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Draw.cs
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Draw.cs
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using System;
using UnityEngine;
namespace ProceduralToolkit
{
/// <summary>
/// Collection of generic vector and raster drawing algorithms
/// </summary>
public static partial class Draw
{
public delegate void DebugDrawLine(Vector3 start, Vector3 end, Color color, float duration, bool depthTest);
private const int circleSegments = 64;
private const float circleSegmentAngle = 360f/circleSegments;
private static readonly Func<float, float, Vector3> pointOnCircleXY;
private static readonly Func<float, float, Vector3> pointOnCircleXZ;
private static readonly Func<float, float, Vector3> pointOnCircleYZ;
static Draw()
{
pointOnCircleXY = Geometry.PointOnCircle3XY;
pointOnCircleXZ = Geometry.PointOnCircle3XZ;
pointOnCircleYZ = Geometry.PointOnCircle3YZ;
}
private static void GetSegmentsAndSegmentAngle(float fromAngle, float toAngle, out int segments, out float segmentAngle)
{
float range = toAngle - fromAngle;
if (range > circleSegmentAngle)
{
segments = Mathf.FloorToInt(range/circleSegmentAngle);
segmentAngle = range/segments;
}
else
{
segments = 1;
segmentAngle = range;
}
}
#region Ray
/// <summary>
/// Draws a ray starting at ray.origin to ray.origin + ray.direction
/// </summary>
public static void Ray(Action<Vector3, Vector3> drawLine, Ray ray)
{
drawLine(ray.origin, ray.origin + ray.direction);
}
/// <summary>
/// Draws a ray starting at ray.origin to ray.origin + ray.direction
/// </summary>
public static void Ray(DebugDrawLine drawLine, Ray ray, Color color, float duration, bool depthTest)
{
drawLine(ray.origin, ray.origin + ray.direction, color, duration, depthTest);
}
#endregion Ray
#region Segment2
/// <summary>
/// Draws a segment
/// </summary>
public static void Segment2(Action<Vector3, Vector3> drawLine, Segment2 segment)
{
drawLine((Vector3) segment.a, (Vector3) segment.b);
}
/// <summary>
/// Draws a segment
/// </summary>
public static void Segment2(DebugDrawLine drawLine, Segment2 segment, Color color, float duration, bool depthTest)
{
drawLine((Vector3) segment.a, (Vector3) segment.b, color, duration, depthTest);
}
#endregion Segment2
#region Segment3
/// <summary>
/// Draws a segment
/// </summary>
public static void Segment3(Action<Vector3, Vector3> drawLine, Segment3 segment)
{
drawLine(segment.a, segment.b);
}
/// <summary>
/// Draws a segment
/// </summary>
public static void Segment3(DebugDrawLine drawLine, Segment3 segment, Color color, float duration, bool depthTest)
{
drawLine(segment.a, segment.b, color, duration, depthTest);
}
#endregion Segment3
#region WireQuad
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuadXY(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, Vector2 scale)
{
WireQuad(drawLine, position, rotation, scale, Vector3.right, Vector3.up);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuadXY(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, Vector2 scale, Color color, float duration,
bool depthTest)
{
WireQuad(drawLine, position, rotation, scale, Vector3.right, Vector3.up, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuadXZ(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, Vector2 scale)
{
WireQuad(drawLine, position, rotation, scale, Vector3.right, Vector3.forward);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuadXZ(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, Vector2 scale, Color color, float duration,
bool depthTest)
{
WireQuad(drawLine, position, rotation, scale, Vector3.right, Vector3.forward, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuadYZ(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, Vector2 scale)
{
WireQuad(drawLine, position, rotation, scale, Vector3.up, Vector3.forward);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuadYZ(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, Vector2 scale, Color color, float duration,
bool depthTest)
{
WireQuad(drawLine, position, rotation, scale, Vector3.up, Vector3.forward, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuad(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, Vector2 scale, Vector3 planeRight,
Vector3 planeForward)
{
Vector3 right = rotation*planeRight*scale.x;
Vector3 forward = rotation*planeForward*scale.y;
Vector3 forwardRight = position + right*0.5f + forward*0.5f;
Vector3 backRight = forwardRight - forward;
Vector3 backLeft = backRight - right;
Vector3 forwardLeft = forwardRight - right;
drawLine(forwardRight, backRight);
drawLine(backRight, backLeft);
drawLine(backLeft, forwardLeft);
drawLine(forwardLeft, forwardRight);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void WireQuad(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, Vector2 scale, Vector3 planeRight,
Vector3 planeForward, Color color, float duration, bool depthTest)
{
Vector3 right = rotation*planeRight*scale.x;
Vector3 forward = rotation*planeForward*scale.y;
Vector3 forwardRight = position + right*0.5f + forward*0.5f;
Vector3 backRight = forwardRight - forward;
Vector3 backLeft = backRight - right;
Vector3 forwardLeft = forwardRight - right;
drawLine(forwardRight, backRight, color, duration, depthTest);
drawLine(backRight, backLeft, color, duration, depthTest);
drawLine(backLeft, forwardLeft, color, duration, depthTest);
drawLine(forwardLeft, forwardRight, color, duration, depthTest);
}
#endregion WireQuad
#region WireCube
/// <summary>
/// Draws a wireframe cube with position, rotation and scale
/// </summary>
public static void WireCube(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, Vector3 scale)
{
Vector3 right = rotation*Vector3.right*scale.x;
Vector3 up = rotation*Vector3.up*scale.y;
Vector3 forward = rotation*Vector3.forward*scale.z;
Vector3 a1 = position + right*0.5f + up*0.5f + forward*0.5f;
Vector3 b1 = a1 - up;
Vector3 c1 = b1 - right;
Vector3 d1 = a1 - right;
Vector3 a2 = a1 - forward;
Vector3 b2 = b1 - forward;
Vector3 c2 = c1 - forward;
Vector3 d2 = d1 - forward;
drawLine(a1, b1);
drawLine(b1, c1);
drawLine(c1, d1);
drawLine(d1, a1);
drawLine(a2, b2);
drawLine(b2, c2);
drawLine(c2, d2);
drawLine(d2, a2);
drawLine(a1, a2);
drawLine(b1, b2);
drawLine(c1, c2);
drawLine(d1, d2);
}
/// <summary>
/// Draws a wireframe cube with position, rotation and scale
/// </summary>
public static void WireCube(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, Vector3 scale, Color color, float duration,
bool depthTest)
{
Vector3 right = rotation*Vector3.right*scale.x;
Vector3 up = rotation*Vector3.up*scale.y;
Vector3 forward = rotation*Vector3.forward*scale.z;
Vector3 a1 = position + right*0.5f + up*0.5f + forward*0.5f;
Vector3 b1 = a1 - up;
Vector3 c1 = b1 - right;
Vector3 d1 = a1 - right;
Vector3 a2 = a1 - forward;
Vector3 b2 = b1 - forward;
Vector3 c2 = c1 - forward;
Vector3 d2 = d1 - forward;
drawLine(a1, b1, color, duration, depthTest);
drawLine(b1, c1, color, duration, depthTest);
drawLine(c1, d1, color, duration, depthTest);
drawLine(d1, a1, color, duration, depthTest);
drawLine(a2, b2, color, duration, depthTest);
drawLine(b2, c2, color, duration, depthTest);
drawLine(c2, d2, color, duration, depthTest);
drawLine(d2, a2, color, duration, depthTest);
drawLine(a1, a2, color, duration, depthTest);
drawLine(b1, b2, color, duration, depthTest);
drawLine(c1, c2, color, duration, depthTest);
drawLine(d1, d2, color, duration, depthTest);
}
#endregion WireCube
#region WireCircleXY
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircleXY(Action<Vector3, Vector3> drawLine, Vector3 position, float radius)
{
WireCircle(pointOnCircleXY, drawLine, position, radius);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircleXY(DebugDrawLine drawLine, Vector3 position, float radius, Color color, float duration, bool depthTest)
{
WireCircle(pointOnCircleXY, drawLine, position, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircleXY(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius)
{
WireCircle(pointOnCircleXY, drawLine, position, rotation, radius);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircleXY(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, Color color, float duration,
bool depthTest)
{
WireCircle(pointOnCircleXY, drawLine, position, rotation, radius, color, duration, depthTest);
}
#endregion WireCircleXY
#region WireCircleXZ
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircleXZ(Action<Vector3, Vector3> drawLine, Vector3 position, float radius)
{
WireCircle(pointOnCircleXZ, drawLine, position, radius);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircleXZ(DebugDrawLine drawLine, Vector3 position, float radius, Color color, float duration, bool depthTest)
{
WireCircle(pointOnCircleXZ, drawLine, position, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircleXZ(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius)
{
WireCircle(pointOnCircleXZ, drawLine, position, rotation, radius);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircleXZ(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, Color color, float duration,
bool depthTest)
{
WireCircle(pointOnCircleXZ, drawLine, position, rotation, radius, color, duration, depthTest);
}
#endregion WireCircleXZ
#region WireCircleYZ
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircleYZ(Action<Vector3, Vector3> drawLine, Vector3 position, float radius)
{
WireCircle(pointOnCircleYZ, drawLine, position, radius);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircleYZ(DebugDrawLine drawLine, Vector3 position, float radius, Color color, float duration, bool depthTest)
{
WireCircle(pointOnCircleYZ, drawLine, position, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircleYZ(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius)
{
WireCircle(pointOnCircleYZ, drawLine, position, rotation, radius);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircleYZ(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, Color color, float duration,
bool depthTest)
{
WireCircle(pointOnCircleYZ, drawLine, position, rotation, radius, color, duration, depthTest);
}
#endregion WireCircleYZ
#region WireCircle Universal
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircle(Func<float, float, Vector3> pointOnCircle, Action<Vector3, Vector3> drawLine, Vector3 position, float radius)
{
WireArc(pointOnCircle, drawLine, position, radius, 0, circleSegments, circleSegmentAngle);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void WireCircle(Func<float, float, Vector3> pointOnCircle, DebugDrawLine drawLine, Vector3 position, float radius, Color color,
float duration, bool depthTest)
{
WireArc(pointOnCircle, drawLine, position, radius, 0, circleSegments, circleSegmentAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircle(Func<float, float, Vector3> pointOnCircle, Action<Vector3, Vector3> drawLine, Vector3 position,
Quaternion rotation, float radius)
{
WireArc(pointOnCircle, drawLine, position, rotation, radius, 0, circleSegments, circleSegmentAngle);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void WireCircle(Func<float, float, Vector3> pointOnCircle, DebugDrawLine drawLine, Vector3 position, Quaternion rotation,
float radius, Color color, float duration, bool depthTest)
{
WireArc(pointOnCircle, drawLine, position, rotation, radius, 0, circleSegments, circleSegmentAngle, color, duration, depthTest);
}
#endregion WireCircle Universal
#region WireArcXY
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArcXY(Action<Vector3, Vector3> drawLine, Vector3 position, float radius, float fromAngle, float toAngle)
{
WireArc(pointOnCircleXY, drawLine, position, radius, fromAngle, toAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArcXY(DebugDrawLine drawLine, Vector3 position, float radius, float fromAngle, float toAngle, Color color,
float duration, bool depthTest)
{
WireArc(pointOnCircleXY, drawLine, position, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArcXY(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius, float fromAngle,
float toAngle)
{
WireArc(pointOnCircleXY, drawLine, position, rotation, radius, fromAngle, toAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArcXY(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle,
Color color, float duration, bool depthTest)
{
WireArc(pointOnCircleXY, drawLine, position, rotation, radius, fromAngle, toAngle, color, duration, depthTest);
}
#endregion WireCircleXY
#region WireArcXZ
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArcXZ(Action<Vector3, Vector3> drawLine, Vector3 position, float radius, float fromAngle, float toAngle)
{
WireArc(pointOnCircleXZ, drawLine, position, radius, fromAngle, toAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArcXZ(DebugDrawLine drawLine, Vector3 position, float radius, float fromAngle, float toAngle, Color color,
float duration, bool depthTest)
{
WireArc(pointOnCircleXZ, drawLine, position, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArcXZ(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius, float fromAngle,
float toAngle)
{
WireArc(pointOnCircleXZ, drawLine, position, rotation, radius, fromAngle, toAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArcXZ(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle,
Color color, float duration, bool depthTest)
{
WireArc(pointOnCircleXZ, drawLine, position, rotation, radius, fromAngle, toAngle, color, duration, depthTest);
}
#endregion WireCircleXZ
#region WireArcYZ
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArcYZ(Action<Vector3, Vector3> drawLine, Vector3 position, float radius, float fromAngle, float toAngle)
{
WireArc(pointOnCircleYZ, drawLine, position, radius, fromAngle, toAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArcYZ(DebugDrawLine drawLine, Vector3 position, float radius, float fromAngle, float toAngle, Color color,
float duration, bool depthTest)
{
WireArc(pointOnCircleYZ, drawLine, position, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArcYZ(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius, float fromAngle,
float toAngle)
{
WireArc(pointOnCircleYZ, drawLine, position, rotation, radius, fromAngle, toAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArcYZ(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle,
Color color, float duration, bool depthTest)
{
WireArc(pointOnCircleYZ, drawLine, position, rotation, radius, fromAngle, toAngle, color, duration, depthTest);
}
#endregion WireCircleYZ
#region WireArc Universal
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, Action<Vector3, Vector3> drawLine, Vector3 position, float radius,
float fromAngle, float toAngle)
{
GetSegmentsAndSegmentAngle(fromAngle, toAngle, out int segments, out float segmentAngle);
WireArc(pointOnCircle, drawLine, position, radius, fromAngle, segments, segmentAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, DebugDrawLine drawLine, Vector3 position, float radius, float fromAngle,
float toAngle, Color color, float duration, bool depthTest)
{
GetSegmentsAndSegmentAngle(fromAngle, toAngle, out int segments, out float segmentAngle);
WireArc(pointOnCircle, drawLine, position, radius, fromAngle, segments, segmentAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, Action<Vector3, Vector3> drawLine, Vector3 position,
Quaternion rotation, float radius, float fromAngle, float toAngle)
{
GetSegmentsAndSegmentAngle(fromAngle, toAngle, out int segments, out float segmentAngle);
WireArc(pointOnCircle, drawLine, position, rotation, radius, fromAngle, segments, segmentAngle);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, DebugDrawLine drawLine, Vector3 position, Quaternion rotation,
float radius, float fromAngle, float toAngle, Color color, float duration, bool depthTest)
{
GetSegmentsAndSegmentAngle(fromAngle, toAngle, out int segments, out float segmentAngle);
WireArc(pointOnCircle, drawLine, position, rotation, radius, fromAngle, segments, segmentAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, Action<Vector3, Vector3> drawLine, Vector3 position, float radius,
float fromAngle, int segments, float segmentAngle)
{
float currentAngle = fromAngle;
for (var i = 0; i < segments; i++)
{
Vector3 a = position + pointOnCircle(radius, currentAngle);
currentAngle += segmentAngle;
Vector3 b = position + pointOnCircle(radius, currentAngle);
drawLine(a, b);
}
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, DebugDrawLine drawLine, Vector3 position, float radius, float fromAngle,
int segments, float segmentAngle, Color color, float duration, bool depthTest)
{
float currentAngle = fromAngle;
for (var i = 0; i < segments; i++)
{
Vector3 a = position + pointOnCircle(radius, currentAngle);
currentAngle += segmentAngle;
Vector3 b = position + pointOnCircle(radius, currentAngle);
drawLine(a, b, color, duration, depthTest);
}
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, Action<Vector3, Vector3> drawLine, Vector3 position,
Quaternion rotation, float radius, float fromAngle, int segments, float segmentAngle)
{
float currentAngle = fromAngle;
for (var i = 0; i < segments; i++)
{
Vector3 a = position + rotation*pointOnCircle(radius, currentAngle);
currentAngle += segmentAngle;
Vector3 b = position + rotation*pointOnCircle(radius, currentAngle);
drawLine(a, b);
}
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void WireArc(Func<float, float, Vector3> pointOnCircle, DebugDrawLine drawLine, Vector3 position, Quaternion rotation,
float radius, float fromAngle, int segments, float segmentAngle, Color color, float duration, bool depthTest)
{
float currentAngle = fromAngle;
for (var i = 0; i < segments; i++)
{
Vector3 a = position + rotation*pointOnCircle(radius, currentAngle);
currentAngle += segmentAngle;
Vector3 b = position + rotation*pointOnCircle(radius, currentAngle);
drawLine(a, b, color, duration, depthTest);
}
}
#endregion WireArc Universal
#region WireSphere
/// <summary>
/// Draws a wireframe sphere with position, rotation and radius
/// </summary>
public static void WireSphere(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius)
{
WireCircleXY(drawLine, position, rotation, radius);
WireCircleXZ(drawLine, position, rotation, radius);
WireCircleYZ(drawLine, position, rotation, radius);
}
/// <summary>
/// Draws a wireframe sphere with position, rotation and radius
/// </summary>
public static void WireSphere(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, Color color, float duration,
bool depthTest)
{
WireCircleXY(drawLine, position, rotation, radius, color, duration, depthTest);
WireCircleXZ(drawLine, position, rotation, radius, color, duration, depthTest);
WireCircleYZ(drawLine, position, rotation, radius, color, duration, depthTest);
}
#endregion WireSphere
#region WireHemisphere
/// <summary>
/// Draws a wireframe hemisphere with position, rotation and radius
/// </summary>
public static void WireHemisphere(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float radius)
{
WireArcXY(drawLine, position, rotation, radius, -90, 90);
WireCircleXZ(drawLine, position, rotation, radius);
WireArcYZ(drawLine, position, rotation, radius, 0, 180);
}
/// <summary>
/// Draws a wireframe hemisphere with position, rotation and radius
/// </summary>
public static void WireHemisphere(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float radius, Color color, float duration,
bool depthTest)
{
WireArcXY(drawLine, position, rotation, radius, -90, 90, color, duration, depthTest);
WireCircleXZ(drawLine, position, rotation, radius, color, duration, depthTest);
WireArcYZ(drawLine, position, rotation, radius, 0, 180, color, duration, depthTest);
}
#endregion WireHemisphere
#region WireCone
/// <summary>
/// Draws a wireframe cone with position and rotation
/// </summary>
public static void WireCone(Action<Vector3, Vector3> drawLine, Vector3 position, Quaternion rotation, float apexRadius, float angle,
float length)
{
Vector3 baseCenter = position + rotation*Vector3.up*length;
float baseRadius = Mathf.Tan(angle*Mathf.Deg2Rad)*length + apexRadius;
WireCircleXZ(drawLine, baseCenter, rotation, baseRadius);
Vector3 a2 = baseCenter + rotation*Geometry.PointOnCircle3XZ(baseRadius, 0);
Vector3 b2 = baseCenter + rotation*Geometry.PointOnCircle3XZ(baseRadius, 90);
Vector3 c2 = baseCenter + rotation*Geometry.PointOnCircle3XZ(baseRadius, 180);
Vector3 d2 = baseCenter + rotation*Geometry.PointOnCircle3XZ(baseRadius, 270);
if (apexRadius == 0)
{
drawLine(position, a2);
drawLine(position, b2);
drawLine(position, c2);
drawLine(position, d2);
}
else
{
WireCircleXZ(drawLine, position, rotation, apexRadius);
Vector3 a1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 0);
Vector3 b1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 90);
Vector3 c1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 180);
Vector3 d1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 270);
drawLine(a1, a2);
drawLine(b1, b2);
drawLine(c1, c2);
drawLine(d1, d2);
}
}
/// <summary>
/// Draws a wireframe cone with position and rotation
/// </summary>
public static void WireCone(DebugDrawLine drawLine, Vector3 position, Quaternion rotation, float apexRadius, float angle, float length,
Color color, float duration, bool depthTest)
{
Vector3 upperCenter = position + rotation*Vector3.up*length;
float upperRadius = Mathf.Tan(angle*Mathf.Deg2Rad)*length + apexRadius;
WireCircleXZ(drawLine, upperCenter, rotation, upperRadius, color, duration, depthTest);
Vector3 a2 = upperCenter + rotation*Geometry.PointOnCircle3XZ(upperRadius, 0);
Vector3 b2 = upperCenter + rotation*Geometry.PointOnCircle3XZ(upperRadius, 90);
Vector3 c2 = upperCenter + rotation*Geometry.PointOnCircle3XZ(upperRadius, 180);
Vector3 d2 = upperCenter + rotation*Geometry.PointOnCircle3XZ(upperRadius, 270);
if (apexRadius == 0)
{
drawLine(position, a2, color, duration, depthTest);
drawLine(position, b2, color, duration, depthTest);
drawLine(position, c2, color, duration, depthTest);
drawLine(position, d2, color, duration, depthTest);
}
else
{
WireCircleXZ(drawLine, position, rotation, apexRadius, color, duration, depthTest);
Vector3 a1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 0);
Vector3 b1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 90);
Vector3 c1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 180);
Vector3 d1 = position + rotation*Geometry.PointOnCircle3XZ(apexRadius, 270);
drawLine(a1, a2, color, duration, depthTest);
drawLine(b1, b2, color, duration, depthTest);
drawLine(c1, c2, color, duration, depthTest);
drawLine(d1, d2, color, duration, depthTest);
}
}
#endregion WireCone
}
}