void DrawDebugLines() { Mesh m = new Mesh(); List <Vector3> meshVerts = new List <Vector3>(); List <int> meshIndices = new List <int>(); //quadtree init QuadTreeNode <int> .Init(Vector3.zero, Vector2.one *Ground.Instance.transform.localScale.x, 0); for (int i = 0; i < indices.Length - 2; i += 3) { var i0 = indices[i]; var i1 = indices[i + 1]; var i2 = indices[i + 2]; var v0 = vertices[i0]; var v1 = vertices[i1]; var v2 = vertices[i2]; LineDrawerMgr.DrawLine(v0, v1); LineDrawerMgr.DrawLine(v1, v2); LineDrawerMgr.DrawLine(v2, v0); QuadTreeNode <int> .Root.Insert(v0, i); if (i == 0) { meshVerts.Add(v0); meshVerts.Add(v1); meshVerts.Add(v2); meshIndices.Add(i0); meshIndices.Add(i1); meshIndices.Add(i2); } } CommonUtils.DrawLine(v2, v1); }
public static void DrawLine(Vector3 v1, Vector3 v2, Color?color = null, float consistTime = 0) { LineDrawerMgr.DrawLine(v1, v2, color, consistTime); }
public static void DrawTriangle(Vector3 v1, Vector3 v2, Vector3 v3, Color?color = null, float consistTime = 0, float lineSize = 0.2f) { LineDrawerMgr.DrawLine(v1, v2, color, consistTime, lineSize); LineDrawerMgr.DrawLine(v2, v3, color, consistTime, lineSize); LineDrawerMgr.DrawLine(v3, v1, color, consistTime, lineSize); }