add new gizmos

This commit is contained in:
DCFApixels 2025-02-26 13:50:00 +08:00
parent 81c6f48f4c
commit 3c0b3bc6be
17 changed files with 1692 additions and 34 deletions

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@ -1,13 +1,13 @@
//#undef DEBUG
using DCFApixels.DebugXCore;
using System;
using UnityEngine;
using UnityEngine.Rendering;
using DCFApixels.DebugXCore;
namespace DCFApixels
{
using IN = System.Runtime.CompilerServices.MethodImplAttribute;
using static DebugXConsts;
using IN = System.Runtime.CompilerServices.MethodImplAttribute;
public unsafe static partial class DebugX
{
public readonly partial struct DrawHandler
@ -21,7 +21,7 @@ namespace DCFApixels
#endregion
#region DotCross
[IN(LINE)] public DrawHandler DotCross(Vector3 position) => Mesh<DotCrossMesh, DotMat>(position, Quaternion.identity, new Vector3(0.06f, 0.06f, 0.06f));
[IN(LINE)] public DrawHandler DotCross(Vector3 position) => Mesh<DotCrossMesh, DotMat>(position, Quaternion.identity, new Vector3(0.06f, 0.06f, 1f));
#endregion
@ -123,11 +123,127 @@ namespace DCFApixels
#endregion
#region Dot
[IN(LINE)] public DrawHandler Dot(Vector3 position) => Mesh<DotMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, DOT_SIZE));
[IN(LINE)] public DrawHandler Dot(Vector3 position) => Mesh<DotMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, 1f));
#endregion
#region WireDot
[IN(LINE)] public DrawHandler WireDot(Vector3 position) => Mesh<WireCircleMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE / 2, DOT_SIZE / 2, DOT_SIZE / 2));
[IN(LINE)] public DrawHandler WireDot(Vector3 position) => Mesh<WireCircleMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE * 0.5f, DOT_SIZE * 0.5f, 1f));
#endregion
#region Cylinder
[IN(LINE)]
public DrawHandler Cylinder(Vector3 position, Quaternion rotation, float radius, float height)
{
Mesh<CylinderMesh, LitMat>(position, rotation * Quaternion.Euler(-90, 0, 0), new Vector3(radius * 2f, radius * 2f, height));
return this;
}
#endregion
#region WireCylinder
[IN(LINE)]
public DrawHandler WireCylinder(Vector3 position, Quaternion rotation, float radius, float height)
{
var halfHeigth = height * 0.5f;
var normalUp = rotation * Vector3.up;
var center = position;
Vector3 start, end;
start = center - normalUp * halfHeigth;
end = center + normalUp * halfHeigth;
WireCircle(start, rotation * Quaternion.Euler(90, 0, 0), radius);
WireCircle(end, rotation * Quaternion.Euler(90, 0, 0), radius);
var normalForward = rotation * Vector3.forward;
Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
Vector3 perpendicular = from * radius;
normalForward *= radius;
Vector3* lines = stackalloc Vector3[]
{
start - perpendicular,
end - perpendicular,
start + perpendicular,
end + perpendicular,
start - normalForward,
end - normalForward,
start + normalForward,
end + normalForward,
};
Line(lines[0], lines[1]);
Line(lines[2], lines[3]);
Line(lines[4], lines[5]);
Line(lines[6], lines[7]);
return this;
}
#endregion
#region Cone
[IN(LINE)]
public DrawHandler Cone(Vector3 position, Quaternion rotation, float radius, float height)
{
Mesh<ConeMesh, LitMat>(position, rotation * Quaternion.Euler(-90, 0, 0), new Vector3(radius * 2f, radius * 2f, height));
return this;
}
#endregion
#region WireCone
[IN(LINE)]
public DrawHandler WireCone(Vector3 position, Quaternion rotation, float radius, float height)
{
var halfHeigth = height * 0.5f;
var normalUp = rotation * Vector3.up;
var center = position;
Vector3 start, end;
start = center - normalUp * halfHeigth;
end = center + normalUp * halfHeigth;
WireCircle(start, rotation * Quaternion.Euler(90, 0, 0), radius);
var normalForward = rotation * Vector3.forward;
Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
Vector3 perpendicular = from * radius;
normalForward *= radius;
Vector3* lines = stackalloc Vector3[]
{
start - perpendicular,
start + perpendicular,
start - normalForward,
start + normalForward,
};
Line(lines[0], end);
Line(lines[1], end);
Line(lines[2], end);
Line(lines[3], end);
return this;
}
#endregion
#region Triangle
[IN(LINE)]
public DrawHandler Triangle(Vector3 position, Quaternion rotation, Vector2 size)
{
Mesh<TriangleMesh, LitMat>(position, rotation, new Vector3(size.x, size.y, 1f));
return this;
}
#endregion
#region WireTriangle
[IN(LINE)]
public DrawHandler WireTriangle(Vector3 position, Quaternion rotation, Vector2 size)
{
Mesh<TriangleMesh, WireMat>(position, rotation, new Vector3(size.x, size.y, 1f));
return this;
}
#endregion
#region Capsule
@ -200,17 +316,17 @@ namespace DCFApixels
{
height -= radius * 2f;
var normalForward = rotation * Vector3.forward;
var normalUp = rotation * Vector3.up;
var halfHeigth = height * 0.5f;
Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
Vector3 start = position - normalUp * halfHeigth;
Vector3 end = position + normalUp * halfHeigth;
Mesh<WireArcMesh, GeometryUnlitMat>(end, rotation, new Vector3(radius, radius, radius));
Mesh<WireArcMesh, GeometryUnlitMat>(start, rotation * Rot180, new Vector3(radius, radius, radius));
var normalForward = rotation * Vector3.forward;
Vector3 from = Vector3.Cross(normalForward, normalUp).normalized;
Vector3 perpendicular = from * radius;
Vector3* lines = stackalloc Vector3[]
@ -228,6 +344,7 @@ namespace DCFApixels
}
#endregion
#region Cube
//[IN(LINE)] public void Cube(Vector3 position, float size) => Cube(position, Quaternion.identity, new Vector3(size, size, size));
//[IN(LINE)] public void Cube(Vector3 position, Vector3 size) => Cube(position, Quaternion.identity, size);
@ -329,8 +446,8 @@ namespace DCFApixels
#region Quad
//[IN(LINE)] public DrawHandler Quad(Vector3 position, Vector3 normal, float size) => Mesh(Meshes.Quad, position, Quaternion.LookRotation(normal), new Vector3(size, size, size));
//[IN(LINE)] public DrawHandler Quad(Vector3 position, Vector3 normal, Vector2 size) => Mesh(Meshes.Quad, position, Quaternion.LookRotation(normal), size);
[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
[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
[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
[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
#endregion
#region WireQuad
@ -397,11 +514,19 @@ namespace DCFApixels
#endregion
#region DotQuad
[IN(LINE)] public DrawHandler DotQuad(Vector3 position) => Mesh<DotQuadMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, DOT_SIZE));
[IN(LINE)] public DrawHandler DotQuad(Vector3 position) => Mesh<DotQuadMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, 1f));
#endregion
#region WireDotQuad
[IN(LINE)] public DrawHandler WireDotQuad(Vector3 position) => Mesh<WireCubeMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE, DOT_SIZE, 0f));
#endregion
#region DotDiamond
[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));
[IN(LINE)] public DrawHandler DotDiamond(Vector3 position) => Mesh<DotDiamondMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE * 1.16f, DOT_SIZE * 1.16f, 1f));
#endregion
#region WireDotDiamond
[IN(LINE)] public DrawHandler WireDotDiamond(Vector3 position) => Mesh<WireDotDiamondMesh, DotMat>(position, Quaternion.identity, new Vector3(DOT_SIZE * 1.16f, DOT_SIZE * 1.16f, 1f));
#endregion
}
}

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View File

@ -17,6 +17,9 @@ namespace DCFApixels.DebugXCore
public readonly Mesh Quad;
public readonly Mesh Circle; // Circle_1
public readonly Mesh Sphere; // Sphere_0
public readonly Mesh Cylinder;
public readonly Mesh Cone;
public readonly Mesh Triangle;
public readonly Mesh CapsuleBody;
public readonly Mesh CapsuleHead;
@ -27,6 +30,7 @@ namespace DCFApixels.DebugXCore
public readonly Mesh DotQuad;
public readonly Mesh DotCross;
public readonly Mesh DotDiamond;
public readonly Mesh WireDotDiamond;
public readonly Mesh WireLine;
public readonly Mesh WireCube;

View File

@ -62,6 +62,18 @@ namespace DCFApixels.DebugXCore
{
public Mesh GetMesh() => DebugXAssets.Meshes.Circle;
}
public readonly struct CylinderMesh : IStaticMesh
{
public Mesh GetMesh() => DebugXAssets.Meshes.Cylinder;
}
public readonly struct ConeMesh : IStaticMesh
{
public Mesh GetMesh() => DebugXAssets.Meshes.Cone;
}
public readonly struct TriangleMesh : IStaticMesh
{
public Mesh GetMesh() => DebugXAssets.Meshes.Triangle;
}
public readonly struct CapsuleBodyMesh : IStaticMesh
{
public Mesh GetMesh() => DebugXAssets.Meshes.CapsuleBody;
@ -94,6 +106,10 @@ namespace DCFApixels.DebugXCore
{
public Mesh GetMesh() => DebugXAssets.Meshes.DotDiamond;
}
public readonly struct WireDotDiamondMesh : IStaticMesh
{
public Mesh GetMesh() => DebugXAssets.Meshes.WireDotDiamond;
}
public readonly struct DotCrossMesh : IStaticMesh
{
public Mesh GetMesh() => DebugXAssets.Meshes.DotCross;

View File

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View File

@ -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)

View File

@ -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);

View File

@ -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);