mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
added gizmos for debugging box shapes
This commit is contained in:
parent
8ef12530d9
commit
0ac14146c0
@ -1,6 +1,7 @@
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using HarmonyLib;
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using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.Utility;
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using OWML.Common;
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using System;
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using System.Collections.Generic;
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@ -90,6 +91,7 @@ namespace NewHorizons.Builder.Props
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var boxShape = prop.AddComponent<BoxShape>();
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boxShape.center = boxBounds.center;
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boxShape.extents = boxBounds.size;
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prop.AddComponent<BoxShapeVisualizer>();
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prop.AddComponent<ShapeVisibilityTracker>();
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}
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@ -107,6 +109,7 @@ namespace NewHorizons.Builder.Props
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var boxShape = empty.AddComponent<BoxShape>();
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boxShape.center = boxBounds.center;
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boxShape.extents = boxBounds.size;
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empty.AddComponent<BoxShapeVisualizer>();
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empty.AddComponent<ShapeVisibilityTracker>();
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}
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@ -139,6 +142,8 @@ namespace NewHorizons.Builder.Props
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var boxShape = shuffleParent.AddComponent<BoxShape>();
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boxShape.center = boxBounds.center;
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boxShape.extents = boxBounds.size;
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shuffleParent.AddComponent<BoxShapeVisualizer>();
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shuffleParent.AddComponent<ShapeVisibilityTracker>();
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shuffleParent.SetActive(true);
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25
NewHorizons/Utility/BoxShapeVisualizer.cs
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25
NewHorizons/Utility/BoxShapeVisualizer.cs
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@ -0,0 +1,25 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Popcron;
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namespace NewHorizons.Utility
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{
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public class BoxShapeVisualizer : MonoBehaviour
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{
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BoxShape box;
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void Awake()
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{
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box = GetComponent<BoxShape>();
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}
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void OnRenderImage()
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{
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Popcron.Gizmos.Cube(transform.TransformPoint(box.center), transform.rotation, box.size);
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}
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}
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}
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7
NewHorizons/Utility/Popcron.Gizmos/Constants.cs
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7
NewHorizons/Utility/Popcron.Gizmos/Constants.cs
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@ -0,0 +1,7 @@
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namespace Popcron
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{
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public class Constants
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{
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public const string UniqueIdentifier = "Popcron.Gizmos";
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}
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}
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40
NewHorizons/Utility/Popcron.Gizmos/Drawer.cs
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40
NewHorizons/Utility/Popcron.Gizmos/Drawer.cs
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@ -0,0 +1,40 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Popcron
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{
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public abstract class Drawer
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{
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private static Dictionary<Type, Drawer> typeToDrawer = null;
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public abstract int Draw(ref Vector3[] buffer, params object[] args);
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public Drawer()
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{
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}
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public static Drawer Get<T>() where T : class
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{
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//find all drawers
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if (typeToDrawer == null)
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{
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typeToDrawer = new Dictionary<Type, Drawer>
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{
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//add defaults
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{ typeof(CubeDrawer), new CubeDrawer() },
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{ typeof(LineDrawer), new LineDrawer() },
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{ typeof(PolygonDrawer), new PolygonDrawer() },
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{ typeof(SquareDrawer), new SquareDrawer() },
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{ typeof(FrustumDrawer), new FrustumDrawer() }
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};
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}
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return typeToDrawer.TryGetValue(typeof(T), out var drawer)
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? drawer
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: null;
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}
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}
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}
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96
NewHorizons/Utility/Popcron.Gizmos/Drawers/CubeDrawer.cs
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96
NewHorizons/Utility/Popcron.Gizmos/Drawers/CubeDrawer.cs
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@ -0,0 +1,96 @@
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using UnityEngine;
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namespace Popcron
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{
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public class CubeDrawer : Drawer
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{
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public CubeDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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var position = (Vector3)values[0];
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var rotation = (Quaternion)values[1];
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var size = (Vector3)values[2];
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size *= 0.5f;
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var point1 = new Vector3(position.x - size.x, position.y - size.y, position.z - size.z);
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var point2 = new Vector3(position.x + size.x, position.y - size.y, position.z - size.z);
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var point3 = new Vector3(position.x + size.x, position.y + size.y, position.z - size.z);
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var point4 = new Vector3(position.x - size.x, position.y + size.y, position.z - size.z);
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var point5 = new Vector3(position.x - size.x, position.y - size.y, position.z + size.z);
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var point6 = new Vector3(position.x + size.x, position.y - size.y, position.z + size.z);
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var point7 = new Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
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var point8 = new Vector3(position.x - size.x, position.y + size.y, position.z + size.z);
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point1 = rotation * (point1 - position);
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point1 += position;
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point2 = rotation * (point2 - position);
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point2 += position;
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point3 = rotation * (point3 - position);
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point3 += position;
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point4 = rotation * (point4 - position);
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point4 += position;
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point5 = rotation * (point5 - position);
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point5 += position;
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point6 = rotation * (point6 - position);
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point6 += position;
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point7 = rotation * (point7 - position);
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point7 += position;
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point8 = rotation * (point8 - position);
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point8 += position;
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//square
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buffer[0] = point1;
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buffer[1] = point2;
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buffer[2] = point2;
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buffer[3] = point3;
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buffer[4] = point3;
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buffer[5] = point4;
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buffer[6] = point4;
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buffer[7] = point1;
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//other square
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buffer[8] = point5;
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buffer[9] = point6;
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buffer[10] = point6;
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buffer[11] = point7;
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buffer[12] = point7;
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buffer[13] = point8;
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buffer[14] = point8;
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buffer[15] = point5;
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//connectors
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buffer[16] = point1;
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buffer[17] = point5;
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buffer[18] = point2;
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buffer[19] = point6;
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buffer[20] = point3;
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buffer[21] = point7;
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buffer[22] = point4;
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buffer[23] = point8;
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return 24;
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}
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}
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}
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43
NewHorizons/Utility/Popcron.Gizmos/Drawers/FrustumDrawer.cs
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43
NewHorizons/Utility/Popcron.Gizmos/Drawers/FrustumDrawer.cs
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@ -0,0 +1,43 @@
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using UnityEngine;
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namespace Popcron
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{
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internal class FrustumDrawer : Drawer
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{
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public FrustumDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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var camera = (OWCamera)values[0];
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//bottom left
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buffer[0] = camera.ScreenToWorldPoint(new Vector3(0, 0, camera.nearClipPlane));
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buffer[1] = camera.ScreenToWorldPoint(new Vector3(0, 0, camera.farClipPlane / 2));
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//bottom right
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buffer[2] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, 0, camera.nearClipPlane));
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buffer[3] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, 0, camera.farClipPlane / 2));
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//top left
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buffer[4] = camera.ScreenToWorldPoint(new Vector3(0, camera.pixelHeight, camera.nearClipPlane));
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buffer[5] = camera.ScreenToWorldPoint(new Vector3(0, camera.pixelHeight, camera.farClipPlane / 2));
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//top right
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buffer[6] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, camera.pixelHeight, camera.nearClipPlane));
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buffer[7] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, camera.pixelHeight, camera.farClipPlane / 2));
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//bottom left to bottom right
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buffer[8] = camera.ScreenToWorldPoint(new Vector3(0, 0, camera.farClipPlane / 2));
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buffer[9] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, 0, camera.farClipPlane / 2));
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//bottom right to top right
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buffer[10] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, 0, camera.farClipPlane / 2));
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buffer[11] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, camera.pixelHeight, camera.farClipPlane / 2));
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//top right to top left
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buffer[12] = camera.ScreenToWorldPoint(new Vector3(camera.pixelWidth, camera.pixelHeight, camera.farClipPlane / 2));
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buffer[13] = camera.ScreenToWorldPoint(new Vector3(0, camera.pixelHeight, camera.farClipPlane / 2));
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//top left to bottom left
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buffer[14] = camera.ScreenToWorldPoint(new Vector3(0, camera.pixelHeight, camera.farClipPlane / 2));
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buffer[15] = camera.ScreenToWorldPoint(new Vector3(0, 0, camera.farClipPlane / 2));
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return 16;
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}
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}
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}
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19
NewHorizons/Utility/Popcron.Gizmos/Drawers/LineDrawer.cs
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19
NewHorizons/Utility/Popcron.Gizmos/Drawers/LineDrawer.cs
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using UnityEngine;
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namespace Popcron
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{
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public class LineDrawer : Drawer
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{
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public LineDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] args)
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{
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buffer[0] = (Vector3)args[0];
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buffer[1] = (Vector3)args[1];
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return 2;
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}
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}
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}
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40
NewHorizons/Utility/Popcron.Gizmos/Drawers/PolygonDrawer.cs
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40
NewHorizons/Utility/Popcron.Gizmos/Drawers/PolygonDrawer.cs
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using UnityEngine;
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namespace Popcron
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{
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public class PolygonDrawer : Drawer
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{
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public PolygonDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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var position = (Vector3)values[0];
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var points = (int)values[1];
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var radius = (float)values[2];
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var offset = (float)values[3];
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var rotation = (Quaternion)values[4];
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var step = 360f / points;
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offset *= Mathf.Deg2Rad;
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for (var i = 0; i < points; i++)
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{
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var cx = Mathf.Cos((Mathf.Deg2Rad * step * i) + offset) * radius;
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var cy = Mathf.Sin((Mathf.Deg2Rad * step * i) + offset) * radius;
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var current = new Vector3(cx, cy);
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var nx = Mathf.Cos((Mathf.Deg2Rad * step * (i + 1)) + offset) * radius;
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var ny = Mathf.Sin((Mathf.Deg2Rad * step * (i + 1)) + offset) * radius;
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var next = new Vector3(nx, ny);
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buffer[i * 2] = position + (rotation * current);
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buffer[(i * 2) + 1] = position + (rotation * next);
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}
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return points * 2;
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}
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}
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}
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72
NewHorizons/Utility/Popcron.Gizmos/Drawers/SquareDrawer.cs
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72
NewHorizons/Utility/Popcron.Gizmos/Drawers/SquareDrawer.cs
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using UnityEngine;
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namespace Popcron
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{
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public class SquareDrawer : Drawer
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{
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public SquareDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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Vector2 position = default;
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if (values[0] is Vector2 p2)
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{
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position = p2;
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}
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else if (values[0] is Vector3 p3)
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{
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position = p3;
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}
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var rotation = (Quaternion)values[1];
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Vector2 size = default;
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if (values[2] is Vector2 s2)
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{
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size = s2;
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}
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else if (values[2] is Vector3 s3)
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{
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size = s3;
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}
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size *= 0.5f;
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Vector2 point1 = new Vector3(position.x - size.x, position.y - size.y);
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Vector2 point2 = new Vector3(position.x + size.x, position.y - size.y);
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Vector2 point3 = new Vector3(position.x + size.x, position.y + size.y);
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Vector2 point4 = new Vector3(position.x - size.x, position.y + size.y);
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point1 = rotation * (point1 - position);
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point1 += position;
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point2 = rotation * (point2 - position);
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point2 += position;
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point3 = rotation * (point3 - position);
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point3 += position;
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point4 = rotation * (point4 - position);
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point4 += position;
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//square
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buffer[0] = point1;
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buffer[1] = point2;
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buffer[2] = point2;
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buffer[3] = point3;
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buffer[4] = point3;
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buffer[5] = point4;
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//loop back to start
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buffer[6] = point4;
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buffer[7] = point1;
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return 8;
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}
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}
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}
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10
NewHorizons/Utility/Popcron.Gizmos/Element.cs
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10
NewHorizons/Utility/Popcron.Gizmos/Element.cs
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using UnityEngine;
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namespace Popcron
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{
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internal class Element
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{
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public Vector3[] points = { };
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public Color color = Color.white;
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}
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}
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198
NewHorizons/Utility/Popcron.Gizmos/Gizmos.cs
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198
NewHorizons/Utility/Popcron.Gizmos/Gizmos.cs
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using System;
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using UnityEngine;
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namespace Popcron
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{
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public class Gizmos
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{
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private static string _prefsKey = null;
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private static int? _bufferSize = null;
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private static float? _dashGap = null;
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private static Vector3? _offset = null;
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private static Vector3[] buffer = new Vector3[BufferSize];
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private static string PrefsKey
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{
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get
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{
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if (string.IsNullOrEmpty(_prefsKey))
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{
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_prefsKey = $"{SystemInfo.deviceUniqueIdentifier}.{Application.companyName}.{Application.productName}.{Constants.UniqueIdentifier}";
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}
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return _prefsKey;
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}
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}
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public static int BufferSize
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{
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get
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{
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if (_bufferSize == null)
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{
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_bufferSize = PlayerPrefs.GetInt($"{PrefsKey}.BufferSize", 4096);
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}
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return _bufferSize.Value;
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}
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set
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{
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value = Mathf.Clamp(value, 0, int.MaxValue);
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if (_bufferSize != value)
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{
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_bufferSize = value;
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PlayerPrefs.SetInt($"{PrefsKey}.BufferSize", value);
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//buffer size changed, so recreate the buffer array too
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buffer = new Vector3[value];
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}
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}
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}
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public static float DashGap
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{
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get
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{
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if (_dashGap == null)
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{
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_dashGap = PlayerPrefs.GetFloat($"{PrefsKey}.DashGap", 0.1f);
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}
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return _dashGap.Value;
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}
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set
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{
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if (_dashGap != value)
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{
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_dashGap = value;
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PlayerPrefs.SetFloat($"{PrefsKey}.DashGap", value);
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}
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}
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}
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public static Material Material
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{
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get => GizmosInstance.Material;
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set => GizmosInstance.Material = value;
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}
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public static Vector3 Offset
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{
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get
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{
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const string Delim = ",";
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if (_offset == null)
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{
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var data = PlayerPrefs.GetString($"{PrefsKey}.Offset", 0 + Delim + 0 + Delim + 0);
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var indexOf = data.IndexOf(Delim);
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var lastIndexOf = data.LastIndexOf(Delim);
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||||
if (indexOf + lastIndexOf > 0)
|
||||
{
|
||||
var arr = data.Split(Delim[0]);
|
||||
_offset = new Vector3(float.Parse(arr[0]), float.Parse(arr[1]), float.Parse(arr[2]));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
return _offset.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
const string Delim = ",";
|
||||
if (_offset != value)
|
||||
{
|
||||
_offset = value;
|
||||
PlayerPrefs.SetString($"{PrefsKey}.Offset", value.x + Delim + value.y + Delim + value.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Draw<T>(Color? color, params object[] args) where T : Drawer
|
||||
{
|
||||
var drawer = Drawer.Get<T>();
|
||||
if (drawer != null)
|
||||
{
|
||||
var points = drawer.Draw(ref buffer, args);
|
||||
|
||||
//copy from buffer and add to the queue
|
||||
var array = new Vector3[points];
|
||||
Array.Copy(buffer, array, points);
|
||||
GizmosInstance.Submit(array, color);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Lines(Vector3[] lines, Color? color = null)
|
||||
=> GizmosInstance.Submit(lines, color);
|
||||
|
||||
public static void Line(Vector3 a, Vector3 b, Color? color = null)
|
||||
=> Draw<LineDrawer>(color, a, b);
|
||||
|
||||
public static void Square(Vector2 position, Vector2 size, Color? color = null)
|
||||
=> Square(position, Quaternion.identity, size, color);
|
||||
|
||||
public static void Square(Vector2 position, float diameter, Color? color = null)
|
||||
=> Square(position, Quaternion.identity, Vector2.one * diameter, color);
|
||||
|
||||
public static void Square(Vector2 position, Quaternion rotation, Vector2 size, Color? color = null)
|
||||
=> Draw<SquareDrawer>(color, position, rotation, size);
|
||||
|
||||
public static void Cube(Vector3 position, Quaternion rotation, Vector3 size, Color? color = null)
|
||||
=> Draw<CubeDrawer>(color, position, rotation, size);
|
||||
|
||||
public static void Rect(Rect rect, Camera camera, Color? color = null)
|
||||
{
|
||||
rect.y = Screen.height - rect.y;
|
||||
Vector2 corner = camera.ScreenToWorldPoint(new Vector2(rect.x, rect.y - rect.height));
|
||||
Draw<SquareDrawer>(color, corner + (rect.size * 0.5f), Quaternion.identity, rect.size);
|
||||
}
|
||||
|
||||
public static void Bounds(Bounds bounds, Color? color = null)
|
||||
=> Draw<CubeDrawer>(color, bounds.center, Quaternion.identity, bounds.size);
|
||||
|
||||
public static void Cone(Vector3 position, Quaternion rotation, float length, float angle, Color? color = null, int pointsCount = 16)
|
||||
{
|
||||
//draw the end of the cone
|
||||
var endAngle = Mathf.Tan(angle * 0.5f * Mathf.Deg2Rad) * length;
|
||||
var forward = rotation * Vector3.forward;
|
||||
var endPosition = position + (forward * length);
|
||||
var offset = 0f;
|
||||
Draw<PolygonDrawer>(color, endPosition, pointsCount, endAngle, offset, rotation);
|
||||
|
||||
//draw the 4 lines
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
var a = i * 90f * Mathf.Deg2Rad;
|
||||
var point = rotation * new Vector3(Mathf.Cos(a), Mathf.Sin(a)) * endAngle;
|
||||
Line(position, position + point + (forward * length), color);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Sphere(Vector3 position, float radius, Color? color = null, int pointsCount = 16)
|
||||
{
|
||||
var offset = 0f;
|
||||
Draw<PolygonDrawer>(color, position, pointsCount, radius, offset, Quaternion.Euler(0f, 0f, 0f));
|
||||
Draw<PolygonDrawer>(color, position, pointsCount, radius, offset, Quaternion.Euler(90f, 0f, 0f));
|
||||
Draw<PolygonDrawer>(color, position, pointsCount, radius, offset, Quaternion.Euler(0f, 90f, 90f));
|
||||
}
|
||||
|
||||
public static void Circle(Vector3 position, float radius, Camera camera, Color? color = null, int pointsCount = 16)
|
||||
{
|
||||
var offset = 0f;
|
||||
var rotation = Quaternion.LookRotation(position - camera.transform.position);
|
||||
Draw<PolygonDrawer>(color, position, pointsCount, radius, offset, rotation);
|
||||
}
|
||||
|
||||
public static void Circle(Vector3 position, float radius, Quaternion rotation, Color? color = null, int pointsCount = 16)
|
||||
{
|
||||
var offset = 0f;
|
||||
Draw<PolygonDrawer>(color, position, pointsCount, radius, offset, rotation);
|
||||
}
|
||||
|
||||
public static void Frustum(OWCamera camera, Color? color = null)
|
||||
=> Draw<FrustumDrawer>(color, camera);
|
||||
}
|
||||
}
|
||||
181
NewHorizons/Utility/Popcron.Gizmos/GizmosInstance.cs
Normal file
181
NewHorizons/Utility/Popcron.Gizmos/GizmosInstance.cs
Normal file
@ -0,0 +1,181 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Popcron
|
||||
{
|
||||
public class GizmosInstance : MonoBehaviour
|
||||
{
|
||||
private const int DefaultQueueSize = 4096;
|
||||
|
||||
private static GizmosInstance instance;
|
||||
private static Material defaultMaterial;
|
||||
|
||||
private Material overrideMaterial;
|
||||
private int queueIndex = 0;
|
||||
private int lastFrame;
|
||||
private Element[] queue = new Element[DefaultQueueSize];
|
||||
|
||||
/// <summary>
|
||||
/// The material being used to render
|
||||
/// </summary>
|
||||
public static Material Material
|
||||
{
|
||||
get
|
||||
{
|
||||
var inst = GetOrCreate();
|
||||
if (inst.overrideMaterial)
|
||||
{
|
||||
return inst.overrideMaterial;
|
||||
}
|
||||
|
||||
return DefaultMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
var inst = GetOrCreate();
|
||||
inst.overrideMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The default line renderer material
|
||||
/// </summary>
|
||||
public static Material DefaultMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!defaultMaterial)
|
||||
{
|
||||
// Unity has a built-in shader that is useful for drawing
|
||||
// simple colored things.
|
||||
var shader = Shader.Find("UI/Default");
|
||||
defaultMaterial = new Material(shader)
|
||||
{
|
||||
hideFlags = HideFlags.HideAndDontSave
|
||||
};
|
||||
|
||||
// Turn on alpha blending
|
||||
defaultMaterial.SetInt("unity_GUIZTestMode", (int)CompareFunction.Always);
|
||||
}
|
||||
|
||||
return defaultMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
internal static GizmosInstance GetOrCreate()
|
||||
{
|
||||
if (!instance)
|
||||
{
|
||||
var gizmosInstances = FindObjectsOfType<GizmosInstance>();
|
||||
for (var i = 0; i < gizmosInstances.Length; i++)
|
||||
{
|
||||
instance = gizmosInstances[i];
|
||||
|
||||
//destroy any extra gizmo instances
|
||||
if (i > 0)
|
||||
{
|
||||
Destroy(gizmosInstances[i]);
|
||||
}
|
||||
}
|
||||
|
||||
//none were found, create a new one
|
||||
if (!instance)
|
||||
{
|
||||
//instance = new GameObject(typeof(GizmosInstance).FullName).AddComponent<GizmosInstance>();
|
||||
//instance.gameObject.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector;
|
||||
instance = Locator.GetPlayerCamera().gameObject.AddComponent<GizmosInstance>();
|
||||
}
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
private float CurrentTime => Time.time;
|
||||
|
||||
/// <summary>
|
||||
/// Submits an array of points to draw into the queue.
|
||||
/// </summary>
|
||||
internal static void Submit(Vector3[] points, Color? color)
|
||||
{
|
||||
var inst = GetOrCreate();
|
||||
|
||||
//if new frame, reset index
|
||||
if (inst.lastFrame != Time.frameCount)
|
||||
{
|
||||
inst.lastFrame = Time.frameCount;
|
||||
inst.queueIndex = 0;
|
||||
}
|
||||
|
||||
//excedeed the length, so make it even bigger
|
||||
if (inst.queueIndex >= inst.queue.Length)
|
||||
{
|
||||
var bigger = new Element[inst.queue.Length + DefaultQueueSize];
|
||||
for (var i = inst.queue.Length; i < bigger.Length; i++)
|
||||
{
|
||||
bigger[i] = new Element();
|
||||
}
|
||||
|
||||
Array.Copy(inst.queue, 0, bigger, 0, inst.queue.Length);
|
||||
inst.queue = bigger;
|
||||
}
|
||||
|
||||
inst.queue[inst.queueIndex].color = color ?? Color.white;
|
||||
inst.queue[inst.queueIndex].points = points;
|
||||
|
||||
inst.queueIndex++;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
//populate queue with empty elements
|
||||
queue = new Element[DefaultQueueSize];
|
||||
for (var i = 0; i < DefaultQueueSize; i++)
|
||||
{
|
||||
queue[i] = new Element();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update() =>
|
||||
//always render something
|
||||
Gizmos.Line(default, default);
|
||||
|
||||
private void OnPostRender()
|
||||
{
|
||||
Material.SetPass(0);
|
||||
|
||||
var offset = Gizmos.Offset;
|
||||
|
||||
GL.PushMatrix();
|
||||
GL.MultMatrix(Matrix4x4.identity);
|
||||
GL.Begin(GL.LINES);
|
||||
|
||||
var points = new List<Vector3>();
|
||||
|
||||
//draw le elements
|
||||
for (var e = 0; e < queueIndex; e++)
|
||||
{
|
||||
//just in case
|
||||
if (queue.Length <= e)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
var element = queue[e];
|
||||
|
||||
points.Clear();
|
||||
points.AddRange(element.points);
|
||||
|
||||
GL.Color(element.color);
|
||||
for (var i = 0; i < points.Count; i++)
|
||||
{
|
||||
GL.Vertex(points[i] + offset);
|
||||
}
|
||||
}
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user