformation matrix. This is needed, because such transforms naturally describe the conversion from the child node to the parent. Here, we need the other way around - hence the inversion is necessary.
This method gives the correct 3D coordinates at the mouse position. However, keep the limitations in mind! Here, we do not take into account any rotation of the plot cube (the plot cube must be left unrotated) and no projection transforms (plot cubes do use orthographic transform by default, which basically is a noop). In order to recognize those variables as well, you may extend the example accordingly.