mirror of
https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-18 01:54:37 +08:00
add new gizmos
This commit is contained in:
parent
81c6f48f4c
commit
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@ -1,13 +1,13 @@
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//#undef DEBUG
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using DCFApixels.DebugXCore;
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using DCFApixels.DebugXCore;
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namespace DCFApixels
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{
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using IN = System.Runtime.CompilerServices.MethodImplAttribute;
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using static DebugXConsts;
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using IN = System.Runtime.CompilerServices.MethodImplAttribute;
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public unsafe static partial class DebugX
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{
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public readonly partial struct DrawHandler
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@ -21,7 +21,7 @@ namespace DCFApixels
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#endregion
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#region DotCross
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[IN(LINE)] public DrawHandler DotCross(Vector3 position) => Mesh<DotCrossMesh, DotMat>(position, Quaternion.identity, new Vector3(0.06f, 0.06f, 0.06f));
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[IN(LINE)] public DrawHandler DotCross(Vector3 position) => Mesh<DotCrossMesh, DotMat>(position, Quaternion.identity, new Vector3(0.06f, 0.06f, 1f));
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#endregion
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@ -123,11 +123,127 @@ namespace DCFApixels
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#endregion
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#region Dot
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[IN(LINE)] public DrawHandler Dot(Vector3 position) => Mesh<DotMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, DOT_SIZE));
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[IN(LINE)] public DrawHandler Dot(Vector3 position) => Mesh<DotMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, 1f));
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#endregion
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#region WireDot
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[IN(LINE)] public DrawHandler WireDot(Vector3 position) => Mesh<WireCircleMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE / 2, DOT_SIZE / 2, DOT_SIZE / 2));
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[IN(LINE)] public DrawHandler WireDot(Vector3 position) => Mesh<WireCircleMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE * 0.5f, DOT_SIZE * 0.5f, 1f));
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#endregion
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#region Cylinder
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[IN(LINE)]
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public DrawHandler Cylinder(Vector3 position, Quaternion rotation, float radius, float height)
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{
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Mesh<CylinderMesh, LitMat>(position, rotation * Quaternion.Euler(-90, 0, 0), new Vector3(radius * 2f, radius * 2f, height));
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return this;
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}
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#endregion
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#region WireCylinder
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[IN(LINE)]
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public DrawHandler WireCylinder(Vector3 position, Quaternion rotation, float radius, float height)
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{
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var halfHeigth = height * 0.5f;
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var normalUp = rotation * Vector3.up;
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var center = position;
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Vector3 start, end;
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start = center - normalUp * halfHeigth;
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end = center + normalUp * halfHeigth;
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WireCircle(start, rotation * Quaternion.Euler(90, 0, 0), radius);
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WireCircle(end, rotation * Quaternion.Euler(90, 0, 0), radius);
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var normalForward = rotation * Vector3.forward;
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Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
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Vector3 perpendicular = from * radius;
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normalForward *= radius;
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Vector3* lines = stackalloc Vector3[]
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{
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start - perpendicular,
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end - perpendicular,
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start + perpendicular,
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end + perpendicular,
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start - normalForward,
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end - normalForward,
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start + normalForward,
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end + normalForward,
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};
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Line(lines[0], lines[1]);
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Line(lines[2], lines[3]);
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Line(lines[4], lines[5]);
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Line(lines[6], lines[7]);
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return this;
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}
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#endregion
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#region Cone
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[IN(LINE)]
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public DrawHandler Cone(Vector3 position, Quaternion rotation, float radius, float height)
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{
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Mesh<ConeMesh, LitMat>(position, rotation * Quaternion.Euler(-90, 0, 0), new Vector3(radius * 2f, radius * 2f, height));
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return this;
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}
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#endregion
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#region WireCone
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[IN(LINE)]
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public DrawHandler WireCone(Vector3 position, Quaternion rotation, float radius, float height)
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{
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var halfHeigth = height * 0.5f;
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var normalUp = rotation * Vector3.up;
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var center = position;
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Vector3 start, end;
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start = center - normalUp * halfHeigth;
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end = center + normalUp * halfHeigth;
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WireCircle(start, rotation * Quaternion.Euler(90, 0, 0), radius);
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var normalForward = rotation * Vector3.forward;
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Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
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Vector3 perpendicular = from * radius;
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normalForward *= radius;
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Vector3* lines = stackalloc Vector3[]
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{
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start - perpendicular,
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start + perpendicular,
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start - normalForward,
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start + normalForward,
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};
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Line(lines[0], end);
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Line(lines[1], end);
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Line(lines[2], end);
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Line(lines[3], end);
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return this;
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}
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#endregion
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#region Triangle
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[IN(LINE)]
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public DrawHandler Triangle(Vector3 position, Quaternion rotation, Vector2 size)
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{
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Mesh<TriangleMesh, LitMat>(position, rotation, new Vector3(size.x, size.y, 1f));
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return this;
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}
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#endregion
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#region WireTriangle
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[IN(LINE)]
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public DrawHandler WireTriangle(Vector3 position, Quaternion rotation, Vector2 size)
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{
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Mesh<TriangleMesh, WireMat>(position, rotation, new Vector3(size.x, size.y, 1f));
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return this;
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}
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#endregion
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#region Capsule
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@ -200,17 +316,17 @@ namespace DCFApixels
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{
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height -= radius * 2f;
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var normalForward = rotation * Vector3.forward;
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var normalUp = rotation * Vector3.up;
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var halfHeigth = height * 0.5f;
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Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
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Vector3 start = position - normalUp * halfHeigth;
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Vector3 end = position + normalUp * halfHeigth;
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Mesh<WireArcMesh, GeometryUnlitMat>(end, rotation, new Vector3(radius, radius, radius));
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Mesh<WireArcMesh, GeometryUnlitMat>(start, rotation * Rot180, new Vector3(radius, radius, radius));
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var normalForward = rotation * Vector3.forward;
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Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
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Vector3 perpendicular = from * radius;
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Vector3* lines = stackalloc Vector3[]
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@ -228,6 +344,7 @@ namespace DCFApixels
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}
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#endregion
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#region Cube
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//[IN(LINE)] public void Cube(Vector3 position, float size) => Cube(position, Quaternion.identity, new Vector3(size, size, size));
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//[IN(LINE)] public void Cube(Vector3 position, Vector3 size) => Cube(position, Quaternion.identity, size);
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@ -329,8 +446,8 @@ namespace DCFApixels
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#region Quad
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//[IN(LINE)] public DrawHandler Quad(Vector3 position, Vector3 normal, float size) => Mesh(Meshes.Quad, position, Quaternion.LookRotation(normal), new Vector3(size, size, size));
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//[IN(LINE)] public DrawHandler Quad(Vector3 position, Vector3 normal, Vector2 size) => Mesh(Meshes.Quad, position, Quaternion.LookRotation(normal), size);
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[IN(LINE)] public DrawHandler Quad(Vector3 position, Quaternion rotation, float size) => Mesh<CubeMesh, LitMat>(position, rotation, new Vector3(size, size, 0.0000000001f)); //TODO fix quad mesh
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[IN(LINE)] public DrawHandler Quad(Vector3 position, Quaternion rotation, Vector2 size) => Mesh<CubeMesh, LitMat>(position, rotation, new Vector3(size.x, size.y, 0.0000000001f)); //TODO fix quad mesh
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[IN(LINE)] public DrawHandler Quad(Vector3 position, Quaternion rotation, float size) => Mesh<QuadMesh, LitMat>(position, rotation, new Vector3(size, size, 1f)); //TODO fix quad mesh
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[IN(LINE)] public DrawHandler Quad(Vector3 position, Quaternion rotation, Vector2 size) => Mesh<QuadMesh, LitMat>(position, rotation, new Vector3(size.x, size.y, 1f)); //TODO fix quad mesh
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#endregion
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#region WireQuad
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@ -397,11 +514,19 @@ namespace DCFApixels
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#endregion
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#region DotQuad
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[IN(LINE)] public DrawHandler DotQuad(Vector3 position) => Mesh<DotQuadMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, DOT_SIZE));
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[IN(LINE)] public DrawHandler DotQuad(Vector3 position) => Mesh<DotQuadMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, 1f));
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#endregion
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#region WireDotQuad
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[IN(LINE)] public DrawHandler WireDotQuad(Vector3 position) => Mesh<WireCubeMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, 0f));
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#endregion
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#region DotDiamond
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[IN(LINE)] public DrawHandler DotDiamond(Vector3 position) => Mesh<DotDiamondMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE * 0.9f, DOT_SIZE * 0.9f, DOT_SIZE * 0.9f));
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[IN(LINE)] public DrawHandler DotDiamond(Vector3 position) => Mesh<DotDiamondMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE * 1.16f, DOT_SIZE * 1.16f, 1f));
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#endregion
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#region WireDotDiamond
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[IN(LINE)] public DrawHandler WireDotDiamond(Vector3 position) => Mesh<WireDotDiamondMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE * 1.16f, DOT_SIZE * 1.16f, 1f));
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#endregion
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}
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}
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167
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@ -0,0 +1,8 @@
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assetBundleVariant:
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Runtime/Meshes/Cylinder.asset
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@ -0,0 +1,8 @@
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@ -0,0 +1,167 @@
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@ -17,6 +17,9 @@ namespace DCFApixels.DebugXCore
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public readonly Mesh Quad;
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public readonly Mesh Circle; // Circle_1
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public readonly Mesh Sphere; // Sphere_0
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public readonly Mesh Cylinder;
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public readonly Mesh Cone;
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public readonly Mesh Triangle;
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public readonly Mesh CapsuleBody;
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public readonly Mesh CapsuleHead;
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@ -27,6 +30,7 @@ namespace DCFApixels.DebugXCore
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public readonly Mesh DotQuad;
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public readonly Mesh DotCross;
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public readonly Mesh DotDiamond;
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public readonly Mesh WireDotDiamond;
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public readonly Mesh WireLine;
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public readonly Mesh WireCube;
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@ -62,6 +62,18 @@ namespace DCFApixels.DebugXCore
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.Circle;
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}
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public readonly struct CylinderMesh : IStaticMesh
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.Cylinder;
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}
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public readonly struct ConeMesh : IStaticMesh
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.Cone;
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}
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public readonly struct TriangleMesh : IStaticMesh
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.Triangle;
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}
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public readonly struct CapsuleBodyMesh : IStaticMesh
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.CapsuleBody;
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@ -94,6 +106,10 @@ namespace DCFApixels.DebugXCore
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.DotDiamond;
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}
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public readonly struct WireDotDiamondMesh : IStaticMesh
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.WireDotDiamond;
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}
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public readonly struct DotCrossMesh : IStaticMesh
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{
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public Mesh GetMesh() => DebugXAssets.Meshes.DotCross;
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@ -622,7 +622,7 @@ MonoBehaviour:
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m_GameObject: {fileID: 1754071550}
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||||
serializedVersion: 2
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||||
m_LocalRotation: {x: 0.38268343, y: 0, z: 0, w: 0.92387956}
|
||||
m_LocalPosition: {x: 0, y: 0, z: -2}
|
||||
m_LocalScale: {x: 0.75, y: 1.25, z: 0.5}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 346532958}
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||||
m_LocalEulerAnglesHint: {x: 45, y: 0, z: 0}
|
||||
--- !u!1 &1770294770
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -4785,7 +5175,7 @@ MonoBehaviour:
|
||||
m_ColorSpace: -1
|
||||
m_NumColorKeys: 3
|
||||
m_NumAlphaKeys: 2
|
||||
GradientMultiplier: 1.7
|
||||
GradientMultiplier: 2
|
||||
Points:
|
||||
- {fileID: 1170244042}
|
||||
- {fileID: 151432312}
|
||||
@ -4795,6 +5185,10 @@ MonoBehaviour:
|
||||
- {fileID: 787914842}
|
||||
- {fileID: 72966246}
|
||||
- {fileID: 616384129}
|
||||
- {fileID: 336585572}
|
||||
- {fileID: 214201430}
|
||||
- {fileID: 1724596786}
|
||||
- {fileID: 190783943}
|
||||
--- !u!4 &2024424932
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -4898,6 +5292,37 @@ MeshFilter:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2036095643}
|
||||
m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
|
||||
--- !u!1 &2047223213
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 2047223214}
|
||||
m_Layer: 0
|
||||
m_Name: Point (9)
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
--- !u!4 &2047223214
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2047223213}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0.38268343, y: 0, z: 0, w: 0.92387956}
|
||||
m_LocalPosition: {x: -0.5, y: 0, z: -1.75}
|
||||
m_LocalScale: {x: 0.75, y: 1.25, z: 0.5}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 162132448}
|
||||
m_LocalEulerAnglesHint: {x: 45, y: 0, z: 0}
|
||||
--- !u!1 &2070085915
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -5110,6 +5535,10 @@ Transform:
|
||||
- {fileID: 787914842}
|
||||
- {fileID: 72966246}
|
||||
- {fileID: 616384129}
|
||||
- {fileID: 336585572}
|
||||
- {fileID: 214201430}
|
||||
- {fileID: 1724596786}
|
||||
- {fileID: 190783943}
|
||||
m_Father: {fileID: 2024424932}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
|
@ -34,7 +34,10 @@ namespace DCFApixels.DebugXCore.Samples
|
||||
i++; DebugX.Draw(GetColor(Points[i])).Dot(Points[i].position);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireDot(Points[i].position);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).DotQuad(Points[i].position);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireDotQuad(Points[i].position);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).DotDiamond(Points[i].position);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireDotDiamond(Points[i].position);
|
||||
|
||||
i++; DebugX.Draw(GetColor(Points[i])).DotCross(Points[i].position);
|
||||
}
|
||||
private Color GetColor(Transform pos1)
|
||||
|
@ -31,6 +31,11 @@ namespace DCFApixels.DebugXCore.Samples
|
||||
i++; DebugX.Draw(GetColor(Points[i])).QuadGrid(Points[i].position, Points[i].rotation, Points[i].localScale, Vector2Int.one * 3);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).QuadPoints(Points[i].position, Points[i].rotation, Points[i].localScale);
|
||||
|
||||
i++;
|
||||
i++; DebugX.Draw(GetColor(Points[i])).Triangle(Points[i].position, Points[i].rotation, Points[i].localScale);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireTriangle(Points[i].position, Points[i].rotation, Points[i].localScale);
|
||||
i++;
|
||||
|
||||
i++; DebugX.Draw(GetColor(Points[i])).Circle(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireCircle(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).FlatCapsule(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
|
||||
|
@ -32,6 +32,11 @@ namespace DCFApixels.DebugXCore.Samples
|
||||
i++; DebugX.Draw(GetColor(Points[i])).CubeGrid(Points[i].position, Points[i].rotation, Points[i].localScale, Vector3Int.one * 3);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).CubePoints(Points[i].position, Points[i].rotation, Points[i].localScale);
|
||||
|
||||
i++; DebugX.Draw(GetColor(Points[i])).Cylinder(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireCylinder(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).Cone(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireCone(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
|
||||
|
||||
i++; DebugX.Draw(GetColor(Points[i])).Sphere(Points[i].position, Points[i].localScale.x * RADIUS_M);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).WireSphere(Points[i].position, Points[i].localScale.x * RADIUS_M);
|
||||
i++; DebugX.Draw(GetColor(Points[i])).Capsule(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
|
||||
|
Loading…
Reference in New Issue
Block a user