mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-02-05 15:39:51 +00:00
cleanup
This commit is contained in:
parent
a7284cf945
commit
1dd58e977c
@ -1,8 +1,8 @@
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namespace Popcron
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{
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public class Constants
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{
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public const string UniqueIdentifier = "Popcron.Gizmos";
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public const string EnabledKey = UniqueIdentifier + ".Enabled";
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}
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public class Constants
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{
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public const string UniqueIdentifier = "Popcron.Gizmos";
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public const string EnabledKey = UniqueIdentifier + ".Enabled";
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}
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}
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@ -1,70 +1,70 @@
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using System;
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using System.Reflection;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace Popcron
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{
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public abstract class Drawer
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{
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private static Dictionary<Type, Drawer> typeToDrawer = null;
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public abstract class Drawer
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{
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private static Dictionary<Type, Drawer> typeToDrawer = null;
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public abstract int Draw(ref Vector3[] buffer, params object[] args);
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public abstract int Draw(ref Vector3[] buffer, params object[] args);
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public Drawer()
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{
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public Drawer()
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{
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}
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}
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public static Drawer Get<T>() where T : class
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{
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//find all drawers
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if (typeToDrawer == null)
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{
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typeToDrawer = new Dictionary<Type, Drawer>();
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public static Drawer Get<T>() where T : class
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{
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//find all drawers
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if (typeToDrawer == null)
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{
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typeToDrawer = new Dictionary<Type, Drawer>();
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//add defaults
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//add defaults
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typeToDrawer.Add(typeof(CubeDrawer), new CubeDrawer());
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typeToDrawer.Add(typeof(LineDrawer), new LineDrawer());
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typeToDrawer.Add(typeof(PolygonDrawer),new PolygonDrawer());
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typeToDrawer.Add(typeof(PolygonDrawer), new PolygonDrawer());
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typeToDrawer.Add(typeof(SquareDrawer), new SquareDrawer());
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//find extras
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Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (Assembly assembly in assemblies)
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{
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Type[] types = assembly.GetTypes();
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foreach (Type type in types)
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{
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if (type.IsAbstract)
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{
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continue;
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}
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Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (Assembly assembly in assemblies)
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{
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Type[] types = assembly.GetTypes();
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foreach (Type type in types)
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{
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if (type.IsAbstract)
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{
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continue;
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}
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if (type.IsSubclassOf(typeof(Drawer)) && !typeToDrawer.ContainsKey(type))
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{
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try
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{
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Drawer value = (Drawer)Activator.CreateInstance(type);
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typeToDrawer[type] = value;
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}
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catch (Exception e)
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{
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Debug.LogError($"couldnt register drawer of type {type} because {e.Message}");
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}
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}
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}
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}
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}
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if (type.IsSubclassOf(typeof(Drawer)) && !typeToDrawer.ContainsKey(type))
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{
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try
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{
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Drawer value = (Drawer)Activator.CreateInstance(type);
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typeToDrawer[type] = value;
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}
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catch (Exception e)
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{
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Debug.LogError($"couldnt register drawer of type {type} because {e.Message}");
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}
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}
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}
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}
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}
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if (typeToDrawer.TryGetValue(typeof(T), out Drawer drawer))
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{
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return drawer;
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}
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else
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{
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return null;
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}
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}
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}
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if (typeToDrawer.TryGetValue(typeof(T), out Drawer drawer))
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{
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return drawer;
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}
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else
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{
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return null;
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}
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}
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}
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}
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@ -2,95 +2,95 @@
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namespace Popcron
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{
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public class CubeDrawer : Drawer
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{
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public class CubeDrawer : Drawer
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{
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public CubeDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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Vector3 position = (Vector3)values[0];
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Quaternion rotation = (Quaternion)values[1];
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Vector3 size = (Vector3)values[2];
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size *= 0.5f;
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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Vector3 position = (Vector3)values[0];
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Quaternion rotation = (Quaternion)values[1];
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Vector3 size = (Vector3)values[2];
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Vector3 point1 = new Vector3(position.x - size.x, position.y - size.y, position.z - size.z);
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Vector3 point2 = new Vector3(position.x + size.x, position.y - size.y, position.z - size.z);
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Vector3 point3 = new Vector3(position.x + size.x, position.y + size.y, position.z - size.z);
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Vector3 point4 = new Vector3(position.x - size.x, position.y + size.y, position.z - size.z);
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size *= 0.5f;
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Vector3 point5 = new Vector3(position.x - size.x, position.y - size.y, position.z + size.z);
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Vector3 point6 = new Vector3(position.x + size.x, position.y - size.y, position.z + size.z);
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Vector3 point7 = new Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
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Vector3 point8 = new Vector3(position.x - size.x, position.y + size.y, position.z + size.z);
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Vector3 point1 = new Vector3(position.x - size.x, position.y - size.y, position.z - size.z);
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Vector3 point2 = new Vector3(position.x + size.x, position.y - size.y, position.z - size.z);
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Vector3 point3 = new Vector3(position.x + size.x, position.y + size.y, position.z - size.z);
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Vector3 point4 = new Vector3(position.x - size.x, position.y + size.y, position.z - size.z);
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point1 = rotation * (point1 - position);
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point1 += position;
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Vector3 point5 = new Vector3(position.x - size.x, position.y - size.y, position.z + size.z);
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Vector3 point6 = new Vector3(position.x + size.x, position.y - size.y, position.z + size.z);
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Vector3 point7 = new Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
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Vector3 point8 = new Vector3(position.x - size.x, position.y + size.y, position.z + size.z);
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point2 = rotation * (point2 - position);
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point2 += position;
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point1 = rotation * (point1 - position);
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point1 += position;
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point3 = rotation * (point3 - position);
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point3 += position;
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point2 = rotation * (point2 - position);
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point2 += position;
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point4 = rotation * (point4 - position);
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point4 += position;
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point3 = rotation * (point3 - position);
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point3 += position;
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point5 = rotation * (point5 - position);
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point5 += position;
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point4 = rotation * (point4 - position);
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point4 += position;
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point6 = rotation * (point6 - position);
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point6 += position;
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point5 = rotation * (point5 - position);
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point5 += position;
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point7 = rotation * (point7 - position);
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point7 += position;
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point6 = rotation * (point6 - position);
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point6 += position;
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point8 = rotation * (point8 - position);
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point8 += position;
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point7 = rotation * (point7 - position);
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point7 += position;
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//square
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buffer[0] = point1;
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buffer[1] = point2;
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point8 = rotation * (point8 - position);
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point8 += position;
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buffer[2] = point2;
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buffer[3] = point3;
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//square
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buffer[0] = point1;
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buffer[1] = point2;
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buffer[4] = point3;
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buffer[5] = point4;
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buffer[2] = point2;
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buffer[3] = point3;
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buffer[6] = point4;
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buffer[7] = point1;
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buffer[4] = point3;
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buffer[5] = point4;
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//other square
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buffer[8] = point5;
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buffer[9] = point6;
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buffer[6] = point4;
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buffer[7] = point1;
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buffer[10] = point6;
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buffer[11] = point7;
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//other square
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buffer[8] = point5;
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buffer[9] = point6;
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buffer[12] = point7;
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buffer[13] = point8;
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buffer[10] = point6;
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buffer[11] = point7;
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buffer[14] = point8;
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buffer[15] = point5;
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buffer[12] = point7;
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buffer[13] = point8;
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//connectors
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buffer[16] = point1;
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buffer[17] = point5;
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buffer[14] = point8;
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buffer[15] = point5;
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buffer[18] = point2;
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buffer[19] = point6;
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//connectors
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buffer[16] = point1;
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buffer[17] = point5;
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buffer[20] = point3;
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buffer[21] = point7;
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buffer[18] = point2;
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buffer[19] = point6;
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buffer[22] = point4;
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buffer[23] = point8;
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buffer[20] = point3;
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buffer[21] = point7;
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return 24;
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}
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}
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buffer[22] = point4;
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buffer[23] = point8;
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return 24;
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}
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}
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}
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@ -2,18 +2,18 @@
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namespace Popcron
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{
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public class LineDrawer : Drawer
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{
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public class LineDrawer : Drawer
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{
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public LineDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] args)
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{
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buffer[0] = (Vector3)args[0];
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buffer[1] = (Vector3)args[1];
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return 2;
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}
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}
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public override int Draw(ref Vector3[] buffer, params object[] args)
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{
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buffer[0] = (Vector3)args[0];
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buffer[1] = (Vector3)args[1];
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return 2;
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}
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}
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}
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@ -2,39 +2,39 @@
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namespace Popcron
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{
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public class PolygonDrawer : Drawer
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{
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public class PolygonDrawer : Drawer
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{
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public PolygonDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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Vector3 position = (Vector3)values[0];
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int points = (int)values[1];
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float radius = (float)values[2];
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float offset = (float)values[3];
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Quaternion rotation = (Quaternion)values[4];
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float step = 360f / points;
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offset *= Mathf.Deg2Rad;
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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Vector3 position = (Vector3)values[0];
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int points = (int)values[1];
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float radius = (float)values[2];
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float offset = (float)values[3];
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Quaternion rotation = (Quaternion)values[4];
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for (int i = 0; i < points; i++)
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{
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float cx = Mathf.Cos(Mathf.Deg2Rad * step * i + offset) * radius;
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float cy = Mathf.Sin(Mathf.Deg2Rad * step * i + offset) * radius;
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Vector3 current = new Vector3(cx, cy);
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float step = 360f / points;
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offset *= Mathf.Deg2Rad;
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float nx = Mathf.Cos(Mathf.Deg2Rad * step * (i + 1) + offset) * radius;
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float ny = Mathf.Sin(Mathf.Deg2Rad * step * (i + 1) + offset) * radius;
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Vector3 next = new Vector3(nx, ny);
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for (int i = 0; i < points; i++)
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{
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float cx = Mathf.Cos(Mathf.Deg2Rad * step * i + offset) * radius;
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float cy = Mathf.Sin(Mathf.Deg2Rad * step * i + offset) * radius;
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Vector3 current = new Vector3(cx, cy);
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buffer[i * 2] = position + (rotation * current);
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buffer[(i * 2) + 1] = position + (rotation * next);
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}
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float nx = Mathf.Cos(Mathf.Deg2Rad * step * (i + 1) + offset) * radius;
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float ny = Mathf.Sin(Mathf.Deg2Rad * step * (i + 1) + offset) * radius;
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Vector3 next = new Vector3(nx, ny);
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return points * 2;
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}
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}
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buffer[i * 2] = position + (rotation * current);
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buffer[(i * 2) + 1] = position + (rotation * next);
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}
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return points * 2;
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}
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}
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}
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|
@ -2,71 +2,71 @@
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namespace Popcron
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{
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public class SquareDrawer : Drawer
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{
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public class SquareDrawer : Drawer
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{
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public SquareDrawer()
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{
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}
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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Vector2 position = default;
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if (values[0] is Vector2 p2)
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{
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position = p2;
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}
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else if (values[0] is Vector3 p3)
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{
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position = p3;
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}
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Quaternion rotation = (Quaternion)values[1];
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public override int Draw(ref Vector3[] buffer, params object[] values)
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{
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Vector2 position = default;
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if (values[0] is Vector2 p2)
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{
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position = p2;
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||||
}
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else if (values[0] is Vector3 p3)
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{
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position = p3;
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}
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Vector2 size = default;
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if (values[2] is Vector2 s2)
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{
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size = s2;
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}
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else if (values[2] is Vector3 s3)
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{
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size = s3;
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}
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||||
Quaternion rotation = (Quaternion)values[1];
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size *= 0.5f;
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Vector2 size = default;
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if (values[2] is Vector2 s2)
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||||
{
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size = s2;
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||||
}
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||||
else if (values[2] is Vector3 s3)
|
||||
{
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size = s3;
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||||
}
|
||||
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||||
Vector2 point1 = new Vector3(position.x - size.x, position.y - size.y);
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||||
Vector2 point2 = new Vector3(position.x + size.x, position.y - size.y);
|
||||
Vector2 point3 = new Vector3(position.x + size.x, position.y + size.y);
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||||
Vector2 point4 = new Vector3(position.x - size.x, position.y + size.y);
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size *= 0.5f;
|
||||
|
||||
point1 = rotation * (point1 - position);
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point1 += position;
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||||
Vector2 point1 = new Vector3(position.x - size.x, position.y - size.y);
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||||
Vector2 point2 = new Vector3(position.x + size.x, position.y - size.y);
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||||
Vector2 point3 = new Vector3(position.x + size.x, position.y + size.y);
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||||
Vector2 point4 = new Vector3(position.x - size.x, position.y + size.y);
|
||||
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||||
point2 = rotation * (point2 - position);
|
||||
point2 += position;
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||||
point1 = rotation * (point1 - position);
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||||
point1 += position;
|
||||
|
||||
point3 = rotation * (point3 - position);
|
||||
point3 += position;
|
||||
point2 = rotation * (point2 - position);
|
||||
point2 += position;
|
||||
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||||
point4 = rotation * (point4 - position);
|
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point4 += position;
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||||
point3 = rotation * (point3 - position);
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point3 += position;
|
||||
|
||||
//square
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||||
buffer[0] = point1;
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buffer[1] = point2;
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point4 = rotation * (point4 - position);
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point4 += position;
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||||
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||||
buffer[2] = point2;
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buffer[3] = point3;
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||||
//square
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||||
buffer[0] = point1;
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||||
buffer[1] = point2;
|
||||
|
||||
buffer[4] = point3;
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||||
buffer[5] = point4;
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||||
buffer[2] = point2;
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||||
buffer[3] = point3;
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||||
|
||||
//loop back to start
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||||
buffer[6] = point4;
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||||
buffer[7] = point1;
|
||||
buffer[4] = point3;
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||||
buffer[5] = point4;
|
||||
|
||||
return 8;
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||||
}
|
||||
}
|
||||
//loop back to start
|
||||
buffer[6] = point4;
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||||
buffer[7] = point1;
|
||||
|
||||
return 8;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,12 +1,11 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Popcron
|
||||
{
|
||||
internal class Element
|
||||
{
|
||||
public Vector3[] points = { };
|
||||
public Color color = Color.white;
|
||||
public bool dashed = false;
|
||||
}
|
||||
internal class Element
|
||||
{
|
||||
public Vector3[] points = { };
|
||||
public Color color = Color.white;
|
||||
public bool dashed = false;
|
||||
}
|
||||
}
|
@ -3,374 +3,374 @@ using UnityEngine;
|
||||
|
||||
namespace Popcron
|
||||
{
|
||||
public class Gizmos
|
||||
{
|
||||
private static string _prefsKey = null;
|
||||
private static int? _bufferSize = null;
|
||||
private static bool? _enabled = null;
|
||||
private static float? _dashGap = null;
|
||||
private static bool? _cull = null;
|
||||
private static int? _pass = null;
|
||||
private static Vector3? _offset = null;
|
||||
public class Gizmos
|
||||
{
|
||||
private static string _prefsKey = null;
|
||||
private static int? _bufferSize = null;
|
||||
private static bool? _enabled = null;
|
||||
private static float? _dashGap = null;
|
||||
private static bool? _cull = null;
|
||||
private static int? _pass = null;
|
||||
private static Vector3? _offset = null;
|
||||
|
||||
private static Vector3[] buffer = new Vector3[BufferSize];
|
||||
private static Vector3[] buffer = new Vector3[BufferSize];
|
||||
|
||||
/// <summary>
|
||||
/// By default, it will always render to scene view camera and the main camera.
|
||||
/// Subscribing to this allows you to whitelist your custom cameras.
|
||||
/// </summary>
|
||||
public static Func<Camera, bool> CameraFilter = cam => false;
|
||||
/// <summary>
|
||||
/// By default, it will always render to scene view camera and the main camera.
|
||||
/// Subscribing to this allows you to whitelist your custom cameras.
|
||||
/// </summary>
|
||||
public static Func<Camera, bool> CameraFilter = cam => false;
|
||||
|
||||
private static string PrefsKey
|
||||
{
|
||||
get
|
||||
{
|
||||
if (string.IsNullOrEmpty(_prefsKey))
|
||||
{
|
||||
_prefsKey = $"{SystemInfo.deviceUniqueIdentifier}.{Application.companyName}.{Application.productName}.{Constants.UniqueIdentifier}";
|
||||
}
|
||||
private static string PrefsKey
|
||||
{
|
||||
get
|
||||
{
|
||||
if (string.IsNullOrEmpty(_prefsKey))
|
||||
{
|
||||
_prefsKey = $"{SystemInfo.deviceUniqueIdentifier}.{Application.companyName}.{Application.productName}.{Constants.UniqueIdentifier}";
|
||||
}
|
||||
|
||||
return _prefsKey;
|
||||
}
|
||||
}
|
||||
return _prefsKey;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The size of the total gizmos buffer.
|
||||
/// Default is 4096.
|
||||
/// </summary>
|
||||
public static int BufferSize
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bufferSize == null)
|
||||
{
|
||||
_bufferSize = PlayerPrefs.GetInt($"{PrefsKey}.BufferSize", 4096);
|
||||
}
|
||||
/// <summary>
|
||||
/// The size of the total gizmos buffer.
|
||||
/// Default is 4096.
|
||||
/// </summary>
|
||||
public static int BufferSize
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bufferSize == null)
|
||||
{
|
||||
_bufferSize = PlayerPrefs.GetInt($"{PrefsKey}.BufferSize", 4096);
|
||||
}
|
||||
|
||||
return _bufferSize.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
value = Mathf.Clamp(value, 0, int.MaxValue);
|
||||
if (_bufferSize != value)
|
||||
{
|
||||
_bufferSize = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.BufferSize", value);
|
||||
return _bufferSize.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
value = Mathf.Clamp(value, 0, int.MaxValue);
|
||||
if (_bufferSize != value)
|
||||
{
|
||||
_bufferSize = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.BufferSize", value);
|
||||
|
||||
//buffer size changed, so recreate the buffer array too
|
||||
buffer = new Vector3[value];
|
||||
}
|
||||
}
|
||||
}
|
||||
//buffer size changed, so recreate the buffer array too
|
||||
buffer = new Vector3[value];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles wether the gizmos could be drawn or not.
|
||||
/// </summary>
|
||||
public static bool Enabled
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_enabled == null)
|
||||
{
|
||||
_enabled = PlayerPrefs.GetInt($"{PrefsKey}.Enabled", 1) == 1;
|
||||
}
|
||||
/// <summary>
|
||||
/// Toggles wether the gizmos could be drawn or not.
|
||||
/// </summary>
|
||||
public static bool Enabled
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_enabled == null)
|
||||
{
|
||||
_enabled = PlayerPrefs.GetInt($"{PrefsKey}.Enabled", 1) == 1;
|
||||
}
|
||||
|
||||
return _enabled.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_enabled != value)
|
||||
{
|
||||
_enabled = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.Enabled", value ? 1 : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
return _enabled.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_enabled != value)
|
||||
{
|
||||
_enabled = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.Enabled", value ? 1 : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The size of the gap when drawing dashed elements.
|
||||
/// Default gap size is 0.1
|
||||
/// </summary>
|
||||
public static float DashGap
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_dashGap == null)
|
||||
{
|
||||
_dashGap = PlayerPrefs.GetFloat($"{PrefsKey}.DashGap", 0.1f);
|
||||
}
|
||||
/// <summary>
|
||||
/// The size of the gap when drawing dashed elements.
|
||||
/// Default gap size is 0.1
|
||||
/// </summary>
|
||||
public static float DashGap
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_dashGap == null)
|
||||
{
|
||||
_dashGap = PlayerPrefs.GetFloat($"{PrefsKey}.DashGap", 0.1f);
|
||||
}
|
||||
|
||||
return _dashGap.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_dashGap != value)
|
||||
{
|
||||
_dashGap = value;
|
||||
PlayerPrefs.SetFloat($"{PrefsKey}.DashGap", value);
|
||||
}
|
||||
}
|
||||
}
|
||||
return _dashGap.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_dashGap != value)
|
||||
{
|
||||
_dashGap = value;
|
||||
PlayerPrefs.SetFloat($"{PrefsKey}.DashGap", value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Obsolete("This property is obsolete. Use FrustumCulling instead.", false)]
|
||||
public static bool Cull
|
||||
{
|
||||
get
|
||||
{
|
||||
return FrustumCulling;
|
||||
}
|
||||
set
|
||||
{
|
||||
FrustumCulling = value;
|
||||
}
|
||||
}
|
||||
[Obsolete("This property is obsolete. Use FrustumCulling instead.", false)]
|
||||
public static bool Cull
|
||||
{
|
||||
get
|
||||
{
|
||||
return FrustumCulling;
|
||||
}
|
||||
set
|
||||
{
|
||||
FrustumCulling = value;
|
||||
}
|
||||
}
|
||||
|
||||
[Obsolete("This property is obsolete. Subscribe to CameraFilter predicate instead and return true for your custom camera.", false)]
|
||||
public static Camera Camera
|
||||
{
|
||||
get => null;
|
||||
set
|
||||
{
|
||||
[Obsolete("This property is obsolete. Subscribe to CameraFilter predicate instead and return true for your custom camera.", false)]
|
||||
public static Camera Camera
|
||||
{
|
||||
get => null;
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Should the camera not draw elements that are not visible?
|
||||
/// </summary>
|
||||
public static bool FrustumCulling
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_cull == null)
|
||||
{
|
||||
_cull = PlayerPrefs.GetInt($"{PrefsKey}.FrustumCulling", 1) == 1;
|
||||
}
|
||||
/// <summary>
|
||||
/// Should the camera not draw elements that are not visible?
|
||||
/// </summary>
|
||||
public static bool FrustumCulling
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_cull == null)
|
||||
{
|
||||
_cull = PlayerPrefs.GetInt($"{PrefsKey}.FrustumCulling", 1) == 1;
|
||||
}
|
||||
|
||||
return _cull.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_cull != value)
|
||||
{
|
||||
_cull = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.FrustumCulling", value ? 1 : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
return _cull.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_cull != value)
|
||||
{
|
||||
_cull = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.FrustumCulling", value ? 1 : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The material being used to render.
|
||||
/// </summary>
|
||||
public static Material Material
|
||||
{
|
||||
get => GizmosInstance.Material;
|
||||
set => GizmosInstance.Material = value;
|
||||
}
|
||||
/// <summary>
|
||||
/// The material being used to render.
|
||||
/// </summary>
|
||||
public static Material Material
|
||||
{
|
||||
get => GizmosInstance.Material;
|
||||
set => GizmosInstance.Material = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rendering pass to activate.
|
||||
/// </summary>
|
||||
public static int Pass
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_pass == null)
|
||||
{
|
||||
_pass = PlayerPrefs.GetInt($"{PrefsKey}.Pass", 0);
|
||||
}
|
||||
/// <summary>
|
||||
/// Rendering pass to activate.
|
||||
/// </summary>
|
||||
public static int Pass
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_pass == null)
|
||||
{
|
||||
_pass = PlayerPrefs.GetInt($"{PrefsKey}.Pass", 0);
|
||||
}
|
||||
|
||||
return _pass.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_pass != value)
|
||||
{
|
||||
_pass = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.Pass", value);
|
||||
}
|
||||
}
|
||||
}
|
||||
return _pass.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_pass != value)
|
||||
{
|
||||
_pass = value;
|
||||
PlayerPrefs.SetInt($"{PrefsKey}.Pass", value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Global offset for all points. Default is (0, 0, 0).
|
||||
/// </summary>
|
||||
public static Vector3 Offset
|
||||
{
|
||||
get
|
||||
{
|
||||
const string Delim = ",";
|
||||
if (_offset == null)
|
||||
{
|
||||
string data = PlayerPrefs.GetString($"{PrefsKey}.Offset", 0 + Delim + 0 + Delim + 0);
|
||||
int indexOf = data.IndexOf(Delim);
|
||||
int lastIndexOf = data.LastIndexOf(Delim);
|
||||
if (indexOf + lastIndexOf > 0)
|
||||
{
|
||||
string[] arr = data.Split(Delim[0]);
|
||||
_offset = new Vector3(float.Parse(arr[0]), float.Parse(arr[1]), float.Parse(arr[2]));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.zero;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Global offset for all points. Default is (0, 0, 0).
|
||||
/// </summary>
|
||||
public static Vector3 Offset
|
||||
{
|
||||
get
|
||||
{
|
||||
const string Delim = ",";
|
||||
if (_offset == null)
|
||||
{
|
||||
string data = PlayerPrefs.GetString($"{PrefsKey}.Offset", 0 + Delim + 0 + Delim + 0);
|
||||
int indexOf = data.IndexOf(Delim);
|
||||
int lastIndexOf = data.LastIndexOf(Delim);
|
||||
if (indexOf + lastIndexOf > 0)
|
||||
{
|
||||
string[] arr = data.Split(Delim[0]);
|
||||
_offset = new Vector3(float.Parse(arr[0]), float.Parse(arr[1]), float.Parse(arr[2]));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
return _offset.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
const string Delim = ",";
|
||||
if (_offset != value)
|
||||
{
|
||||
_offset = value;
|
||||
PlayerPrefs.SetString($"{PrefsKey}.Offset", value.x + Delim + value.y + Delim + value.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
return _offset.Value;
|
||||
}
|
||||
set
|
||||
{
|
||||
const string Delim = ",";
|
||||
if (_offset != value)
|
||||
{
|
||||
_offset = value;
|
||||
PlayerPrefs.SetString($"{PrefsKey}.Offset", value.x + Delim + value.y + Delim + value.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws an element onto the screen.
|
||||
/// </summary>
|
||||
public static void Draw<T>(Color? color, bool dashed, params object[] args) where T : Drawer
|
||||
{
|
||||
if (!Enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws an element onto the screen.
|
||||
/// </summary>
|
||||
public static void Draw<T>(Color? color, bool dashed, params object[] args) where T : Drawer
|
||||
{
|
||||
if (!Enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Drawer drawer = Drawer.Get<T>();
|
||||
if (drawer != null)
|
||||
{
|
||||
int points = drawer.Draw(ref buffer, args);
|
||||
Drawer drawer = Drawer.Get<T>();
|
||||
if (drawer != null)
|
||||
{
|
||||
int points = drawer.Draw(ref buffer, args);
|
||||
|
||||
//copy from buffer and add to the queue
|
||||
Vector3[] array = new Vector3[points];
|
||||
Array.Copy(buffer, array, points);
|
||||
GizmosInstance.Submit(array, color, dashed);
|
||||
}
|
||||
}
|
||||
//copy from buffer and add to the queue
|
||||
Vector3[] array = new Vector3[points];
|
||||
Array.Copy(buffer, array, points);
|
||||
GizmosInstance.Submit(array, color, dashed);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws an array of lines. Useful for things like paths.
|
||||
/// </summary>
|
||||
public static void Lines(Vector3[] lines, Color? color = null, bool dashed = false)
|
||||
{
|
||||
if (!Enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws an array of lines. Useful for things like paths.
|
||||
/// </summary>
|
||||
public static void Lines(Vector3[] lines, Color? color = null, bool dashed = false)
|
||||
{
|
||||
if (!Enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GizmosInstance.Submit(lines, color, dashed);
|
||||
}
|
||||
GizmosInstance.Submit(lines, color, dashed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw line in world space.
|
||||
/// </summary>
|
||||
public static void Line(Vector3 a, Vector3 b, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<LineDrawer>(color, dashed, a, b);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draw line in world space.
|
||||
/// </summary>
|
||||
public static void Line(Vector3 a, Vector3 b, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<LineDrawer>(color, dashed, a, b);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw square in world space.
|
||||
/// </summary>
|
||||
public static void Square(Vector2 position, Vector2 size, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Square(position, Quaternion.identity, size, color, dashed);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draw square in world space.
|
||||
/// </summary>
|
||||
public static void Square(Vector2 position, Vector2 size, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Square(position, Quaternion.identity, size, color, dashed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw square in world space with float diameter parameter.
|
||||
/// </summary>
|
||||
public static void Square(Vector2 position, float diameter, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Square(position, Quaternion.identity, Vector2.one * diameter, color, dashed);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draw square in world space with float diameter parameter.
|
||||
/// </summary>
|
||||
public static void Square(Vector2 position, float diameter, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Square(position, Quaternion.identity, Vector2.one * diameter, color, dashed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw square in world space with a rotation parameter.
|
||||
/// </summary>
|
||||
public static void Square(Vector2 position, Quaternion rotation, Vector2 size, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<SquareDrawer>(color, dashed, position, rotation, size);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draw square in world space with a rotation parameter.
|
||||
/// </summary>
|
||||
public static void Square(Vector2 position, Quaternion rotation, Vector2 size, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<SquareDrawer>(color, dashed, position, rotation, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a cube in world space.
|
||||
/// </summary>
|
||||
public static void Cube(Vector3 position, Quaternion rotation, Vector3 size, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<CubeDrawer>(color, dashed, position, rotation, size);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws a cube in world space.
|
||||
/// </summary>
|
||||
public static void Cube(Vector3 position, Quaternion rotation, Vector3 size, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<CubeDrawer>(color, dashed, position, rotation, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a rectangle in screen space.
|
||||
/// </summary>
|
||||
public static void Rect(Rect rect, Camera camera, Color? color = null, bool dashed = false)
|
||||
{
|
||||
rect.y = Screen.height - rect.y;
|
||||
Vector2 corner = camera.ScreenToWorldPoint(new Vector2(rect.x, rect.y - rect.height));
|
||||
Draw<SquareDrawer>(color, dashed, corner + rect.size * 0.5f, Quaternion.identity, rect.size);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws a rectangle in screen space.
|
||||
/// </summary>
|
||||
public static void Rect(Rect rect, Camera camera, Color? color = null, bool dashed = false)
|
||||
{
|
||||
rect.y = Screen.height - rect.y;
|
||||
Vector2 corner = camera.ScreenToWorldPoint(new Vector2(rect.x, rect.y - rect.height));
|
||||
Draw<SquareDrawer>(color, dashed, corner + rect.size * 0.5f, Quaternion.identity, rect.size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a representation of a bounding box.
|
||||
/// </summary>
|
||||
public static void Bounds(Bounds bounds, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<CubeDrawer>(color, dashed, bounds.center, Quaternion.identity, bounds.size);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws a representation of a bounding box.
|
||||
/// </summary>
|
||||
public static void Bounds(Bounds bounds, Color? color = null, bool dashed = false)
|
||||
{
|
||||
Draw<CubeDrawer>(color, dashed, bounds.center, Quaternion.identity, bounds.size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a cone similar to the one that spot lights draw.
|
||||
/// </summary>
|
||||
public static void Cone(Vector3 position, Quaternion rotation, float length, float angle, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
//draw the end of the cone
|
||||
float endAngle = Mathf.Tan(angle * 0.5f * Mathf.Deg2Rad) * length;
|
||||
Vector3 forward = rotation * Vector3.forward;
|
||||
Vector3 endPosition = position + forward * length;
|
||||
float offset = 0f;
|
||||
Draw<PolygonDrawer>(color, dashed, endPosition, pointsCount, endAngle, offset, rotation);
|
||||
/// <summary>
|
||||
/// Draws a cone similar to the one that spot lights draw.
|
||||
/// </summary>
|
||||
public static void Cone(Vector3 position, Quaternion rotation, float length, float angle, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
//draw the end of the cone
|
||||
float endAngle = Mathf.Tan(angle * 0.5f * Mathf.Deg2Rad) * length;
|
||||
Vector3 forward = rotation * Vector3.forward;
|
||||
Vector3 endPosition = position + forward * length;
|
||||
float offset = 0f;
|
||||
Draw<PolygonDrawer>(color, dashed, endPosition, pointsCount, endAngle, offset, rotation);
|
||||
|
||||
//draw the 4 lines
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float a = i * 90f * Mathf.Deg2Rad;
|
||||
Vector3 point = rotation * new Vector3(Mathf.Cos(a), Mathf.Sin(a)) * endAngle;
|
||||
Line(position, position + point + forward * length, color, dashed);
|
||||
}
|
||||
}
|
||||
//draw the 4 lines
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float a = i * 90f * Mathf.Deg2Rad;
|
||||
Vector3 point = rotation * new Vector3(Mathf.Cos(a), Mathf.Sin(a)) * endAngle;
|
||||
Line(position, position + point + forward * length, color, dashed);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a sphere at position with specified radius.
|
||||
/// </summary>
|
||||
public static void Sphere(Vector3 position, float radius, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
float offset = 0f;
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, Quaternion.Euler(0f, 0f, 0f));
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, Quaternion.Euler(90f, 0f, 0f));
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, Quaternion.Euler(0f, 90f, 90f));
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws a sphere at position with specified radius.
|
||||
/// </summary>
|
||||
public static void Sphere(Vector3 position, float radius, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
float offset = 0f;
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, Quaternion.Euler(0f, 0f, 0f));
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, Quaternion.Euler(90f, 0f, 0f));
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, Quaternion.Euler(0f, 90f, 90f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a circle in world space and billboards towards the camera.
|
||||
/// </summary>
|
||||
public static void Circle(Vector3 position, float radius, Camera camera, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
float offset = 0f;
|
||||
Quaternion rotation = Quaternion.LookRotation(position - camera.transform.position);
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, rotation);
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws a circle in world space and billboards towards the camera.
|
||||
/// </summary>
|
||||
public static void Circle(Vector3 position, float radius, Camera camera, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
float offset = 0f;
|
||||
Quaternion rotation = Quaternion.LookRotation(position - camera.transform.position);
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, rotation);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a circle in world space with a specified rotation.
|
||||
/// </summary>
|
||||
public static void Circle(Vector3 position, float radius, Quaternion rotation, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
float offset = 0f;
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, rotation);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Draws a circle in world space with a specified rotation.
|
||||
/// </summary>
|
||||
public static void Circle(Vector3 position, float radius, Quaternion rotation, Color? color = null, bool dashed = false, int pointsCount = 16)
|
||||
{
|
||||
float offset = 0f;
|
||||
Draw<PolygonDrawer>(color, dashed, position, pointsCount, radius, offset, rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,9 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
@ -11,118 +9,117 @@ using UnityEditor.SceneManagement;
|
||||
#endif
|
||||
|
||||
#if !UNITY_2019_1_OR_NEWER
|
||||
using System;
|
||||
|
||||
public struct ScriptableRenderContext {}
|
||||
public struct ScriptableRenderContext { }
|
||||
|
||||
public static class RenderPipelineManager
|
||||
{
|
||||
public static event Action<ScriptableRenderContext, Camera> endCameraRendering;
|
||||
public static event Action<ScriptableRenderContext, Camera> endCameraRendering;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
namespace Popcron
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[AddComponentMenu("")]
|
||||
public class GizmosInstance : MonoBehaviour
|
||||
{
|
||||
private const int DefaultQueueSize = 4096;
|
||||
[ExecuteInEditMode]
|
||||
[AddComponentMenu("")]
|
||||
public class GizmosInstance : MonoBehaviour
|
||||
{
|
||||
private const int DefaultQueueSize = 4096;
|
||||
|
||||
private static GizmosInstance instance;
|
||||
private static bool hotReloaded = true;
|
||||
private static Material defaultMaterial;
|
||||
private static Plane[] cameraPlanes = new Plane[6];
|
||||
private static GizmosInstance instance;
|
||||
private static bool hotReloaded = true;
|
||||
private static Material defaultMaterial;
|
||||
private static Plane[] cameraPlanes = new Plane[6];
|
||||
|
||||
private Material overrideMaterial;
|
||||
private int queueIndex = 0;
|
||||
private int lastFrame;
|
||||
private Element[] queue = new Element[DefaultQueueSize];
|
||||
private Material overrideMaterial;
|
||||
private int queueIndex = 0;
|
||||
private int lastFrame;
|
||||
private Element[] queue = new Element[DefaultQueueSize];
|
||||
|
||||
/// <summary>
|
||||
/// The material being used to render
|
||||
/// </summary>
|
||||
public static Material Material
|
||||
{
|
||||
get
|
||||
{
|
||||
GizmosInstance inst = GetOrCreate();
|
||||
if (inst.overrideMaterial)
|
||||
{
|
||||
return inst.overrideMaterial;
|
||||
}
|
||||
/// <summary>
|
||||
/// The material being used to render
|
||||
/// </summary>
|
||||
public static Material Material
|
||||
{
|
||||
get
|
||||
{
|
||||
GizmosInstance inst = GetOrCreate();
|
||||
if (inst.overrideMaterial)
|
||||
{
|
||||
return inst.overrideMaterial;
|
||||
}
|
||||
|
||||
return DefaultMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
GizmosInstance inst = GetOrCreate();
|
||||
inst.overrideMaterial = value;
|
||||
}
|
||||
}
|
||||
return DefaultMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
GizmosInstance inst = GetOrCreate();
|
||||
inst.overrideMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The default line renderer material
|
||||
/// </summary>
|
||||
public static Material DefaultMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!defaultMaterial)
|
||||
{
|
||||
// Unity has a built-in shader that is useful for drawing
|
||||
// simple colored things.
|
||||
Shader shader = Shader.Find("Hidden/Internal-Colored");
|
||||
defaultMaterial = new Material(shader)
|
||||
{
|
||||
hideFlags = HideFlags.HideAndDontSave
|
||||
};
|
||||
/// <summary>
|
||||
/// The default line renderer material
|
||||
/// </summary>
|
||||
public static Material DefaultMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!defaultMaterial)
|
||||
{
|
||||
// Unity has a built-in shader that is useful for drawing
|
||||
// simple colored things.
|
||||
Shader shader = Shader.Find("Hidden/Internal-Colored");
|
||||
defaultMaterial = new Material(shader)
|
||||
{
|
||||
hideFlags = HideFlags.HideAndDontSave
|
||||
};
|
||||
|
||||
// Turn on alpha blending
|
||||
defaultMaterial.SetInt("_SrcBlend", (int)BlendMode.SrcAlpha);
|
||||
defaultMaterial.SetInt("_DstBlend", (int)BlendMode.OneMinusSrcAlpha);
|
||||
defaultMaterial.SetInt("_Cull", (int)CullMode.Off);
|
||||
defaultMaterial.SetInt("_ZWrite", 0);
|
||||
}
|
||||
// Turn on alpha blending
|
||||
defaultMaterial.SetInt("_SrcBlend", (int)BlendMode.SrcAlpha);
|
||||
defaultMaterial.SetInt("_DstBlend", (int)BlendMode.OneMinusSrcAlpha);
|
||||
defaultMaterial.SetInt("_Cull", (int)CullMode.Off);
|
||||
defaultMaterial.SetInt("_ZWrite", 0);
|
||||
}
|
||||
|
||||
return defaultMaterial;
|
||||
}
|
||||
}
|
||||
return defaultMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
internal static GizmosInstance GetOrCreate()
|
||||
{
|
||||
if (hotReloaded || !instance)
|
||||
{
|
||||
bool markDirty = false;
|
||||
GizmosInstance[] gizmosInstances = FindObjectsOfType<GizmosInstance>();
|
||||
for (int i = 0; i < gizmosInstances.Length; i++)
|
||||
{
|
||||
instance = gizmosInstances[i];
|
||||
internal static GizmosInstance GetOrCreate()
|
||||
{
|
||||
if (hotReloaded || !instance)
|
||||
{
|
||||
bool markDirty = false;
|
||||
GizmosInstance[] gizmosInstances = FindObjectsOfType<GizmosInstance>();
|
||||
for (int i = 0; i < gizmosInstances.Length; i++)
|
||||
{
|
||||
instance = gizmosInstances[i];
|
||||
|
||||
//destroy any extra gizmo instances
|
||||
if (i > 0)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
Destroy(gizmosInstances[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(gizmosInstances[i]);
|
||||
markDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
//destroy any extra gizmo instances
|
||||
if (i > 0)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
Destroy(gizmosInstances[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(gizmosInstances[i]);
|
||||
markDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//none were found, create a new one
|
||||
if (!instance)
|
||||
{
|
||||
instance = new GameObject(typeof(GizmosInstance).FullName).AddComponent<GizmosInstance>();
|
||||
instance.gameObject.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector;
|
||||
//none were found, create a new one
|
||||
if (!instance)
|
||||
{
|
||||
instance = new GameObject(typeof(GizmosInstance).FullName).AddComponent<GizmosInstance>();
|
||||
instance.gameObject.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector;
|
||||
|
||||
markDirty = true;
|
||||
}
|
||||
markDirty = true;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
//mark scene as dirty
|
||||
@ -133,108 +130,108 @@ namespace Popcron
|
||||
}
|
||||
#endif
|
||||
|
||||
hotReloaded = false;
|
||||
}
|
||||
hotReloaded = false;
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
||||
private float CurrentTime
|
||||
{
|
||||
get
|
||||
{
|
||||
float time = 0f;
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
time = Time.time;
|
||||
}
|
||||
else
|
||||
{
|
||||
private float CurrentTime
|
||||
{
|
||||
get
|
||||
{
|
||||
float time = 0f;
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
time = Time.time;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
time = (float)EditorApplication.timeSinceStartup;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
return time;
|
||||
}
|
||||
}
|
||||
return time;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Submits an array of points to draw into the queue.
|
||||
/// </summary>
|
||||
internal static void Submit(Vector3[] points, Color? color, bool dashed)
|
||||
{
|
||||
GizmosInstance inst = GetOrCreate();
|
||||
/// <summary>
|
||||
/// Submits an array of points to draw into the queue.
|
||||
/// </summary>
|
||||
internal static void Submit(Vector3[] points, Color? color, bool dashed)
|
||||
{
|
||||
GizmosInstance inst = GetOrCreate();
|
||||
|
||||
//if new frame, reset index
|
||||
if (inst.lastFrame != Time.frameCount)
|
||||
{
|
||||
inst.lastFrame = Time.frameCount;
|
||||
inst.queueIndex = 0;
|
||||
}
|
||||
//if new frame, reset index
|
||||
if (inst.lastFrame != Time.frameCount)
|
||||
{
|
||||
inst.lastFrame = Time.frameCount;
|
||||
inst.queueIndex = 0;
|
||||
}
|
||||
|
||||
//excedeed the length, so make it even bigger
|
||||
if (inst.queueIndex >= inst.queue.Length)
|
||||
{
|
||||
Element[] bigger = new Element[inst.queue.Length + DefaultQueueSize];
|
||||
for (int i = inst.queue.Length; i < bigger.Length; i++)
|
||||
{
|
||||
bigger[i] = new Element();
|
||||
}
|
||||
//excedeed the length, so make it even bigger
|
||||
if (inst.queueIndex >= inst.queue.Length)
|
||||
{
|
||||
Element[] bigger = new Element[inst.queue.Length + DefaultQueueSize];
|
||||
for (int i = inst.queue.Length; i < bigger.Length; i++)
|
||||
{
|
||||
bigger[i] = new Element();
|
||||
}
|
||||
|
||||
Array.Copy(inst.queue, 0, bigger, 0, inst.queue.Length);
|
||||
inst.queue = bigger;
|
||||
}
|
||||
Array.Copy(inst.queue, 0, bigger, 0, inst.queue.Length);
|
||||
inst.queue = bigger;
|
||||
}
|
||||
|
||||
inst.queue[inst.queueIndex].color = color ?? Color.white;
|
||||
inst.queue[inst.queueIndex].points = points;
|
||||
inst.queue[inst.queueIndex].dashed = dashed;
|
||||
inst.queue[inst.queueIndex].color = color ?? Color.white;
|
||||
inst.queue[inst.queueIndex].points = points;
|
||||
inst.queue[inst.queueIndex].dashed = dashed;
|
||||
|
||||
inst.queueIndex++;
|
||||
}
|
||||
inst.queueIndex++;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
//populate queue with empty elements
|
||||
queue = new Element[DefaultQueueSize];
|
||||
for (int i = 0; i < DefaultQueueSize; i++)
|
||||
{
|
||||
queue[i] = new Element();
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
//populate queue with empty elements
|
||||
queue = new Element[DefaultQueueSize];
|
||||
for (int i = 0; i < DefaultQueueSize; i++)
|
||||
{
|
||||
queue[i] = new Element();
|
||||
}
|
||||
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
{
|
||||
Camera.onPostRender += OnRendered;
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPipelineManager.endCameraRendering += OnRendered;
|
||||
}
|
||||
}
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
{
|
||||
Camera.onPostRender += OnRendered;
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPipelineManager.endCameraRendering += OnRendered;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
{
|
||||
Camera.onPostRender -= OnRendered;
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPipelineManager.endCameraRendering -= OnRendered;
|
||||
}
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
{
|
||||
Camera.onPostRender -= OnRendered;
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPipelineManager.endCameraRendering -= OnRendered;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnRendered(ScriptableRenderContext context, Camera camera) => OnRendered(camera);
|
||||
private void OnRendered(ScriptableRenderContext context, Camera camera) => OnRendered(camera);
|
||||
|
||||
private bool ShouldRenderCamera(Camera camera)
|
||||
{
|
||||
if (!camera)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
private bool ShouldRenderCamera(Camera camera)
|
||||
{
|
||||
if (!camera)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//allow the scene and main camera always
|
||||
bool isSceneCamera = false;
|
||||
//allow the scene and main camera always
|
||||
bool isSceneCamera = false;
|
||||
#if UNITY_EDITOR
|
||||
SceneView sceneView = SceneView.currentDrawingSceneView;
|
||||
if (sceneView == null)
|
||||
@ -247,149 +244,149 @@ namespace Popcron
|
||||
isSceneCamera = true;
|
||||
}
|
||||
#endif
|
||||
if (isSceneCamera || camera.CompareTag("MainCamera"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
if (isSceneCamera || camera.CompareTag("MainCamera"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
//it passed through the filter
|
||||
if (Gizmos.CameraFilter?.Invoke(camera) == true)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
//it passed through the filter
|
||||
if (Gizmos.CameraFilter?.Invoke(camera) == true)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool IsVisibleByCamera(Element points, Camera camera)
|
||||
{
|
||||
if (!camera)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
private bool IsVisibleByCamera(Element points, Camera camera)
|
||||
{
|
||||
if (!camera)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//essentially check if at least 1 point is visible by the camera
|
||||
for (int i = 0; i < points.points.Length; i++)
|
||||
{
|
||||
Vector3 vp = camera.WorldToViewportPoint(points.points[i]);
|
||||
if (vp.x >= 0 && vp.x <= 1 && vp.y >= 0 && vp.y <= 1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
//essentially check if at least 1 point is visible by the camera
|
||||
for (int i = 0; i < points.points.Length; i++)
|
||||
{
|
||||
Vector3 vp = camera.WorldToViewportPoint(points.points[i]);
|
||||
if (vp.x >= 0 && vp.x <= 1 && vp.y >= 0 && vp.y <= 1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//always render something
|
||||
Gizmos.Line(default, default);
|
||||
}
|
||||
|
||||
private void OnRendered(Camera camera)
|
||||
{
|
||||
Material.SetPass(Gizmos.Pass);
|
||||
|
||||
//shouldnt be rendering
|
||||
if (!Gizmos.Enabled)
|
||||
{
|
||||
queueIndex = 0;
|
||||
}
|
||||
private void OnRendered(Camera camera)
|
||||
{
|
||||
Material.SetPass(Gizmos.Pass);
|
||||
|
||||
//check if this camera is ok to render with
|
||||
if (!ShouldRenderCamera(camera))
|
||||
{
|
||||
//shouldnt be rendering
|
||||
if (!Gizmos.Enabled)
|
||||
{
|
||||
queueIndex = 0;
|
||||
}
|
||||
|
||||
//check if this camera is ok to render with
|
||||
if (!ShouldRenderCamera(camera))
|
||||
{
|
||||
GL.PushMatrix();
|
||||
GL.Begin(GL.LINES);
|
||||
|
||||
|
||||
//bla bla bla
|
||||
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = Gizmos.Offset;
|
||||
Vector3 offset = Gizmos.Offset;
|
||||
|
||||
GL.PushMatrix();
|
||||
GL.MultMatrix(Matrix4x4.identity);
|
||||
GL.Begin(GL.LINES);
|
||||
GL.PushMatrix();
|
||||
GL.MultMatrix(Matrix4x4.identity);
|
||||
GL.Begin(GL.LINES);
|
||||
|
||||
bool alt = CurrentTime % 1 > 0.5f;
|
||||
float dashGap = Mathf.Clamp(Gizmos.DashGap, 0.01f, 32f);
|
||||
bool frustumCull = Gizmos.FrustumCulling;
|
||||
List<Vector3> points = new List<Vector3>();
|
||||
bool alt = CurrentTime % 1 > 0.5f;
|
||||
float dashGap = Mathf.Clamp(Gizmos.DashGap, 0.01f, 32f);
|
||||
bool frustumCull = Gizmos.FrustumCulling;
|
||||
List<Vector3> points = new List<Vector3>();
|
||||
|
||||
//draw le elements
|
||||
for (int e = 0; e < queueIndex; e++)
|
||||
{
|
||||
//just in case
|
||||
if (queue.Length <= e)
|
||||
{
|
||||
break;
|
||||
}
|
||||
//draw le elements
|
||||
for (int e = 0; e < queueIndex; e++)
|
||||
{
|
||||
//just in case
|
||||
if (queue.Length <= e)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
Element element = queue[e];
|
||||
Element element = queue[e];
|
||||
|
||||
//dont render this thingy if its not inside the frustum
|
||||
if (frustumCull)
|
||||
{
|
||||
if (!IsVisibleByCamera(element, camera))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
//dont render this thingy if its not inside the frustum
|
||||
if (frustumCull)
|
||||
{
|
||||
if (!IsVisibleByCamera(element, camera))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
points.Clear();
|
||||
if (element.dashed)
|
||||
{
|
||||
//subdivide
|
||||
for (int i = 0; i < element.points.Length - 1; i++)
|
||||
{
|
||||
Vector3 pointA = element.points[i];
|
||||
Vector3 pointB = element.points[i + 1];
|
||||
Vector3 direction = pointB - pointA;
|
||||
if (direction.sqrMagnitude > dashGap * dashGap * 2f)
|
||||
{
|
||||
float magnitude = direction.magnitude;
|
||||
int amount = Mathf.RoundToInt(magnitude / dashGap);
|
||||
direction /= magnitude;
|
||||
points.Clear();
|
||||
if (element.dashed)
|
||||
{
|
||||
//subdivide
|
||||
for (int i = 0; i < element.points.Length - 1; i++)
|
||||
{
|
||||
Vector3 pointA = element.points[i];
|
||||
Vector3 pointB = element.points[i + 1];
|
||||
Vector3 direction = pointB - pointA;
|
||||
if (direction.sqrMagnitude > dashGap * dashGap * 2f)
|
||||
{
|
||||
float magnitude = direction.magnitude;
|
||||
int amount = Mathf.RoundToInt(magnitude / dashGap);
|
||||
direction /= magnitude;
|
||||
|
||||
for (int p = 0; p < amount - 1; p++)
|
||||
{
|
||||
if (p % 2 == (alt ? 1 : 0))
|
||||
{
|
||||
float startLerp = p / (amount - 1f);
|
||||
float endLerp = (p + 1) / (amount - 1f);
|
||||
Vector3 start = Vector3.Lerp(pointA, pointB, startLerp);
|
||||
Vector3 end = Vector3.Lerp(pointA, pointB, endLerp);
|
||||
points.Add(start);
|
||||
points.Add(end);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
points.Add(pointA);
|
||||
points.Add(pointB);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
points.AddRange(element.points);
|
||||
}
|
||||
for (int p = 0; p < amount - 1; p++)
|
||||
{
|
||||
if (p % 2 == (alt ? 1 : 0))
|
||||
{
|
||||
float startLerp = p / (amount - 1f);
|
||||
float endLerp = (p + 1) / (amount - 1f);
|
||||
Vector3 start = Vector3.Lerp(pointA, pointB, startLerp);
|
||||
Vector3 end = Vector3.Lerp(pointA, pointB, endLerp);
|
||||
points.Add(start);
|
||||
points.Add(end);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
points.Add(pointA);
|
||||
points.Add(pointB);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
points.AddRange(element.points);
|
||||
}
|
||||
|
||||
GL.Color(element.color);
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
{
|
||||
GL.Vertex(points[i] + offset);
|
||||
}
|
||||
}
|
||||
GL.Color(element.color);
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
{
|
||||
GL.Vertex(points[i] + offset);
|
||||
}
|
||||
}
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
}
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<GameDir>D:\EpicGames\OuterWilds</GameDir>
|
||||
<GameDir>E:\Epic\Epic Games\OuterWilds</GameDir>
|
||||
<OwmlDir>C:\Users\Henry\AppData\Roaming\OuterWildsModManager\OWML</OwmlDir>
|
||||
<ProjectView>ShowAllFiles</ProjectView>
|
||||
</PropertyGroup>
|
||||
|
Loading…
x
Reference in New Issue
Block a user