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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 | public float GetWidthStart_(){return widthStart;} | |
23 | public float GetWidthFinish_(){return widthFinish;} | |
24 | ||
25 | public void SetShaderOption_(ShaderOptionEnum shader) | |
26 | { | |
27 | this.shader = shader; | |
28 | } | |
29 | ||
30 | public void SetColor_(Color color){this.color = color;} | |
31 | public Color GetColor_(){return this.color;} | |
32 | ||
33 | public static void SetShaderOption(ShaderOptionEnum shader){instance.SetShaderOption_(shader);} | |
34 | public static Color GetColor(){return instance.GetColor_();} | |
35 | public static void SetColor(Color color){instance.SetColor_(color);} | |
36 | public static void SetWidth(float widthStart, float widthFinish){instance.SetWidth_(widthStart, widthFinish);} | |
37 | public static void SetWidth(float width){instance.SetWidth_(width, width);} | |
38 | public static float GetWidthStart(){return instance.GetWidthStart_();} | |
39 | public static float GetWidthFinish(){return instance.GetWidthFinish_();} | |
40 | ||
41 | public static GameObject AddPersistent(Vector3 a, Vector3 b){return instance.AddLine_(a, b, true);} | |
42 | public static GameObject AddPersistentCircle(Vector3 center, float radius, Vector3 normal){return instance.AddCircle_(center, radius, normal, 360, 0, 24, true);} | |
43 | public static GameObject AddPersistentSpiralPlane(Vector3 center, int size, Vector3 normal){return instance.AddSpiralPlane_(center, size, normal, 24, true);} | |
44 | public static GameObject AddPersistentQuaternion(Vector3 p, float radius, Quaternion q){return instance.AddQuaternion_(p, radius, q, 24, true);} | |
45 | public static void AddTemporary(Vector3 a, Vector3 b){instance.AddLine_(a, b, false);} | |
46 | public static void AddTemporaryCircle(Vector3 center, float radius, Vector3 normal){instance.AddCircle_(center, radius, normal, 360, 0, 24, false);} | |
47 | ||
48 | List<GameObject> temp = new List<GameObject>(); | |
49 | List<GameObject> unusedTemp = new List<GameObject>(); | |
50 | ||
51 | // MonoBehavior upkeep stuff, including test code ----------------------------- | |
52 | ||
53 | // TEST CODE | |
54 | // float t = 0; | |
55 | - | // LineDraw.AddTemporaryCircle(new Vector3(2,-2,-1), .6f, new Vector3(-1,1,1).normalized); |
55 | + | |
56 | { | |
57 | for(int i = 0; i < temp.Count; ++i) | |
58 | { | |
59 | temp[i].active = false; | |
60 | unusedTemp.Add(temp[i]); | |
61 | } | |
62 | temp.Clear(); | |
63 | // TEST CODE | |
64 | // t += Time.deltaTime; | |
65 | // if(t >= 360) t-=360; | |
66 | // Quaternion q = Quaternion.AngleAxis(t * 360, Vector3.forward); | |
67 | // Vector3 v = q * new Vector3(1,0,0); | |
68 | // LineDraw.AddTemporary(Vector3.zero, v); | |
69 | } | |
70 | void Start() | |
71 | { | |
72 | if(instance == null) | |
73 | instance = this; | |
74 | // TEST CODE | |
75 | // GameObject g = LineDraw.AddPersistent(new Vector3(-1,-1,-2), new Vector3(5,1,-2)); | |
76 | // Destroy(g, 3); | |
77 | // Vector3 v = new Vector3(1,1,1); | |
78 | // v.Normalize(); | |
79 | // LineDraw.AddPersistentSpiralPlane(new Vector3(-2,2,-1), 2, v); | |
80 | // Vector3 p = new Vector3(2,-2,-1), n = new Vector3(-1,1,1).normalized; | |
81 | // for(int i = 0; i < 5; ++i) | |
82 | // { | |
83 | // AddCircle_(p, 1.0f+(0.4f*i), n, 360-(i*15), 0+(i*30), 24, true); | |
84 | // } | |
85 | // LineDraw.SetColor(Color.white); | |
86 | // Quaternion q = transform.rotation; | |
87 | // AddPersistentQuaternion(new Vector3(0, -5, 0), .5f, q); | |
88 | // LineDraw.SetColor(Color.blue); | |
89 | } | |
90 | ||
91 | // THE MEATY CODE ------------------------------------------------------------- | |
92 | GameObject GetLineGameObject() | |
93 | { | |
94 | GameObject go; | |
95 | LineRenderer lineRenderer; | |
96 | if(unusedTemp.Count > 0) | |
97 | { | |
98 | int lastIndex = unusedTemp.Count-1; | |
99 | go = unusedTemp[lastIndex]; | |
100 | unusedTemp.RemoveAt(lastIndex); | |
101 | go.active = true; | |
102 | lineRenderer = go.GetComponent<LineRenderer>(); | |
103 | }else{ | |
104 | go = new GameObject("line"); | |
105 | lineRenderer = go.AddComponent<LineRenderer>(); | |
106 | } | |
107 | string shaderName = shaders[(int)shader]; | |
108 | if(lineRenderer.material.shader.name != shaderName) | |
109 | { | |
110 | UnityEngine.Shader shaderObject = Shader.Find(shaderName); | |
111 | lineRenderer.material = new Material(shaderObject); | |
112 | } | |
113 | lineRenderer.material.color = color; | |
114 | - | float tempRotation = 0; |
114 | + | |
115 | - | public GameObject AddCircle_(Vector3 p, float r, Vector3 normal, bool persistent) |
115 | + | |
116 | lineRenderer.SetColors(color, color); | |
117 | - | float startRotation = 0;//tempRotation * 360; |
117 | + | |
118 | - | int numPoints = 24; |
118 | + | |
119 | return go; | |
120 | } | |
121 | - | lineRenderer.SetVertexCount(numPoints+1); |
121 | + | |
122 | - | tempRotation += Time.deltaTime; |
122 | + | |
123 | - | if(tempRotation > 1) tempRotation -= 1; |
123 | + | |
124 | - | Quaternion q1 = Quaternion.LookRotation(normal); |
124 | + | |
125 | LineRenderer lineRenderer = lineg.GetComponent<LineRenderer>(); | |
126 | lineRenderer.SetVertexCount(numPoints); | |
127 | lineRenderer.SetPosition(0, a); | |
128 | - | // SetColor_(Color.red); AddLine_(p, GetRightVector(q1) + p,persistent); |
128 | + | |
129 | - | // SetColor_(Color.green); AddLine_(p, GetUpVector(q1) + p,persistent); |
129 | + | |
130 | - | // SetColor_(Color.blue); AddLine_(p, GetForwardVector(q1) + p,persistent); |
130 | + | |
131 | return lineg; | |
132 | } | |
133 | - | Quaternion q; |
133 | + | public GameObject AddCircle_(Vector3 p, float r, Vector3 normal, float angle, float startAngle, int pointsPerCircle, bool persistent) |
134 | { | |
135 | float numPointsF = (angle * pointsPerCircle / 360); | |
136 | - | q = Quaternion.AngleAxis(i*360.0f/24 + startRotation, normal); |
136 | + | int numPoints = (int)(numPointsF); |
137 | float remainder = numPointsF - numPoints; | |
138 | GameObject lineg = GetLineGameObject(); | |
139 | - | q = Quaternion.AngleAxis(startRotation, normal); |
139 | + | |
140 | - | lineRenderer.SetPosition(numPoints, p + q * right * r); |
140 | + | Quaternion q = Quaternion.LookRotation(normal); |
141 | Vector3 right = GetRightVector(q); | |
142 | lineRenderer.SetVertexCount(numPoints+1 + ((remainder>0?1:0))); | |
143 | lineRenderer.SetPosition(0, p + right * r); | |
144 | for(int i = 0; i < numPoints+1; ++i) | |
145 | - | public GameObject AddSpiralPlane_(Vector3 p, int size, Vector3 normal, bool persistent) |
145 | + | |
146 | q = Quaternion.AngleAxis(i*360.0f/pointsPerCircle + startAngle, normal); | |
147 | - | int perCircle = 24; |
147 | + | |
148 | - | int numPoints = size*perCircle; |
148 | + | |
149 | if(remainder > 0) | |
150 | { | |
151 | q = Quaternion.AngleAxis(angle + startAngle, normal); | |
152 | lineRenderer.SetPosition(numPoints+1, p + q * right * r); | |
153 | } | |
154 | if(!persistent) | |
155 | temp.Add(lineg); | |
156 | - | Quaternion q = Quaternion.AngleAxis(i*360.0f/perCircle, normal); |
156 | + | |
157 | // Color c = GetColor_(); | |
158 | // SetColor_(Color.red); AddLine_(p, GetRightVector(q) + p,persistent); | |
159 | - | rad += 2f/perCircle; |
159 | + | // SetColor_(Color.green); AddLine_(p, GetUpVector(q) + p,persistent); |
160 | // SetColor_(Color.blue); AddLine_(p, GetForwardVector(q) + p,persistent); | |
161 | // SetColor_(c); | |
162 | return lineg; | |
163 | } | |
164 | public GameObject AddQuaternion_(Vector3 p, float r, Quaternion quaternion, int pointsPerCircle, bool persistent) | |
165 | { | |
166 | Vector3 axis; | |
167 | - | public static GameObject AddPersistentCircle(Vector3 center, float radius, Vector3 normal) |
167 | + | float angle; |
168 | - | {return instance.AddCircle_(center, radius, normal, true);} |
168 | + | quaternion.ToAngleAxis(out angle, out axis); |
169 | - | public static void AddTemporaryCircle(Vector3 center, float radius, Vector3 normal) |
169 | + | float s = widthStart, f = widthFinish; |
170 | - | {instance.AddCircle_(center, radius, normal, false);} |
170 | + | SetWidth_(s+f, 0); |
171 | - | public static GameObject AddPersistentSpiralPlane(Vector3 center, int size, Vector3 normal) |
171 | + | Vector3 r2 = axis*r*2; |
172 | - | {return instance.AddSpiralPlane_(center, size, normal, true);} |
172 | + | GameObject lineg = AddLine_(p-r2, p+r2, persistent);//GetLineGameObject(); |
173 | GameObject curve = AddCircle_(p, r, axis, angle, 0, pointsPerCircle, persistent); | |
174 | curve.transform.parent = lineg.transform; | |
175 | SetWidth_(s, f); | |
176 | if(!persistent) | |
177 | { | |
178 | temp.Add(lineg); | |
179 | temp.Add(curve); | |
180 | } | |
181 | return lineg; | |
182 | } | |
183 | public GameObject AddSpiralPlane_(Vector3 p, int size, Vector3 normal, int pointsPerCircle, bool persistent) | |
184 | { | |
185 | int numPoints = size*pointsPerCircle; | |
186 | GameObject lineg = GetLineGameObject(); | |
187 | LineRenderer lineRenderer = lineg.GetComponent<LineRenderer>(); | |
188 | Vector3 right = GetRightVector(Quaternion.LookRotation(normal)); | |
189 | lineRenderer.SetVertexCount(numPoints); | |
190 | float rad = 0; | |
191 | for(int i = 0; i < numPoints; ++i) | |
192 | { | |
193 | Quaternion q = Quaternion.AngleAxis(i*360.0f/pointsPerCircle, normal); | |
194 | Vector3 delta = q * right * rad; | |
195 | lineRenderer.SetPosition(i, p + (delta * 1)); | |
196 | rad += 2f/pointsPerCircle; | |
197 | } | |
198 | if(!persistent) | |
199 | temp.Add(lineg); | |
200 | return lineg; | |
201 | } | |
202 | Vector3 GetForwardVector(Quaternion q) | |
203 | { | |
204 | return new Vector3( 2 * (q.x * q.z + q.w * q.y), | |
205 | 2 * (q.y * q.z - q.w * q.x), | |
206 | 1 - 2 * (q.x * q.x + q.y * q.y)); | |
207 | } | |
208 | public static Vector3 GetUpVector(Quaternion q) | |
209 | { | |
210 | return new Vector3( 2 * (q.x * q.y - q.w * q.z), | |
211 | 1 - 2 * (q.x * q.x + q.z * q.z), | |
212 | 2 * (q.y * q.z + q.w * q.x)); | |
213 | } | |
214 | public static Vector3 GetRightVector(Quaternion q) | |
215 | { | |
216 | return new Vector3( 1 - 2 * (q.y * q.y + q.z * q.z), | |
217 | 2 * (q.x * q.y + q.w * q.z), | |
218 | 2 * (q.x * q.z - q.w * q.y)); | |
219 | } | |
220 | } |