using UnityEngine; using Primitives; using CollisionLib; using Unity.Mathematics; using static Unity.Mathematics.math; public class DebugDraw { 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); } public static void Sphere(Vector3 center, float radius) { Sphere(center, radius, Color.white); } 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); } public static void Prim(sphere sphere, Color color, float duration = 0) { Sphere(sphere.center, sphere.radius, color, duration); } 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); } 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); } 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); } 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); } } 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); } } }