Ejemplo n.º 1
0
    private void DrawBounds()
    {
        ColorGradient cg = new ColorGradient(Color.red, Color.blue);

        foreach (OctreeNode node in nodes)
        {
            if (node.GetPoints(pointFilter, points))
            {
                // Assuming node size range between 0.25 and 64
                float t       = Mathf.Log(node.Size * 4f, 2f) / 8f;
                float sqrDist = (center - node.Center).sqrMagnitude;
                float dim     = Mathf.Max(0f, 1f - sqrDist / sqrRadius);
                Color col     = cg.GetColor(t, dim);
                // Slight offset to prevent overlapping lines.
                Vector3 size = Vector3.one * (node.Size - t * 0.01f);
                Gizmos.Cube(node.Center, Quaternion.identity, size, col);
            }
        }
    }
Ejemplo n.º 2
0
    private void DrawPoints()
    {
        Vector3 size = Vector3.one * 0.02f;
        Dictionary <PointType, Color> colors = new Dictionary <PointType, Color>()
        {
            { PointType.DronePos, Color.yellow },
            { PointType.ScanPoint, Color.green },
            { PointType.ScanOutOfRange, Color.red }
        };

        foreach (OctreeNode node in nodes)
        {
            if (node.GetPoints(pointFilter, points))
            {
                foreach (Point point in points)
                {
                    Gizmos.Cube(point.Position, Quaternion.identity, size, colors[point.Type]);
                }
            }
        }
    }
Ejemplo n.º 3
0
    public void Draw()
    {
        IOrderedEnumerable <Vector4> sorted = Chronological;
        Vector4 s = Vector4.zero;

        foreach (Vector4 p in sorted)
        {
            Gizmos.Line(s.Equals(Vector4.zero) ? p : s, p, Color.yellow);
            s = p;
        }
        Vector3 c = Center;

        // Bounding Box
        Gizmos.Cube(c, Quaternion.identity, bounds.size, Color.gray);
        // Crosshair
        float l = 0.25f;

        Gizmos.Line(c + Vector3.left * l, c + Vector3.right * l, Color.white);
        Gizmos.Line(c + Vector3.up * l, c + Vector3.down * l, Color.white);
        Gizmos.Line(c + Vector3.forward * l, c + Vector3.back * l, Color.white);
    }