示例#1
0
        /// <summary>- Debugs a cone.</summary>
        /// <param name='position'>- The position for the tip of the cone.</param>
        /// <param name='direction'>- The direction for the cone gets wider in.</param>
        /// <param name='angle'>- The angle of the cone.</param>
        /// <param name='color'>- The color of the cone.</param>
        /// <param name='duration'>- How long to draw the cone.</param>
        /// <param name='depthTest'>- Whether or not the cone should be faded when behind other objects.</param>
        public static void DrawCone(Vector3 position, Vector3 direction, Color color = default(Color), float angle = 45f, float duration = 0, bool depthTest = false)
        {
            float length = direction.magnitude;

            direction = direction.normalized;

            Vector3
                forward = direction,
                up      = Vector3.Slerp(forward, -forward, 0.5f),
                right   = Vector3.Cross(forward, up).normalized *length,

                slerpedVector = Vector3.Slerp(forward, up, angle / 90.0f);

            Plane farPlane = new Plane(-direction, position + forward);
            Ray   distRay  = new Ray(position, slerpedVector);

            float dist;

            farPlane.Raycast(distRay, out dist);

            color = (color == default(Color)) ? Color.white : color;

            Debug.DrawRay(position, slerpedVector.normalized * dist, color);
            Debug.DrawRay(position, Vector3.Slerp(forward, -up, angle / 90.0f).normalized *dist, color, duration, depthTest);
            Debug.DrawRay(position, Vector3.Slerp(forward, right, angle / 90.0f).normalized *dist, color, duration, depthTest);
            Debug.DrawRay(position, Vector3.Slerp(forward, -right, angle / 90.0f).normalized *dist, color, duration, depthTest);

            DebugExtend.DrawCircle(position + forward, direction, color, (forward - (slerpedVector.normalized * dist)).magnitude, duration, depthTest);
            DebugExtend.DrawCircle(position + (forward * 0.5f), direction, color, ((forward * 0.5f) - (slerpedVector.normalized * (dist * 0.5f))).magnitude, duration, depthTest);
        }
示例#2
0
        /// <summary>- Debugs a cylinder.</summary>
        /// <param name='start'>- The position of one end of the cylinder.</param>
        /// <param name='end'>- The position of the other end of the cylinder.</param>
        /// <param name='color'>- The color of the cylinder.</param>
        /// <param name='radius'>- The radius of the cylinder.</param>
        /// <param name='duration'>- How long to draw the cylinder.</param>
        /// <param name='depthTest'>- Whether or not the cylinder should be faded when behind other objects.</param>
        public static void DrawCylinder(Vector3 start, Vector3 end, Color color = default(Color), float radius = 1, float duration = 0, bool depthTest = false)
        {
            Vector3
                up      = (end - start).normalized * radius,
                forward = Vector3.Slerp(up, -up, 0.5f),
                right   = Vector3.Cross(up, forward).normalized *radius;

            color = (color == default(Color)) ? Color.white : color;

            //Radial circles
            DebugExtend.DrawCircle(start, up, color, radius, duration, depthTest);
            DebugExtend.DrawCircle(end, -up, color, radius, duration, depthTest);
            DebugExtend.DrawCircle((start + end) * 0.5f, up, color, radius, duration, depthTest);

            //Side lines
            Debug.DrawLine(start + right, end + right, color, duration, depthTest);
            Debug.DrawLine(start - right, end - right, color, duration, depthTest);

            Debug.DrawLine(start + forward, end + forward, color, duration, depthTest);
            Debug.DrawLine(start - forward, end - forward, color, duration, depthTest);

            //Start endcap
            Debug.DrawLine(start - right, start + right, color, duration, depthTest);
            Debug.DrawLine(start - forward, start + forward, color, duration, depthTest);

            //End endcap
            Debug.DrawLine(end - right, end + right, color, duration, depthTest);
            Debug.DrawLine(end - forward, end + forward, color, duration, depthTest);
        }
示例#3
0
        /// <summary>- Debugs a capsule.</summary>
        /// <param name='start'>- The position of one end of the capsule.</param>
        /// <param name='end'>- The position of the other end of the capsule.</param>
        /// <param name='color'>- The color of the capsule.</param>
        /// <param name='radius'>- The radius of the capsule.</param>
        /// <param name='duration'>- How long to draw the capsule.</param>
        /// <param name='depthTest'>- Whether or not the capsule should be faded when behind other objects.</param>
        public static void DrawCapsule(Vector3 start, Vector3 end, Color color = default(Color), float radius = 1f, float duration = 0f, bool depthTest = false)
        {
            float
                height     = (start - end).magnitude,
                sideLength = Mathf.Max(0, (height * 0.5f) - radius);

            Vector3
                up      = (end - start).normalized * radius,
                forward = Vector3.Slerp(up, -up, 0.5f),
                right   = Vector3.Cross(up, forward).normalized *radius,
                middle  = (end + start) * 0.5f;

            start = middle + ((start - middle).normalized * sideLength);
            end   = middle + ((end - middle).normalized * sideLength);

            color = (color == default(Color)) ? Color.white : color;

            //Radial circles
            DebugExtend.DrawCircle(start, up, color, radius, duration, depthTest);
            DebugExtend.DrawCircle(end, -up, color, radius, duration, depthTest);

            //Side lines
            Debug.DrawLine(start + right, end + right, color, duration, depthTest);
            Debug.DrawLine(start - right, end - right, color, duration, depthTest);

            Debug.DrawLine(start + forward, end + forward, color, duration, depthTest);
            Debug.DrawLine(start - forward, end - forward, color, duration, depthTest);

            for (int i = 1; i < 26; i++)
            {
                //Start endcap
                Debug.DrawLine(Vector3.Slerp(right, -up, i / 25.0f) + start, Vector3.Slerp(right, -up, (i - 1) / 25.0f) + start, color, duration, depthTest);
                Debug.DrawLine(Vector3.Slerp(-right, -up, i / 25.0f) + start, Vector3.Slerp(-right, -up, (i - 1) / 25.0f) + start, color, duration, depthTest);
                Debug.DrawLine(Vector3.Slerp(forward, -up, i / 25.0f) + start, Vector3.Slerp(forward, -up, (i - 1) / 25.0f) + start, color, duration, depthTest);
                Debug.DrawLine(Vector3.Slerp(-forward, -up, i / 25.0f) + start, Vector3.Slerp(-forward, -up, (i - 1) / 25.0f) + start, color, duration, depthTest);

                //End endcap
                Debug.DrawLine(Vector3.Slerp(right, up, i / 25.0f) + end, Vector3.Slerp(right, up, (i - 1) / 25.0f) + end, color, duration, depthTest);
                Debug.DrawLine(Vector3.Slerp(-right, up, i / 25.0f) + end, Vector3.Slerp(-right, up, (i - 1) / 25.0f) + end, color, duration, depthTest);
                Debug.DrawLine(Vector3.Slerp(forward, up, i / 25.0f) + end, Vector3.Slerp(forward, up, (i - 1) / 25.0f) + end, color, duration, depthTest);
                Debug.DrawLine(Vector3.Slerp(-forward, up, i / 25.0f) + end, Vector3.Slerp(-forward, up, (i - 1) / 25.0f) + end, color, duration, depthTest);
            }
        }