Conditional compilation for Tendon visualization
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@@ -14,6 +14,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using System.Runtime.InteropServices.ComTypes;
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using System.Runtime.InteropServices.ComTypes;
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using System.Xml;
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using System.Xml;
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@@ -111,6 +112,7 @@ public class MjSpatialTendon : MjBaseTendon {
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return mjcf;
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return mjcf;
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}
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}
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[Conditional("UNITY_EDITOR")]
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public unsafe void OnDrawGizmosSelected() {
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public unsafe void OnDrawGizmosSelected() {
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if (Application.isPlaying && MjScene.InstanceExists) {
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if (Application.isPlaying && MjScene.InstanceExists) {
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// Lifted from src/engine/engine_vis_visualize.c
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// Lifted from src/engine/engine_vis_visualize.c
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@@ -134,7 +136,7 @@ public class MjSpatialTendon : MjBaseTendon {
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// At the moment we use handles instead of Gizmos (to be able to set width).
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// At the moment we use handles instead of Gizmos (to be able to set width).
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// This means rendering won't be performed outside editor; We could implement a "TendonRenderer" component
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// This means rendering won't be performed outside editor; We could implement a "TendonRenderer" component
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// (added using a context tool) that uses a LineRenderer. Then we could have nice features such as updating
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// (added using a context tool) that uses a LineRenderer. Then we could have nice features such as updating
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// tendon colors or width based on length or tension. That would also allow in-build rendering.
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// tendon colors or width based on length or tension. That would also allow in-build rendering.
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Handles.color = Color.magenta; // Currently we ignore tendon material.
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Handles.color = Color.magenta; // Currently we ignore tendon material.
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Handles.DrawLine(startPos, endPos, (float)sz/0.003f); // Handle width in UI points. We map the default width to 1 pixel.
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Handles.DrawLine(startPos, endPos, (float)sz/0.003f); // Handle width in UI points. We map the default width to 1 pixel.
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}
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}
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