Show Bolt Size 1.0.2: aim by distance to the view line (5 cm), visible bolt head as position, '? mm' for unknown sizes, diagnostics in the log
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -7,9 +7,9 @@ using UnityEngine;
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[assembly: AssemblyTitle("Show Bolt Size")]
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[assembly: AssemblyProduct("Show Bolt Size")]
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[assembly: AssemblyDescription("Shows the size of the bolt you look at, so you pick the right wrench.")]
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[assembly: AssemblyVersion("1.0.1.0")]
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[assembly: AssemblyFileVersion("1.0.1.0")]
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[assembly: AssemblyInformationalVersion("1.0.1")]
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[assembly: AssemblyVersion("1.0.2.0")]
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[assembly: AssemblyFileVersion("1.0.2.0")]
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[assembly: AssemblyInformationalVersion("1.0.2")]
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namespace ShowBoltSize
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{
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@@ -22,16 +22,17 @@ namespace ShowBoltSize
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{
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public override string ID { get { return "showboltsize"; } }
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public override string Name { get { return "Show Bolt Size"; } }
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public override string Version { get { return "1.0.1"; } }
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public override string Version { get { return "1.0.2"; } }
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public override string Author { get { return "MBM"; } }
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const float MaxDistance = 1.3f;
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const float BoltRadius = 0.025f; // so groß wirkt eine Schraube beim Zielen
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const float MaxDistance = 1.5f;
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const float AimTolerance = 0.05f; // so weit (m) darf die Schraube neben der Blicklinie liegen
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const float ScanInterval = 5f;
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sealed class Bolt
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{
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public Transform Transform;
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public Renderer Renderer; // sichtbarer Schraubenkopf (Kind-Objekt) - sein Mittelpunkt statt des Drehpunkts
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public FsmFloat SizeF;
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public FsmInt SizeI;
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}
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@@ -43,6 +44,9 @@ namespace ShowBoltSize
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GUIStyle style;
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Camera camera;
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bool reported;
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int diagnostics; // die ersten Male ins Log schreiben, was in Blickrichtung liegt
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float nextDiagnostic;
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bool shownOnce;
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public override void OnMenuLoad() { inGame = false; bolts.Clear(); label = null; camera = null; reported = false; }
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public override void OnGameLoad() { inGame = true; nextScan = 0f; }
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@@ -60,6 +64,8 @@ namespace ShowBoltSize
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return camera;
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}
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static Vector3 Center(Bolt b) { return b.Renderer != null ? b.Renderer.bounds.center : b.Transform.position; }
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public override void Update()
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{
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label = null;
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@@ -68,28 +74,42 @@ namespace ShowBoltSize
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if (cam == null) return;
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if (Time.realtimeSinceStartup >= nextScan) Scan(cam);
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// Die Schraube, die am nächsten an der Blicklinie liegt (Abstand zur Linie, nicht Winkel)
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Transform eye = cam.transform;
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Vector3 eyePos = eye.position, forward = eye.forward;
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Bolt best = null;
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float bestAngle = float.MaxValue;
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Bolt best = null, nearest = null;
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float bestOff = float.MaxValue, nearestOff = float.MaxValue;
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for (int i = 0; i < bolts.Count; i++)
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{
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Bolt b = bolts[i];
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if (b.Transform == null) continue;
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Vector3 to = b.Transform.position - eyePos;
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float sq = to.sqrMagnitude;
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if (sq > MaxDistance * MaxDistance || sq < 0.0025f) continue;
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if (!b.Transform.gameObject.activeInHierarchy) continue;
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float distance = Mathf.Sqrt(sq);
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float angle = Vector3.Angle(forward, to);
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float limit = Mathf.Atan2(BoltRadius, distance) * Mathf.Rad2Deg + 0.5f;
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if (angle < limit && angle < bestAngle)
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if (b.Transform == null || !b.Transform.gameObject.activeInHierarchy) continue;
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Vector3 to = Center(b) - eyePos;
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float along = Vector3.Dot(to, forward);
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if (along < 0.05f || along > MaxDistance + 0.5f) continue;
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float off = Vector3.Cross(forward, to).magnitude; // Abstand zur Blicklinie
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if (off < nearestOff) { nearestOff = off; nearest = b; }
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if (along <= MaxDistance && off < AimTolerance && off < bestOff) { bestOff = off; best = b; }
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}
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if (best != null)
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{
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bestAngle = angle;
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best = b;
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label = Describe(best);
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if (!shownOnce) { shownOnce = true; Log("first bolt: " + Info(best, eyePos, forward) + " -> " + label); }
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}
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else if (nearest != null && diagnostics < 8 && Time.realtimeSinceStartup >= nextDiagnostic)
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{
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// Hilft bei der Fehlersuche: was liegt in Blickrichtung, warum wird nichts angezeigt?
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nextDiagnostic = Time.realtimeSinceStartup + 4f;
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if (nearestOff < 0.3f) { diagnostics++; Log("nearest bolt (not shown): " + Info(nearest, eyePos, forward)); }
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}
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}
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if (best != null) label = Describe(best);
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static string Info(Bolt b, Vector3 eyePos, Vector3 forward)
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{
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Vector3 to = Center(b) - eyePos;
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float raw = b.SizeF != null ? b.SizeF.Value : (b.SizeI != null ? b.SizeI.Value : -1);
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return b.Transform.name + " under " + (b.Transform.parent != null ? b.Transform.parent.name : "-")
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+ ", distance " + Vector3.Dot(to, forward).ToString("0.00") + " m, off the line " + (Vector3.Cross(forward, to).magnitude * 100f).ToString("0") + " cm"
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+ ", angle " + Vector3.Angle(forward, to).ToString("0.0") + "°, BoltSize=" + raw + (b.Renderer != null ? "" : " (no renderer)");
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}
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/// <summary>
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@@ -106,7 +126,7 @@ namespace ShowBoltSize
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FsmFloat f = fsm.FsmVariables.FindFsmFloat("BoltSize");
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FsmInt i = fsm.FsmVariables.FindFsmInt("BoltSize");
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if (f == null && i == null) continue;
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bolts.Add(new Bolt { Transform = fsm.transform, SizeF = f, SizeI = i });
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bolts.Add(new Bolt { Transform = fsm.transform, SizeF = f, SizeI = i, Renderer = fsm.GetComponentInChildren<Renderer>() });
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}
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if (!reported)
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{
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@@ -119,7 +139,7 @@ namespace ShowBoltSize
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static string Describe(Bolt b)
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{
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float value = b.SizeF != null ? b.SizeF.Value : b.SizeI.Value;
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if (value <= 0f) return null;
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if (value <= 0f) return "? mm"; // Größe unbekannt - aber die Schraube wurde erkannt
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float mm = value < 2.5f ? value * 10f : value;
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return Mathf.RoundToInt(mm) + " mm";
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}
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