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DebugDraw.GL.cs
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (c) Martin Bustos @FronkonGames <[email protected]>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
// the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace FronkonGames.GameWork.Foundation
{
/// <summary> Drawing of objects for development. </summary>
/// <remarks> Only available in the Editor. </remarks>
public partial class DebugDraw : CachedMonoBehaviour
{
private int currentProgram = -1;
private void DrawLineGL(Vector3 a, Vector3 b, Color color)
{
SetProgramGL(GL.LINES);
GL.Color(color.SetA(Settings.DebugDraw.Transparency * occludedTransparency));
GL.Vertex(a);
GL.Vertex(b);
}
private void DrawLineGLDotted(Vector3 a, Vector3 b, Color color)
{
SetProgramGL(GL.LINES);
GL.Color(color.SetA(Settings.DebugDraw.Transparency * occludedTransparency));
float dashSize = Settings.DebugDraw.LineGapSize * EditorGUIUtility.pixelsPerPoint;
float length = Vector3.Distance(a, b);
int count = Mathf.CeilToInt(length / dashSize);
for (int i = 0; i < count; i += 2)
{
GL.Vertex(Vector3.Lerp(a, b, i * dashSize / length));
GL.Vertex(Vector3.Lerp(a, b, (i + 1) * dashSize / length));
}
}
private void DrawTriangleGL(Vector3 a, Vector3 b, Vector3 c, Color color)
{
SetProgramGL(GL.LINES);
GL.Color(color.SetA(Settings.DebugDraw.Transparency * occludedTransparency));
DrawLineGL(a, b, color);
DrawLineGL(b, c, color);
DrawLineGL(c, a, color);
}
private void DrawTriangleGLSolid(Vector3 a, Vector3 b, Vector3 c, Color color)
{
SetProgramGL(GL.TRIANGLES);
GL.Color(color.SetA(Settings.DebugDraw.Transparency * occludedTransparency));
GL.Vertex(a);
GL.Vertex(b);
GL.Vertex(c);
}
private void DrawMeshGL(List<Vector3> vertices, Color color, Matrix4x4 matrix)
{
GL.PushMatrix();
GL.MultMatrix(matrix);
GL.Begin(GL.LINES);
GL.Color(color.SetA(Settings.DebugDraw.Transparency * occludedTransparency));
for (int i = 0; i < vertices.Count; ++i)
GL.Vertex(vertices[i]);
GL.End();
GL.PopMatrix();
}
private void SetProgramGL(int program)
{
if (currentProgram != program)
{
currentProgram = program;
GL.End();
switch (currentProgram)
{
case 1: GL.Begin(GL.LINES); break;
case 4: GL.Begin(GL.TRIANGLES); break;
case 5: GL.Begin(GL.TRIANGLE_STRIP); break;
case 7: GL.Begin(GL.QUADS); break;
default: GL.Begin(GL.LINES); break;
}
}
}
private void ResetProgramGL()
{
currentProgram = -1;
GL.End();
}
}
}
#endif