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DebugE.cs
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using UnityEngine;
namespace ProceduralToolkit
{
/// <summary>
/// Collection of drawing methods similar to Debug.DrawLine
/// </summary>
public static class DebugE
{
private static readonly Draw.DebugDrawLine drawLine;
static DebugE()
{
drawLine = Debug.DrawLine;
}
#region DrawRay
/// <summary>
/// Draws a ray starting at ray.origin to ray.origin + ray.direction
/// </summary>
public static void DrawRay(Ray ray)
{
DrawRay(ray, Color.white);
}
/// <summary>
/// Draws a ray starting at ray.origin to ray.origin + ray.direction
/// </summary>
public static void DrawRay(Ray ray, Color color, float duration = 0, bool depthTest = true)
{
Draw.WireRay(drawLine, ray, color, duration, depthTest);
}
#endregion DrawRay
#region DrawWireQuad
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void DrawWireQuadXY(Vector3 position, Quaternion rotation, Vector2 scale)
{
DrawWireQuadXY(position, rotation, scale, Color.white);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void DrawWireQuadXY(Vector3 position, Quaternion rotation, Vector2 scale, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireQuadXY(drawLine, position, rotation, scale, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void DrawWireQuadXZ(Vector3 position, Quaternion rotation, Vector2 scale)
{
DrawWireQuadXZ(position, rotation, scale, Color.white);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void DrawWireQuadXZ(Vector3 position, Quaternion rotation, Vector2 scale, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireQuadXZ(drawLine, position, rotation, scale, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void DrawWireQuadYZ(Vector3 position, Quaternion rotation, Vector2 scale)
{
DrawWireQuadYZ(position, rotation, scale, Color.white);
}
/// <summary>
/// Draws a wireframe quad with position, rotation and scale
/// </summary>
public static void DrawWireQuadYZ(Vector3 position, Quaternion rotation, Vector2 scale, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireQuadYZ(drawLine, position, rotation, scale, color, duration, depthTest);
}
#endregion DrawWireQuad
#region DrawWireCube
/// <summary>
/// Draws a wireframe cube with position, rotation and scale
/// </summary>
public static void DrawWireCube(Vector3 position, Quaternion rotation, Vector3 scale)
{
DrawWireCube(position, rotation, scale, Color.white);
}
/// <summary>
/// Draws a wireframe cube with position, rotation and scale
/// </summary>
public static void DrawWireCube(Vector3 position, Quaternion rotation, Vector3 scale, Color color, float duration = 0, bool depthTest = true)
{
Draw.WireCube(drawLine, position, rotation, scale, color, duration, depthTest);
}
#endregion DrawWireCube
#region DrawWireCircle
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void DrawWireCircleXY(Vector3 position, float radius)
{
DrawWireCircleXY(position, radius, Color.white);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void DrawWireCircleXY(Vector3 position, float radius, Color color, float duration = 0, bool depthTest = true)
{
Draw.WireCircleXY(drawLine, position, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void DrawWireCircleXY(Vector3 position, Quaternion rotation, float radius)
{
DrawWireCircleXY(position, rotation, radius, Color.white);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void DrawWireCircleXY(Vector3 position, Quaternion rotation, float radius, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireCircleXY(drawLine, position, rotation, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void DrawWireCircleXZ(Vector3 position, float radius)
{
DrawWireCircleXZ(position, radius, Color.white);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void DrawWireCircleXZ(Vector3 position, float radius, Color color, float duration = 0, bool depthTest = true)
{
Draw.WireCircleXZ(drawLine, position, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void DrawWireCircleXZ(Vector3 position, Quaternion rotation, float radius)
{
DrawWireCircleXZ(position, rotation, radius, Color.white);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void DrawWireCircleXZ(Vector3 position, Quaternion rotation, float radius, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireCircleXZ(drawLine, position, rotation, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void DrawWireCircleYZ(Vector3 position, float radius)
{
DrawWireCircleYZ(position, radius, Color.white);
}
/// <summary>
/// Draws a wireframe circle with position and radius
/// </summary>
public static void DrawWireCircleYZ(Vector3 position, float radius, Color color, float duration = 0, bool depthTest = true)
{
Draw.WireCircleYZ(drawLine, position, radius, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void DrawWireCircleYZ(Vector3 position, Quaternion rotation, float radius)
{
DrawWireCircleYZ(position, rotation, radius, Color.white);
}
/// <summary>
/// Draws a wireframe circle with position, rotation and radius
/// </summary>
public static void DrawWireCircleYZ(Vector3 position, Quaternion rotation, float radius, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireCircleYZ(drawLine, position, rotation, radius, color, duration, depthTest);
}
#endregion DrawWireCicle
#region DrawWireArc
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void DrawWireArcXY(Vector3 position, float radius, float fromAngle, float toAngle)
{
DrawWireArcXY(position, radius, fromAngle, toAngle, Color.white);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void DrawWireArcXY(Vector3 position, float radius, float fromAngle, float toAngle, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireArcXY(drawLine, position, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void DrawWireArcXY(Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle)
{
DrawWireArcXY(position, rotation, radius, fromAngle, toAngle, Color.white);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void DrawWireArcXY(Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle, Color color,
float duration = 0, bool depthTest = true)
{
Draw.WireArcXY(drawLine, position, rotation, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void DrawWireArcXZ(Vector3 position, float radius, float fromAngle, float toAngle)
{
DrawWireArcXZ(position, radius, fromAngle, toAngle, Color.white);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void DrawWireArcXZ(Vector3 position, float radius, float fromAngle, float toAngle, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireArcXZ(drawLine, position, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void DrawWireArcXZ(Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle)
{
DrawWireArcXZ(position, rotation, radius, fromAngle, toAngle, Color.white);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void DrawWireArcXZ(Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle, Color color,
float duration = 0, bool depthTest = true)
{
Draw.WireArcXZ(drawLine, position, rotation, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void DrawWireArcYZ(Vector3 position, float radius, float fromAngle, float toAngle)
{
DrawWireArcYZ(position, radius, fromAngle, toAngle, Color.white);
}
/// <summary>
/// Draws a wireframe circular arc with position and radius
/// </summary>
public static void DrawWireArcYZ(Vector3 position, float radius, float fromAngle, float toAngle, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireArcYZ(drawLine, position, radius, fromAngle, toAngle, color, duration, depthTest);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void DrawWireArcYZ(Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle)
{
DrawWireArcYZ(position, rotation, radius, fromAngle, toAngle, Color.white);
}
/// <summary>
/// Draws a wireframe circular arc with position, rotation and radius
/// </summary>
public static void DrawWireArcYZ(Vector3 position, Quaternion rotation, float radius, float fromAngle, float toAngle, Color color,
float duration = 0, bool depthTest = true)
{
Draw.WireArcYZ(drawLine, position, rotation, radius, fromAngle, toAngle, color, duration, depthTest);
}
#endregion DrawWireArc
#region DrawWireSphere
/// <summary>
/// Draws a wireframe sphere with position, rotation and radius
/// </summary>
public static void DrawWireSphere(Vector3 position, Quaternion rotation, float radius)
{
DrawWireSphere(position, rotation, radius, Color.white);
}
/// <summary>
/// Draws a wireframe sphere with position, rotation and radius
/// </summary>
public static void DrawWireSphere(Vector3 position, Quaternion rotation, float radius, Color color, float duration = 0, bool depthTest = true)
{
Draw.WireSphere(drawLine, position, rotation, radius, color, duration, depthTest);
}
#endregion DrawWireSphere
#region DrawWireHemisphere
/// <summary>
/// Draws a wireframe hemisphere with position, rotation and radius
/// </summary>
public static void DrawWireHemisphere(Vector3 position, Quaternion rotation, float radius)
{
DrawWireHemisphere(position, rotation, radius, Color.white);
}
/// <summary>
/// Draws a wireframe hemisphere with position, rotation and radius
/// </summary>
public static void DrawWireHemisphere(Vector3 position, Quaternion rotation, float radius, Color color, float duration = 0,
bool depthTest = true)
{
Draw.WireHemisphere(drawLine, position, rotation, radius, color, duration, depthTest);
}
#endregion DrawWireHemisphere
#region DrawWireCone
/// <summary>
/// Draws a wireframe cone with position and rotation
/// </summary>
public static void DrawWireCone(Vector3 position, Quaternion rotation, float apexRadius, float angle, float length)
{
DrawWireCone(position, rotation, apexRadius, angle, length, Color.white);
}
/// <summary>
/// Draws a wireframe cone with position and rotation
/// </summary>
public static void DrawWireCone(Vector3 position, Quaternion rotation, float apexRadius, float angle, float length, Color color,
float duration = 0, bool depthTest = true)
{
Draw.WireCone(drawLine, position, rotation, apexRadius, angle, length, color, duration, depthTest);
}
#endregion DrawWireCone
}
}