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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 | } |