该项目的目的是同时测试和演示来自 Unity DOTS 技术堆栈的多个新包。
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using UnityEngine;
using Unity.Burst;
using Unity.Mathematics;
using static Unity.Mathematics.math;
namespace Unity.Sample.Core
{
public class DebugDraw
{
[BurstDiscard]
public static void Circle(Vector3 center, Vector3 normal, float radius, Color color)
{
Vector3 v1;
Vector3 v2;
CalculatePlaneVectorsFromNormal(normal, out v1, out v2);
CircleInternal(center, v1, v2, radius, color);
}
[BurstDiscard]
public static void Line(float3 from, float3 to, Color color, float duration = 0)
{
Debug.DrawLine(from, to, color, duration);
}
[BurstDiscard]
public static void Sphere(Vector3 center, float radius)
{
Sphere(center, radius, Color.white);
}
[BurstDiscard]
public static void Sphere(Vector3 center, float radius, Color color, float duration = 0)
{
CircleInternal(center, Vector3.right, Vector3.up, radius, color, duration);
CircleInternal(center, Vector3.forward, Vector3.up, radius, color, duration);
CircleInternal(center, Vector3.right, Vector3.forward, radius, color, duration);
}
// [BurstDiscard]
// public static void Prim(sphere sphere, Color color, float duration = 0)
// {
// Sphere(sphere.center, sphere.radius, color, duration);
// }
//
// [BurstDiscard]
// public static void Prim(ray ray, Color color, float duration = 0)
// {
// Debug.DrawLine(ray.origin, ray.origin + ray.direction * 1000, color, duration);
// Sphere(ray.origin, 0.03f, color, duration);
// }
[BurstDiscard]
public static void Capsule(Vector3 center, Vector3 dir, float radius, float height, Color color, float duration = 0)
{
var cylinderHeight = height - radius * 2;
var v = Vector3.Angle(dir, Vector3.up) > 0.001 ? Vector3.Cross(dir, Vector3.up) : Vector3.Cross(dir, Vector3.left);
CircleInternal(center + dir * cylinderHeight * 0.5f, dir, v, radius, color, duration);
CircleInternal(center - dir * cylinderHeight * 0.5f, dir, v, radius, color, duration);
Cylinder(center, dir, radius, cylinderHeight * 0.5f, color, duration);
}
// [BurstDiscard]
// public static void Prim(capsule capsule, Color color, float duration = 0)
// {
// var v = capsule.p2 - capsule.p1;
// Capsule(capsule.p1 + v * 0.5f, math.normalize(v), capsule.radius, math.length(v) + 2 * capsule.radius, color, duration);
// }
[BurstDiscard]
public static void Cylinder(Vector3 center, Vector3 normal, float radius, float halfHeight, Color color, float duration = 0)
{
Vector3 v1;
Vector3 v2;
CalculatePlaneVectorsFromNormal(normal, out v1, out v2);
var offset = normal * halfHeight;
CircleInternal(center - offset, v1, v2, radius, color, duration);
CircleInternal(center + offset, v1, v2, radius, color, duration);
const int segments = 20;
float arc = Mathf.PI * 2.0f / segments;
for (var i = 0; i < segments; i++)
{
Vector3 p = center + v1 * Mathf.Cos(arc * i) * radius + v2 * Mathf.Sin(arc * i) * radius;
Debug.DrawLine(p - offset, p + offset, color, duration);
}
}
[BurstDiscard]
// public static void Prim(box box, Color color, float duration = 0)
// {
// var size = box.size;
// var axisX = mul(box.rotation, float3(1, 0, 0)) * size.x;
// var axisY = mul(box.rotation, float3(0, 1, 0)) * size.y;
// var axisZ = mul(box.rotation, float3(0, 0, 1)) * size.z;
//
// var A = box.center + (axisX + axisY + axisZ) * 0.5f;
// var B = A - axisY;
// var C = B - axisZ;
// var D = C + axisY;
//
// var E = A - axisX;
// var F = B - axisX;
// var G = C - axisX;
// var H = D - axisX;
//
// Debug.DrawLine(A, B, color, duration);
// Debug.DrawLine(B, C, color, duration);
// Debug.DrawLine(C, D, color, duration);
// Debug.DrawLine(D, A, color, duration);
//
// Debug.DrawLine(E, F, color, duration);
// Debug.DrawLine(F, G, color, duration);
// Debug.DrawLine(G, H, color, duration);
// Debug.DrawLine(H, E, color, duration);
//
// Debug.DrawLine(A, E, color, duration);
// Debug.DrawLine(B, F, color, duration);
// Debug.DrawLine(C, G, color, duration);
// Debug.DrawLine(H, D, color, duration);
// }
static void CircleInternal(Vector3 center, Vector3 v1, Vector3 v2, float radius, Color color, float duration = 0)
{
const int segments = 20;
float arc = Mathf.PI * 2.0f / segments;
Vector3 p1 = center + v1 * radius;
for (var i = 1; i <= segments; i++)
{
Vector3 p2 = center + v1 * Mathf.Cos(arc * i) * radius + v2 * Mathf.Sin(arc * i) * radius;
Debug.DrawLine(p1, p2, color, duration);
p1 = p2;
}
}
static void CalculatePlaneVectorsFromNormal(Vector3 normal, out Vector3 v1, out Vector3 v2)
{
if (Mathf.Abs(Vector3.Dot(normal, Vector3.up)) < 0.99)
{
v1 = Vector3.Cross(Vector3.up, normal).normalized;
v2 = Vector3.Cross(normal, v1);
}
else
{
v1 = Vector3.Cross(Vector3.left, normal).normalized;
v2 = Vector3.Cross(normal, v1);
}
}
public static void Arrow(Vector3 pos, float angle, Color color, float length = 1f, float tipSize = 0.25f, float width = 0.5f)
{
var angleRot = Quaternion.AngleAxis(angle, Vector3.up);
var dir = angleRot * Vector3.forward;
Arrow(pos, dir, color, length, tipSize, width);
}
public static void Arrow(Vector3 pos, Vector2 direction, Color color, float length = 1f, float tipSize = 0.25f, float width = 0.5f)
{
var dir = new Vector3(direction.x, 0f, direction.y);
Arrow(pos, dir, color, length, tipSize, width);
}
public static void Arrow(Vector3 pos, Vector3 direction, Color color, float length = 1f, float tipSize = 0.25f, float width = 0.5f)
{
direction.Normalize();
var sideLen = length - length * tipSize;
var widthOffset = Vector3.Cross(direction, Vector3.up) * width;
var baseLeft = pos + widthOffset * 0.3f;
var baseRight = pos - widthOffset * 0.3f;
var tip = pos + direction * length;
var upCornerInRight = pos - widthOffset * 0.3f + direction * sideLen;
var upCornerInLeft = pos + widthOffset * 0.3f + direction * sideLen;
var upCornerOutRight = pos - widthOffset * 0.5f + direction * sideLen;
var upCornerOutLeft = pos + widthOffset * 0.5f + direction * sideLen;
Debug.DrawLine(baseLeft, baseRight, color);
Debug.DrawLine(baseRight, upCornerInRight, color);
Debug.DrawLine(upCornerInRight, upCornerOutRight, color);
Debug.DrawLine(upCornerOutRight, tip, color);
Debug.DrawLine(tip, upCornerOutLeft, color);
Debug.DrawLine(upCornerOutLeft, upCornerInLeft, color);
Debug.DrawLine(upCornerInLeft, baseLeft, color);
}
}
}