internal static void DrawBox(Vector3 center, DrawBoxStructure structure, LineDelegateSimple lineDelegate)
        {
            Vector3
                posUFL = structure.UFL + center,
                posUFR = structure.UFR + center,
                posUBL = structure.UBL + center,
                posUBR = structure.UBR + center,
                posDFL = structure.DFL + center,
                posDFR = structure.DFR + center,
                posDBL = structure.DBL + center,
                posDBR = structure.DBR + center;

            //up
            lineDelegate(posUFL, posUFR);
            lineDelegate(posUFR, posUBR);
            lineDelegate(posUBR, posUBL);
            lineDelegate(posUBL, posUFL);
            //down
            lineDelegate(posDFL, posDFR);
            lineDelegate(posDFR, posDBR);
            lineDelegate(posDBR, posDBL);
            lineDelegate(posDBL, posDFL);
            //down to up
            lineDelegate(posDFL, posUFL);
            lineDelegate(posDFR, posUFR);
            lineDelegate(posDBR, posUBR);
            lineDelegate(posDBL, posUBL);
        }
Exemple #2
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        public static void DrawBoxCastHits(RaycastHit[] hits, Vector3 origin, Vector3 halfExtents, Vector3 direction, Quaternion orientation, Color color, int maxCount = -1)
        {
            if (maxCount < 0)
            {
                maxCount = hits.Length;
            }

            if (maxCount == 0)
            {
                return;
            }

            direction.EnsureNormalized();

            DrawBoxStructure structure = new DrawBoxStructure(halfExtents, orientation);

            for (int i = 0; i < maxCount; i++)
            {
                RaycastHit hit    = hits[i];
                Vector3    center = origin + direction * hit.distance;
                DrawBox(center, structure, DrawLine);
            }

            void DrawLine(Vector3 a, Vector3 b) => lineDelegate(a, b, color);
        }
        internal static void DrawBox(
            Vector3 center,
            Vector3 halfExtents,
            Quaternion orientation,
            LineDelegateSimple lineDelegate)
        {
            DrawBoxStructure box = new DrawBoxStructure(halfExtents, orientation);

            DrawBox(center, box, lineDelegate);
        }
Exemple #4
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        public static void DrawBoxCast(
            Vector3 center,
            Vector3 halfExtents,
            Vector3 direction,
            Quaternion orientation,
            float distance,
            Color colorStart,
            Color colorEnd,
            int iterationCount = 1)
        {
            direction.EnsureNormalized();

            Vector3 upNormalised      = orientation * new Vector3(0, 1, 0);
            Vector3 rightNormalised   = orientation * new Vector3(1, 0, 0);
            Vector3 forwardNormalised = orientation * new Vector3(0, 0, 1);

            float dotUpValue      = Vector3.Dot(upNormalised, direction);
            bool  dotUp           = dotUpValue > 0;
            float dotRightValue   = Vector3.Dot(rightNormalised, direction);
            bool  dotRight        = dotRightValue > 0;
            float dotForwardValue = Vector3.Dot(forwardNormalised, direction);
            bool  dotForward      = dotForwardValue > 0;

            float dotUpAbsValue = Mathf.Abs(dotUpValue);

            bool aligned = dotUpAbsValue > 0.99999f || dotUpAbsValue < 0.00001f;

            Color color = colorStart;

            DrawBoxStructure structure = new DrawBoxStructure(halfExtents, orientation);

            Vector3
                uFL = structure.UFL,
                uFR = structure.UFR,
                uBL = structure.UBL,
                uBR = structure.UBR,
                dFL = structure.DFL,
                dFR = structure.DFR,
                dBL = structure.DBL,
                dBR = structure.DBR;

            DrawBox(center, structure, DrawLine);

            Vector3 endCenter = center + direction * distance;

            DrawBoxConnectors(center, endCenter);

            color = colorEnd;
            DrawBox(endCenter, structure, DrawLine);

            void DrawBoxConnectors(Vector3 boxCenterA, Vector3 boxCenterB)
            {
                if (iterationCount <= 0)
                {
                    return;
                }

                if (aligned)
                {
                    if (dotUpAbsValue > 0.5f)
                    {
                        //Up
                        bool inverse = dotUpValue < 0;
                        DrawConnectorIterationSpecialWithInverse(uFL, uFR, dFL, dFR, inverse);
                        DrawConnectorIterationSpecialWithInverse(uFR, uBR, dFR, dBR, inverse);
                        DrawConnectorIterationSpecialWithInverse(uBR, uBL, dBR, dBL, inverse);
                        DrawConnectorIterationSpecialWithInverse(uBL, uFL, dBL, dFL, inverse);
                    }
                    else
                    {
                        //Forward
                        float dotForwardAbsValue = Mathf.Abs(dotForwardValue);
                        if (dotForwardAbsValue > 0.5f)
                        {
                            bool inverse = dotForwardValue < 0;
                            DrawConnectorIterationSpecialWithInverse(uFL, uFR, uBL, uBR, inverse);
                            DrawConnectorIterationSpecialWithInverse(uFR, dFR, uBR, dBR, inverse);
                            DrawConnectorIterationSpecialWithInverse(dFR, dFL, dBR, dBL, inverse);
                            DrawConnectorIterationSpecialWithInverse(dFL, uFL, dBL, uBL, inverse);
                        }
                        else
                        {
                            //Right
                            bool inverse = dotRightValue < 0;
                            DrawConnectorIterationSpecialWithInverse(uFR, uBR, uFL, uBL, inverse);
                            DrawConnectorIterationSpecialWithInverse(uBR, dBR, uBL, dBL, inverse);
                            DrawConnectorIterationSpecialWithInverse(dBR, dFR, dBL, dFL, inverse);
                            DrawConnectorIterationSpecialWithInverse(dFR, uFR, dFL, uFL, inverse);
                        }
                    }
                }
                else
                {
                    bool
                        validUFL = ValidateConnector(dotUp, dotForward, !dotRight),
                        validUFR = ValidateConnector(dotUp, dotForward, dotRight),
                        validUBL = ValidateConnector(dotUp, !dotForward, !dotRight),
                        validUBR = ValidateConnector(dotUp, !dotForward, dotRight),
                        validDFL = ValidateConnector(!dotUp, dotForward, !dotRight),
                        validDFR = ValidateConnector(!dotUp, dotForward, dotRight),
                        validDBL = ValidateConnector(!dotUp, !dotForward, !dotRight),
                        validDBR = ValidateConnector(!dotUp, !dotForward, dotRight);

                    bool ValidateConnector(bool a, bool b, bool c)
                    {
                        int count = a ? 1 : 0;

                        count += b ? 1 : 0;
                        count += c ? 1 : 0;
                        if (!aligned)
                        {
                            if (count == 0)
                            {
                                return(false);
                            }
                            if (a && b && c)
                            {
                                return(false);
                            }
                        }
                        else
                        {
                            if (count != 1)
                            {
                                return(false);
                            }
                        }

                        return(true);
                    }

                    //up
                    DrawConnectorIteration(validUFL, validUFR, uFL, uFR);
                    DrawConnectorIteration(validUFR, validUBR, uFR, uBR);
                    DrawConnectorIteration(validUBR, validUBL, uBR, uBL);
                    DrawConnectorIteration(validUBL, validUFL, uBL, uFL);
                    //down
                    DrawConnectorIteration(validDFL, validDFR, dFL, dFR);
                    DrawConnectorIteration(validDFR, validDBR, dFR, dBR);
                    DrawConnectorIteration(validDBR, validDBL, dBR, dBL);
                    DrawConnectorIteration(validDBL, validDFL, dBL, dFL);
                    //down to up
                    DrawConnectorIteration(validDFL, validUFL, dFL, uFL);
                    DrawConnectorIteration(validDFR, validUFR, dFR, uFR);
                    DrawConnectorIteration(validDBR, validUBR, dBR, uBR);
                    DrawConnectorIteration(validDBL, validUBL, dBL, uBL);
                }

                void DrawConnectorIteration(bool a, bool b, Vector3 aP, Vector3 bP)
                {
                    if (!a || !b)
                    {
                        return;
                    }
                    DrawConnectorIterationSpecial(aP, bP, aP, bP);
                }

                void DrawConnectorIterationSpecialWithInverse(Vector3 aPS, Vector3 bPS, Vector3 aPE, Vector3 bPE, bool inverse)
                {
                    if (inverse)
                    {
                        DrawConnectorIterationSpecial(aPE, bPE, aPS, bPS);
                    }
                    else
                    {
                        DrawConnectorIterationSpecial(aPS, bPS, aPE, bPE);
                    }
                }

                void DrawConnectorIterationSpecial(Vector3 aPS, Vector3 bPS, Vector3 aPE, Vector3 bPE)
                {
                    Vector3 startA = boxCenterA + aPS;
                    Vector3 startB = boxCenterA + bPS;
                    Vector3 endA   = boxCenterB + aPE;
                    Vector3 endB   = boxCenterB + bPE;

                    Vector3 currentA = startA;
                    Vector3 currentB = startB;

                    float diff = 1 / (float)(iterationCount + 1);

                    for (int i = 1; i < iterationCount; i++)
                    {
                        float t = i / (float)iterationCount;
                        color = Color.Lerp(colorStart, colorEnd, t + diff);
                        Vector3 nextA = Vector3.Lerp(startA, endA, t);
                        Vector3 nextB = Vector3.Lerp(startB, endB, t);

                        DrawLine(currentA, nextA);
                        DrawLine(currentB, nextB);
                        DrawLine(nextA, nextB);

                        currentA = nextA;
                        currentB = nextB;
                    }

                    color = Color.Lerp(colorStart, colorEnd, 1 - diff);
                    DrawLine(currentA, endA);
                    DrawLine(currentB, endB);
                }
            }

            void DrawLine(Vector3 a, Vector3 b) => lineDelegate(a, b, color);
        }