using UnityEngine; namespace DCFApixels.DebugXCore.Samples { [SelectionBase] public class DebugXSample_Raycasts3D : MonoBehaviour { public Gradient Gradient; public float GradientMultiplier = 5; public Transform[] Points; #if UNITY_EDITOR private void OnDrawGizmos() { Draw(); } #else private void Update() { Draw(); } #endif private void Draw() { #if DEBUGX_ENABLE_PHYSICS3D int i = 0; const float RADIUS_M = 0.5f; Transform point; Ray ray; RaycastHit hit; point = Points[i++]; ray = new Ray(point.position, point.forward); Physics.Raycast(ray, out hit, float.PositiveInfinity, int.MaxValue, QueryTriggerInteraction.UseGlobal); DebugX.Draw(GetColor(point)).Raycast(ray, hit); point = Points[i++]; ray = new Ray(point.position, point.forward); Physics.SphereCast(ray.origin, point.localScale.x * RADIUS_M, ray.direction, out hit, float.PositiveInfinity, int.MaxValue, QueryTriggerInteraction.UseGlobal); DebugX.Draw(GetColor(point)).SphereCast(ray, point.localScale.x * RADIUS_M, hit); point = Points[i++]; ray = new Ray(point.position, point.forward); Physics.BoxCast(ray.origin, point.localScale * RADIUS_M, ray.direction, out hit, point.rotation, float.PositiveInfinity, int.MaxValue, QueryTriggerInteraction.UseGlobal); DebugX.Draw(GetColor(point)).BoxCast(ray, point.rotation, point.localScale * RADIUS_M, hit); point = Points[i++]; ray = new Ray(point.position, point.forward); Vector3 point1 = ray.origin + point.up * point.localScale.y * RADIUS_M * 0.5f; Vector3 point2 = ray.origin + point.up * point.localScale.y * RADIUS_M * -0.5f; Physics.CapsuleCast(point1, point2, point.localScale.x * RADIUS_M, ray.direction, out hit, float.PositiveInfinity, int.MaxValue, QueryTriggerInteraction.UseGlobal); DebugX.Draw(GetColor(point)).CapsuleCast(point1, point2, ray.direction, point.localScale.x * RADIUS_M, hit); #endif } private Color GetColor(Transform pos1) { Vector3 pos = pos1.localPosition; pos /= GradientMultiplier == 0 ? 1 : GradientMultiplier; pos += Vector3.one * 0.5f; float t = pos.x + pos.y + pos.z; t /= 3f; return Gradient.Evaluate(Mathf.Clamp01(t)); } } }