public override void DrawContactPoint(ref BM.Vector3 pointOnB, ref BM.Vector3 normalOnB, float distance, int lifeTime, ref BM.Vector3 color)
 {
     Gizmos.matrix = Matrix4x4.identity;
     Gizmos.color  = new Color(color.X, color.Y, color.Z);
     Gizmos.DrawWireSphere(pointOnB.ToUnity(), .2f);
 }
 public override void DrawLine(ref BM.Vector3 from, ref BM.Vector3 to, ref BM.Vector3 fromColor)
 {
     Gizmos.matrix = Matrix4x4.identity;
     Gizmos.color  = new Color(fromColor.X, fromColor.Y, fromColor.Z);
     Gizmos.DrawLine(from.ToUnity(), to.ToUnity());
 }
        public override void DrawSphere(ref BM.Vector3 p, float radius, ref BM.Vector3 color)
        {
            Color c = new Color(color.X, color.Y, color.Z);

            BUtility.DebugDrawSphere(p.ToUnity(), Quaternion.identity, Vector3.one, radius, c);
        }
예제 #4
0
 public override void DrawLine(ref BM.Vector3 from, ref BM.Vector3 to, ref BM.Vector3 fromColor)
 {
     UnityEngine.Gizmos.color = new UnityEngine.Color(fromColor.X, fromColor.Y, fromColor.Z);
     UnityEngine.Gizmos.DrawLine(from.ToUnity(), to.ToUnity());
 }
예제 #5
0
 public override void DrawContactPoint(ref BM.Vector3 pointOnB, ref BM.Vector3 normalOnB, float distance, int lifeTime, ref BM.Vector3 color)
 {
     UnityEngine.Gizmos.color = new UnityEngine.Color(color.X, color.Y, color.Z);
     UnityEngine.Gizmos.DrawWireSphere(pointOnB.ToUnity(), .2f);
 }
예제 #6
0
 public override void DrawArc(ref BM.Vector3 center, ref BM.Vector3 normal, ref BM.Vector3 axis, float radiusA, float radiusB, float minAngle, float maxAngle,
                              ref BM.Vector3 color, bool drawSect, float stepDegrees)
 {
     UnityEngine.Color col = new UnityEngine.Color(color.X, color.Y, color.Z);
     BUtility.DebugDrawArc(center.ToUnity(), normal.ToUnity(), axis.ToUnity(), radiusA, radiusB, minAngle, maxAngle, col, drawSect, stepDegrees);
 }
예제 #7
0
 protected void SetEyeTarget(BulletSharp.Math.Vector3 eye, BulletSharp.Math.Vector3 targ)
 {
     UnityEngine.Transform t = UnityEngine.Camera.main.transform;
     t.position = eye.ToUnity();
     t.rotation = UnityEngine.Quaternion.LookRotation((targ - eye).ToUnity().normalized, UnityEngine.Vector3.up);
 }