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@ -202,7 +202,7 @@ namespace DCFApixels
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{
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{
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return new DrawHandler(duration, color);
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return new DrawHandler(duration, color);
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}
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}
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public readonly partial struct DrawHandler
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public readonly partial struct DrawHandler : IDrawHandler
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{
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{
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public readonly Color Color;
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public readonly Color Color;
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public readonly float Duration;
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public readonly float Duration;
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@ -218,6 +218,18 @@ namespace DCFApixels
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Duration = time;
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Duration = time;
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//ContextController = GetCurrenRenderContextController();
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//ContextController = GetCurrenRenderContextController();
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}
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}
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Color IDrawHandler.Color
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{
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[IN(LINE)]
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get => Color;
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}
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float IDrawHandler.Duration
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{
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[IN(LINE)]
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get => Duration;
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}
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[IN(LINE)] public DrawHandler Setup(float duration, Color color) => new DrawHandler(duration, color);
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[IN(LINE)] public DrawHandler Setup(float duration, Color color) => new DrawHandler(duration, color);
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[IN(LINE)] public DrawHandler Setup(float duration) => new DrawHandler(duration, Color);
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[IN(LINE)] public DrawHandler Setup(float duration) => new DrawHandler(duration, Color);
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[IN(LINE)] public DrawHandler Setup(Color color) => new DrawHandler(Duration, color);
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[IN(LINE)] public DrawHandler Setup(Color color) => new DrawHandler(Duration, color);
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@ -8,9 +8,196 @@ using UnityEngine.Rendering;
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namespace DCFApixels
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namespace DCFApixels
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{
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{
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using static DCFApixels.DebugX;
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using static DebugXConsts;
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using static DebugXConsts;
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using IN = System.Runtime.CompilerServices.MethodImplAttribute;
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using IN = System.Runtime.CompilerServices.MethodImplAttribute;
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public unsafe static partial class ExtsХ
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{
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#region InstancingMeshGizmo
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[IN(LINE)]
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public static MeshHandler Mesh<T, TMesh, TMat>(this T h, Vector3 position, Quaternion rotation, Vector3 size)
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where T : struct, IDrawHandler
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where TMesh : struct, IStaticMesh
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where TMat : struct, IStaticMaterial
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{
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new DrawHandler(h.Duration, h.Color).Gizmo(new InstancingMeshGizmo<TMesh, TMat>(position, rotation, size));
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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}
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[IN(LINE)]
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public static MeshHandler Mesh<T, TMesh>(this T h, Vector3 position, Quaternion rotation, Vector3 size)
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where T : struct, IDrawHandler
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where TMesh : struct, IStaticMesh
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{
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new DrawHandler(h.Duration, h.Color).Gizmo(new InstancingMeshGizmo<TMesh, LitMat>(position, rotation, size));
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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}
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[IN(LINE)]
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public static MeshHandler UnlitMesh<T, TMesh>(this T h, Vector3 position, Quaternion rotation, Vector3 size)
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where T : struct, IDrawHandler
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where TMesh : struct, IStaticMesh
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{
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new DrawHandler(h.Duration, h.Color).Gizmo(new InstancingMeshGizmo<TMesh, UnlitMat>(position, rotation, size));
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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}
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[IN(LINE)]
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public static MeshHandler WireMesh<T, TMesh>(this T h, Vector3 position, Quaternion rotation, Vector3 size)
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where T : struct, IDrawHandler
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where TMesh : struct, IStaticMesh
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{
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new DrawHandler(h.Duration, h.Color).Gizmo(new InstancingMeshGizmo<TMesh, WireMat>(position, rotation, size));
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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}
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private readonly struct InstancingMeshGizmoLayout
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{
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public readonly Quaternion Rotation;
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public readonly Vector3 Position;
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public readonly Vector3 Size;
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public InstancingMeshGizmoLayout(Vector3 position, Quaternion rotation, Vector3 size)
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{
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Rotation = rotation;
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Position = position;
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Size = size;
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}
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}
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private readonly struct InstancingMeshGizmo<TMesh, TMat> : IGizmo<InstancingMeshGizmo<TMesh, TMat>>
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where TMesh : struct, IStaticMesh
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where TMat : struct, IStaticMaterial
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{
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public readonly Quaternion Rotation;
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public readonly Vector3 Position;
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public readonly Vector3 Size;
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[IN(LINE)]
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public InstancingMeshGizmo(Vector3 position, Quaternion rotation, Vector3 size)
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{
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Rotation = rotation;
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Position = position;
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Size = size;
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}
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public IGizmoRenderer<InstancingMeshGizmo<TMesh, TMat>> RegisterNewRenderer() { return new Renderer(); }
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private class Renderer : InstancingMeshRendererBase, IGizmoRenderer<InstancingMeshGizmo<TMesh, TMat>>
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{
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public Renderer() : base(default(TMesh), default(TMat)) { }
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public void Prepare(Camera camera, GizmosList<InstancingMeshGizmo<TMesh, TMat>> list)
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{
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Prepare(list);
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}
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public void Render(Camera camera, GizmosList<InstancingMeshGizmo<TMesh, TMat>> list, CommandBuffer cb)
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{
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Render(cb);
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}
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}
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}
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#endregion
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#region InstancingMeshRendererBase
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private class InstancingMeshRendererBase
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{
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private readonly struct GizmoData
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{
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public readonly Quaternion Rotation;
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public readonly Vector3 Position;
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public readonly Vector3 Size;
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}
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private struct PrepareJob : IJobParallelFor
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{
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[NativeDisableUnsafePtrRestriction]
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public Gizmo<GizmoData>* Items;
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[NativeDisableUnsafePtrRestriction]
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public Matrix4x4* ResultMatrices;
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[NativeDisableUnsafePtrRestriction]
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public Vector4* ResultColors;
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public void Execute(int index)
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{
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ref readonly var item = ref Items[index];
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//if (item.IsSwaped == 0) { return; }
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ResultMatrices[index] = Matrix4x4.TRS(item.Value.Position, item.Value.Rotation, item.Value.Size);
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ResultColors[index] = item.Color;
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}
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}
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private readonly IStaticMesh _mesh;
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private readonly IStaticMaterial _material;
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private readonly MaterialPropertyBlock _materialPropertyBlock;
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private int _buffersLength = 0;
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private PinnedArray<Matrix4x4> _matrices;
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private PinnedArray<Vector4> _colors;
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private PinnedArray<Gizmo<GizmoData>> _gizmos;
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private JobHandle _jobHandle;
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private int _prepareCount = 0;
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public InstancingMeshRendererBase(IStaticMesh mesh, IStaticMaterial material)
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{
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_mesh = mesh;
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_material = material;
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_materialPropertyBlock = new MaterialPropertyBlock();
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_matrices = PinnedArray<Matrix4x4>.Pin(DummyArray<Matrix4x4>.Get());
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_colors = PinnedArray<Vector4>.Pin(DummyArray<Vector4>.Get());
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}
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public virtual int ExecuteOrder => _material.GetExecuteOrder();
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public virtual bool IsStaticRender => true;
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protected void Prepare(GizmosList rawList)
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{
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var list = rawList.As<GizmoData>();
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_prepareCount = list.Count;
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var items = list.Items;
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var count = list.Count;
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if (_buffersLength < count)
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{
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_matrices.Dispose();
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_colors.Dispose();
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_matrices = PinnedArray<Matrix4x4>.Pin(new Matrix4x4[DebugXUtility.NextPow2(count)]);
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_colors = PinnedArray<Vector4>.Pin(new Vector4[DebugXUtility.NextPow2(count)]);
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_buffersLength = count;
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}
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if (ReferenceEquals(_gizmos.Array, items) == false)
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{
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if (_gizmos.Array != null)
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{
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_gizmos.Dispose();
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}
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_gizmos = PinnedArray<Gizmo<GizmoData>>.Pin(items);
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}
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var job = new PrepareJob
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{
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Items = _gizmos.Ptr,
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ResultMatrices = _matrices.Ptr,
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ResultColors = _colors.Ptr,
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};
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_jobHandle = job.Schedule(count, 64);
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}
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protected void Render(CommandBuffer cb)
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{
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Material material = _material.GetMaterial();
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Mesh mesh = _mesh.GetMesh();
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_materialPropertyBlock.Clear();
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_jobHandle.Complete();
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if (IsSupportsComputeShaders)
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{
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_materialPropertyBlock.SetVectorArray(ColorPropertyID, _colors.Array);
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cb.DrawMeshInstanced(mesh, 0, material, -1, _matrices.Array, _prepareCount, _materialPropertyBlock);
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}
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else
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{
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for (int i = 0; i < _prepareCount; i++)
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{
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_materialPropertyBlock.SetColor(ColorPropertyID, _colors.Ptr[i]);
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cb.DrawMesh(mesh, _matrices.Ptr[i], material, 0, -1, _materialPropertyBlock);
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}
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}
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}
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}
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#endregion
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}
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public static unsafe partial class DebugX
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public static unsafe partial class DebugX
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{
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{
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public readonly partial struct DrawHandler
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public readonly partial struct DrawHandler
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@ -64,7 +251,7 @@ namespace DCFApixels
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{
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{
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return Gizmo(new MeshGizmo<WireMat>(mesh, position, rotation, size));
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return Gizmo(new MeshGizmo<WireMat>(mesh, position, rotation, size));
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}
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}
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private readonly struct MeshGizmoLayout
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private readonly struct MeshGizmoLayout
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{
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{
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public readonly Mesh Mesh;
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public readonly Mesh Mesh;
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@ -95,7 +282,7 @@ namespace DCFApixels
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Size = size;
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Size = size;
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}
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}
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public IGizmoRenderer<MeshGizmo<TMat>> RegisterNewRenderer() { return new Renderer(); }
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public IGizmoRenderer<MeshGizmo<TMat>> RegisterNewRenderer() { return new Renderer(); }
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private class Renderer : MeshRendererBase, IGizmoRenderer<MeshGizmo<TMat>>
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private class Renderer : MeshRendererBase, IGizmoRenderer<MeshGizmo<TMat>>
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{
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{
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public Renderer() : base(default(TMat)) { }
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public Renderer() : base(default(TMat)) { }
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@ -12,12 +12,14 @@ namespace DCFApixels
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public readonly struct MeshHandler : IDrawHandler, IDrawPositionHandler, IDrawRotationHandler, IDrawScaleHandler
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public readonly struct MeshHandler : IDrawHandler, IDrawPositionHandler, IDrawRotationHandler, IDrawScaleHandler
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{
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{
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internal const System.Runtime.CompilerServices.MethodImplOptions LINE = System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining;
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public readonly Color Color;
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public readonly Color Color;
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public readonly float Duration;
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public readonly float Duration;
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public readonly Vector3 Position;
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public readonly Vector3 Position;
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public readonly Quaternion Rotation;
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public readonly Quaternion Rotation;
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public readonly Vector3 Scale;
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public readonly Vector3 Scale;
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[IN(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
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[IN(LINE)]
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public MeshHandler(Color color, float duration, Vector3 position, Quaternion rotation, Vector3 scale)
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public MeshHandler(Color color, float duration, Vector3 position, Quaternion rotation, Vector3 scale)
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{
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{
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Color = color;
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Color = color;
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@ -26,36 +28,56 @@ namespace DCFApixels
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Rotation = rotation;
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Rotation = rotation;
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Scale = scale;
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Scale = scale;
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}
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}
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Color IDrawHandler.Color => Color;
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Color IDrawHandler.Color
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float IDrawHandler.Duration => Duration;
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{
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Vector3 IDrawPositionHandler.Position => Position;
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[IN(LINE)]
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Quaternion IDrawRotationHandler.Rotation => Rotation;
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get => Color;
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Vector3 IDrawScaleHandler.Scale => Scale;
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}
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float IDrawHandler.Duration
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{
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[IN(LINE)]
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get => Duration;
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}
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Vector3 IDrawPositionHandler.Position
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{
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[IN(LINE)]
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get => Position;
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}
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Quaternion IDrawRotationHandler.Rotation
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{
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[IN(LINE)]
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get => Rotation;
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}
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Vector3 IDrawScaleHandler.Scale
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{
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[IN(LINE)]
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get => Scale;
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}
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}
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}
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public unsafe static class ExtsХ
|
public unsafe static partial class ExtsХ
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{
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{
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#region Cube
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#region Cube
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[IN(LINE)] public static MeshHandler Cube(this DrawHandler h, Vector3 position, Quaternion rotation, float size) => h.Cube(position, rotation, new Vector3(size, size, size));
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[IN(LINE)] public static MeshHandler Cube<T>(this T h, Vector3 position, Quaternion rotation, float size) where T : struct, IDrawHandler => h.Cube(position, rotation, new Vector3(size, size, size));
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[IN(LINE)] public static MeshHandler Cube(this DrawHandler h, Vector3 position, Quaternion rotation, Vector3 size)
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[IN(LINE)] public static MeshHandler Cube<T>(this T h, Vector3 position, Quaternion rotation, Vector3 size) where T : struct, IDrawHandler
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{
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{
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h.Mesh<CubeMesh, LitMat>(position, rotation, size);
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h.Mesh<T, CubeMesh, LitMat>(position, rotation, size);
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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}
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}
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#endregion
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#endregion
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#region WireCube
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#region WireCube
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[IN(LINE)] public static MeshHandler WireCube(this DrawHandler h, Vector3 position, Quaternion rotation, float size) => h.WireCube(position, rotation, new Vector3(size, size, size));
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[IN(LINE)] public static MeshHandler WireCube<T>(this T h, Vector3 position, Quaternion rotation, float size) where T : struct, IDrawHandler => h.WireCube(position, rotation, new Vector3(size, size, size));
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[IN(LINE)] public static MeshHandler WireCube(this DrawHandler h, Vector3 position, Quaternion rotation, Vector3 size)
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[IN(LINE)] public static MeshHandler WireCube<T>(this T h, Vector3 position, Quaternion rotation, Vector3 size) where T : struct, IDrawHandler
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{
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{
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h.Mesh<WireCubeMesh, GeometryUnlitMat>(position, rotation, size);
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h.Mesh<T, WireCubeMesh, GeometryUnlitMat>(position, rotation, size);
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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}
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}
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#endregion
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#endregion
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#region CubePoints
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#region CubePoints
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[IN(LINE)] public static MeshHandler CubePoints(this DrawHandler h, Vector3 position, Quaternion rotation, float size) => h.CubePoints(position, rotation, new Vector3(size, size, size));
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[IN(LINE)] public static MeshHandler CubePoints<T>(this T h, Vector3 position, Quaternion rotation, float size) where T : struct, IDrawHandler => h.CubePoints(position, rotation, new Vector3(size, size, size));
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[IN(LINE)]
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[IN(LINE)]
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public static MeshHandler CubePoints(this DrawHandler h, Vector3 position, Quaternion rotation, Vector3 size)
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public static MeshHandler CubePoints<T>(this T h, Vector3 position, Quaternion rotation, Vector3 size) where T : struct, IDrawHandler
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{
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{
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Vector3 halfSize = size / 2f;
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Vector3 halfSize = size / 2f;
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|
|
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@ -73,7 +95,7 @@ namespace DCFApixels
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|
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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{
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{
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h.Dot(rotation * vertices[i] + position);
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new DrawHandler(h.Duration, h.Color).Dot(rotation * vertices[i] + position);
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}
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}
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|
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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return new MeshHandler(h.Color, h.Duration, position, rotation, size);
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@ -81,9 +103,9 @@ namespace DCFApixels
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#endregion
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#endregion
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|
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#region CubeGrid
|
#region CubeGrid
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[IN(LINE)] public static MeshHandler CubeGrid(this DrawHandler h, Vector3 position, Quaternion rotation, float size, Vector3Int cells) => h.CubeGrid(position, rotation, new Vector3(size, size, size), cells);
|
[IN(LINE)] public static MeshHandler CubeGrid<T>(this T h, Vector3 position, Quaternion rotation, float size, Vector3Int cells) where T : IDrawHandler => h.CubeGrid(position, rotation, new Vector3(size, size, size), cells);
|
||||||
[IN(LINE)]
|
[IN(LINE)]
|
||||||
public unsafe static MeshHandler CubeGrid(this DrawHandler h, Vector3 position, Quaternion rotation, Vector3 size, Vector3Int cells)
|
public unsafe static MeshHandler CubeGrid<T>(this T h, Vector3 position, Quaternion rotation, Vector3 size, Vector3Int cells) where T : IDrawHandler
|
||||||
{
|
{
|
||||||
Vector3 halfSize = size / 2f;
|
Vector3 halfSize = size / 2f;
|
||||||
|
|
||||||
@ -108,28 +130,28 @@ namespace DCFApixels
|
|||||||
for (int i = 0; i <= cells.y; i++)
|
for (int i = 0; i <= cells.y; i++)
|
||||||
{
|
{
|
||||||
Vector3 pos = up * i;
|
Vector3 pos = up * i;
|
||||||
h.Line(vertices[0] + pos, vertices[1] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[0] + pos, vertices[1] + pos);
|
||||||
h.Line(vertices[1] + pos, vertices[2] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[1] + pos, vertices[2] + pos);
|
||||||
h.Line(vertices[2] + pos, vertices[3] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[2] + pos, vertices[3] + pos);
|
||||||
h.Line(vertices[3] + pos, vertices[0] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[3] + pos, vertices[0] + pos);
|
||||||
}
|
}
|
||||||
Vector3 right = rotation * Vector3.right * (size.x / cells.x);
|
Vector3 right = rotation * Vector3.right * (size.x / cells.x);
|
||||||
for (int i = 0; i <= cells.x; i++)
|
for (int i = 0; i <= cells.x; i++)
|
||||||
{
|
{
|
||||||
Vector3 pos = right * i;
|
Vector3 pos = right * i;
|
||||||
h.Line(vertices[0] + pos, vertices[3] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[0] + pos, vertices[3] + pos);
|
||||||
h.Line(vertices[3] + pos, vertices[7] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[3] + pos, vertices[7] + pos);
|
||||||
h.Line(vertices[4] + pos, vertices[0] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[4] + pos, vertices[0] + pos);
|
||||||
h.Line(vertices[7] + pos, vertices[4] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[7] + pos, vertices[4] + pos);
|
||||||
}
|
}
|
||||||
Vector3 forward = rotation * Vector3.forward * (size.z / cells.z);
|
Vector3 forward = rotation * Vector3.forward * (size.z / cells.z);
|
||||||
for (int i = 0; i <= cells.z; i++)
|
for (int i = 0; i <= cells.z; i++)
|
||||||
{
|
{
|
||||||
Vector3 pos = forward * i;
|
Vector3 pos = forward * i;
|
||||||
h.Line(vertices[4] + pos, vertices[5] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[4] + pos, vertices[5] + pos);
|
||||||
h.Line(vertices[5] + pos, vertices[1] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[5] + pos, vertices[1] + pos);
|
||||||
h.Line(vertices[1] + pos, vertices[0] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[1] + pos, vertices[0] + pos);
|
||||||
h.Line(vertices[0] + pos, vertices[4] + pos);
|
new DrawHandler(h.Duration, h.Color).Line(vertices[0] + pos, vertices[4] + pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
return new MeshHandler(h.Color, h.Duration, position, rotation, size);
|
return new MeshHandler(h.Color, h.Duration, position, rotation, size);
|
||||||
|
Loading…
Reference in New Issue
Block a user