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DebugDraw.Primitives.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.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
using System.Collections.Generic;
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 static List<Vector3> SphereWire;
private static List<Vector3> CubeWire;
private static void CreateSphereWireMesh()
{
SphereWire = new List<Vector3>();
float step = MathConstants.Tau / Settings.DebugDraw.Divisions;
for (float theta = 0.0f; theta < MathConstants.Tau; theta += step)
{
float cos0 = Mathf.Cos(theta);
float cos1 = Mathf.Cos(theta + step);
float sin0 = Mathf.Sin(theta);
float sin1 = Mathf.Sin(theta + step);
SphereWire.Add(0.5f * new Vector3(0.0f, cos0, -sin0));
SphereWire.Add(0.5f * new Vector3(0.0f, cos1, -sin1));
SphereWire.Add(0.5f * new Vector3(cos0, 0.0f, -sin0));
SphereWire.Add(0.5f * new Vector3(cos1, 0.0f, -sin1));
SphereWire.Add(0.5f * new Vector3(cos0, -sin0, 0.0f));
SphereWire.Add(0.5f * new Vector3(cos1, -sin1, 0.0f));
}
}
private static void CreateCubeWireMesh()
{
CubeWire = new List<Vector3>();
float s = 1.0f * 0.5f;
CubeWire.Add(new Vector3(-s, -s, -s));
CubeWire.Add(new Vector3(-s, -s, +s));
CubeWire.Add(new Vector3(-s, -s, +s));
CubeWire.Add(new Vector3(+s, -s, +s));
CubeWire.Add(new Vector3(+s, -s, +s));
CubeWire.Add(new Vector3(+s, -s, -s));
CubeWire.Add(new Vector3(+s, -s, -s));
CubeWire.Add(new Vector3(-s, -s, -s));
CubeWire.Add(new Vector3(-s, +s, -s));
CubeWire.Add(new Vector3(-s, +s, +s));
CubeWire.Add(new Vector3(-s, +s, +s));
CubeWire.Add(new Vector3(+s, +s, +s));
CubeWire.Add(new Vector3(+s, +s, +s));
CubeWire.Add(new Vector3(+s, +s, -s));
CubeWire.Add(new Vector3(+s, +s, -s));
CubeWire.Add(new Vector3(-s, +s, -s));
CubeWire.Add(new Vector3(+s, +s, +s));
CubeWire.Add(new Vector3(+s, -s, +s));
CubeWire.Add(new Vector3(+s, +s, -s));
CubeWire.Add(new Vector3(+s, -s, -s));
CubeWire.Add(new Vector3(-s, +s, +s));
CubeWire.Add(new Vector3(-s, -s, +s));
CubeWire.Add(new Vector3(-s, +s, -s));
CubeWire.Add(new Vector3(-s, -s, -s));
}
}
}