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1 | using UnityEngine; | |
2 | using System.Collections; | |
3 | using System.Collections.Generic; | |
4 | ||
5 | public class LineDraw : MonoBehaviour | |
6 | { | |
7 | static LineDraw instance = null; | |
8 | float widthStart = 0.1f; | |
9 | float widthFinish = 0.1f; | |
10 | ShaderOptionEnum shader = ShaderOptionEnum.SelfIlluminDiffuse; | |
11 | Color color = Color.red; | |
12 | ||
13 | string[] shaders = {"Self-Illumin/Diffuse", "Particles/Additive"};//, "VertexLit", "Diffuse"}; | |
14 | public enum ShaderOptionEnum {SelfIlluminDiffuse = 0, ParticlesAdditive}; | |
15 | //public class LineData{Vector3 a, b; float s, f; ShaderOptionEnum shader; Color c1, c2;} | |
16 | ||
17 | public void SetWidth_(float widthStart, float widthFinish) | |
18 | { | |
19 | this.widthStart = widthStart; | |
20 | this.widthFinish = widthFinish; | |
21 | } | |
22 | ||
23 | public void SetShaderOption_(ShaderOptionEnum shader) | |
24 | { | |
25 | this.shader = shader; | |
26 | } | |
27 | ||
28 | - | public void SetColor_(Color color) |
28 | + | public void SetColor_(Color color){this.color = color;} |
29 | public Color GetColor_(){return this.color;} | |
30 | - | this.color = color; |
30 | + | |
31 | public static void SetShaderOption(ShaderOptionEnum shader){instance.SetShaderOption_(shader);} | |
32 | public static Color GetColor(){return instance.GetColor_();} | |
33 | public static void SetColor(Color color){instance.SetColor_(color);} | |
34 | public static void SetWidth(float widthStart, float widthFinish){instance.SetWidth_(widthStart, widthFinish);} | |
35 | public static void SetWidth(float width){instance.SetWidth_(width, width);} | |
36 | ||
37 | List<GameObject> temp = new List<GameObject>(); | |
38 | List<GameObject> unusedTemp = new List<GameObject>(); | |
39 | ||
40 | void LateUpdate() | |
41 | { | |
42 | for(int i = 0; i < temp.Count; ++i) | |
43 | { | |
44 | temp[i].active = false; | |
45 | unusedTemp.Add(temp[i]); | |
46 | } | |
47 | temp.Clear(); | |
48 | ||
49 | // TEST CODE | |
50 | // t += Time.deltaTime; | |
51 | // if(t >= 360) t-=360; | |
52 | - | // Vector3 v = q * new Vector3(-1,-1,-1); |
52 | + | |
53 | // Vector3 v = q * new Vector3(1,0,0); | |
54 | // LineDraw.AddTemporary(Vector3.zero, v); | |
55 | // LineDraw.AddTemporaryCircle(new Vector3(2,-2,-1), .6f, new Vector3(-1,1,1).normalized); | |
56 | } | |
57 | // TEST CODE | |
58 | // float t = 0; | |
59 | ||
60 | void Start() | |
61 | { | |
62 | if(instance == null) | |
63 | instance = this; | |
64 | // TEST CODE | |
65 | // GameObject g = LineDraw.AddPersistent(new Vector3(-1,-1,-2), new Vector3(5,1,-2)); | |
66 | // Destroy(g, 3); | |
67 | // Vector3 v = new Vector3(1,1,1); | |
68 | // v.Normalize(); | |
69 | // LineDraw.AddPersistentSpiralPlane(new Vector3(-2,2,-1), 2, v); | |
70 | } | |
71 | ||
72 | GameObject GetLineGameObject() | |
73 | { | |
74 | GameObject go; | |
75 | LineRenderer lineRenderer; | |
76 | - | go.AddComponent<LineRenderer>(); |
76 | + | |
77 | { | |
78 | int lastIndex = unusedTemp.Count-1; | |
79 | go = unusedTemp[lastIndex]; | |
80 | unusedTemp.RemoveAt(lastIndex); | |
81 | go.active = true; | |
82 | lineRenderer = go.GetComponent<LineRenderer>(); | |
83 | }else{ | |
84 | go = new GameObject("line"); | |
85 | lineRenderer = go.AddComponent<LineRenderer>(); | |
86 | } | |
87 | string shaderName = shaders[(int)shader]; | |
88 | if(lineRenderer.material.shader.name != shaderName) | |
89 | { | |
90 | UnityEngine.Shader shaderObject = Shader.Find(shaderName); | |
91 | lineRenderer.material = new Material(shaderObject); | |
92 | } | |
93 | lineRenderer.material.color = color; | |
94 | lineRenderer.castShadows = false; | |
95 | lineRenderer.receiveShadows = false; | |
96 | lineRenderer.SetColors(color, color); | |
97 | lineRenderer.SetWidth(widthStart, widthFinish); | |
98 | go.transform.parent = transform; | |
99 | return go; | |
100 | } | |
101 | - | //lineg.transform.position = (a+b)/2; |
101 | + | |
102 | public GameObject AddLine_(Vector3 a, Vector3 b, bool persistent) | |
103 | { | |
104 | int numPoints = 2; | |
105 | GameObject lineg = GetLineGameObject(); | |
106 | LineRenderer lineRenderer = lineg.GetComponent<LineRenderer>(); | |
107 | lineRenderer.SetVertexCount(numPoints); | |
108 | lineRenderer.SetPosition(0, a); | |
109 | lineRenderer.SetPosition(1, b); | |
110 | if(!persistent) | |
111 | temp.Add(lineg); | |
112 | return lineg; | |
113 | } | |
114 | float tempRotation = 0; | |
115 | public GameObject AddCircle_(Vector3 p, float r, Vector3 normal, bool persistent) | |
116 | { | |
117 | float startRotation = 0;//tempRotation * 360; | |
118 | int numPoints = 24; | |
119 | GameObject lineg = GetLineGameObject(); | |
120 | LineRenderer lineRenderer = lineg.GetComponent<LineRenderer>(); | |
121 | lineRenderer.SetVertexCount(numPoints+1); | |
122 | tempRotation += Time.deltaTime; | |
123 | if(tempRotation > 1) tempRotation -= 1; | |
124 | Quaternion q1 = Quaternion.LookRotation(normal); | |
125 | Vector3 right = GetRightVector(Quaternion.LookRotation(normal)); | |
126 | // TEST CODE | |
127 | // Color c = GetColor_(); | |
128 | // SetColor_(Color.red); AddLine_(p, GetRightVector(q1) + p,persistent); | |
129 | // SetColor_(Color.green); AddLine_(p, GetUpVector(q1) + p,persistent); | |
130 | // SetColor_(Color.blue); AddLine_(p, GetForwardVector(q1) + p,persistent); | |
131 | // SetColor_(c); | |
132 | lineRenderer.SetPosition(0, p + right * r); | |
133 | Quaternion q; | |
134 | for(int i = 0; i < numPoints; ++i) | |
135 | { | |
136 | q = Quaternion.AngleAxis(i*360.0f/24 + startRotation, normal); | |
137 | lineRenderer.SetPosition(i, p + q * right * r); | |
138 | } | |
139 | q = Quaternion.AngleAxis(startRotation, normal); | |
140 | lineRenderer.SetPosition(numPoints, p + q * right * r); | |
141 | if(!persistent) | |
142 | temp.Add(lineg); | |
143 | return lineg; | |
144 | } | |
145 | public GameObject AddSpiralPlane_(Vector3 p, int size, Vector3 normal, bool persistent) | |
146 | { | |
147 | int perCircle = 24; | |
148 | int numPoints = size*perCircle; | |
149 | GameObject lineg = GetLineGameObject(); | |
150 | LineRenderer lineRenderer = lineg.GetComponent<LineRenderer>(); | |
151 | Vector3 right = GetRightVector(Quaternion.LookRotation(normal)); | |
152 | lineRenderer.SetVertexCount(numPoints); | |
153 | float rad = 0; | |
154 | for(int i = 0; i < numPoints; ++i) | |
155 | { | |
156 | Quaternion q = Quaternion.AngleAxis(i*360.0f/perCircle, normal); | |
157 | Vector3 delta = q * right * rad; | |
158 | lineRenderer.SetPosition(i, p + (delta * 1)); | |
159 | rad += 2f/perCircle; | |
160 | } | |
161 | if(!persistent) | |
162 | temp.Add(lineg); | |
163 | return lineg; | |
164 | } | |
165 | public static GameObject AddPersistent(Vector3 a, Vector3 b){return instance.AddLine_(a, b, true);} | |
166 | public static void AddTemporary(Vector3 a, Vector3 b){instance.AddLine_(a, b, false);} | |
167 | public static GameObject AddPersistentCircle(Vector3 center, float radius, Vector3 normal) | |
168 | {return instance.AddCircle_(center, radius, normal, true);} | |
169 | public static void AddTemporaryCircle(Vector3 center, float radius, Vector3 normal) | |
170 | {instance.AddCircle_(center, radius, normal, false);} | |
171 | public static GameObject AddPersistentSpiralPlane(Vector3 center, int size, Vector3 normal) | |
172 | {return instance.AddSpiralPlane_(center, size, normal, true);} | |
173 | ||
174 | Vector3 GetForwardVector(Quaternion q) | |
175 | { | |
176 | return new Vector3( 2 * (q.x * q.z + q.w * q.y), | |
177 | 2 * (q.y * q.z - q.w * q.x), | |
178 | 1 - 2 * (q.x * q.x + q.y * q.y)); | |
179 | } | |
180 | public static Vector3 GetUpVector(Quaternion q) | |
181 | { | |
182 | return new Vector3( 2 * (q.x * q.y - q.w * q.z), | |
183 | 1 - 2 * (q.x * q.x + q.z * q.z), | |
184 | 2 * (q.y * q.z + q.w * q.x)); | |
185 | } | |
186 | public static Vector3 GetRightVector(Quaternion q) | |
187 | { | |
188 | return new Vector3( 1 - 2 * (q.y * q.y + q.z * q.z), | |
189 | 2 * (q.x * q.y + q.w * q.z), | |
190 | 2 * (q.x * q.z - q.w * q.y)); | |
191 | } | |
192 | } |