SHOW:
|
|
- or go back to the newest paste.
| 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 | } |