/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #nullable enable using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif [ExecuteAlways] public class SkeletonRenderer : MonoBehaviour { public Color color; public bool drawAxes; public float axisSize; #if UNITY_EDITOR private void OnEnable() { SceneView.duringSceneGui += Draw; } private void OnDisable() { SceneView.duringSceneGui -= Draw; } #endif #if UNITY_EDITOR private void Draw(SceneView sceneView) { Handles.matrix = Matrix4x4.identity; foreach (var xform in GetComponentsInChildren()) { var parent = xform.parent; var position = xform.position; if (parent) { Handles.color = color; Handles.DrawLine(position, parent.position); } if (drawAxes) { var r = xform.rotation; var xAxis = position + r * Vector3.right * axisSize ; var yAxis = position + r * Vector3.up * axisSize ; var zAxis = position + r * Vector3.forward * axisSize; Handles.color = Color.blue; Handles.DrawLine(position, zAxis); Handles.color = Color.green; Handles.DrawLine(position, yAxis); Handles.color = Color.red; Handles.DrawLine(position, xAxis); } } } #endif }