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using System;
using UnityEngine;
namespace Rigging.Debugging
{
public class DebugRigidBody : MonoBehaviour
{
public enum EMode
{
Axis,
Cube,
Axis_Cube,
Custom,
}
public EMode mode = EMode.Axis;
public Color color = Color.white;
// When added to an object, draws colored rays from the
// transform position.
public int lineCount = 100;
public float radius = 3.0f;
public float cubeLen = 0.05f;
public System.Action customDraw;
static Material lineMaterial;
static void CreateLineMaterial()
{
if (!lineMaterial)
{
// Unity has a built-in shader that is useful for drawing
// simple colored things.
Shader shader = Shader.Find("Hidden/Internal-Colored");
lineMaterial = new Material(shader);
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
// Turn on alpha blending
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
// Turn backface culling off
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
// Turn off depth writes
lineMaterial.SetInt("_ZWrite", 0);
}
}
private void PutVertex(Vector3 vert)
{
GL.Vertex3(vert.x, vert.y, vert.z);
}
// Will be called after all regular rendering is done
public void OnRenderObject()
{
CreateLineMaterial();
// Apply the line material
lineMaterial.SetPass(0);
if (mode == EMode.Axis || mode == EMode.Axis_Cube)
{
GL.PushMatrix();
// Set transformation matrix for drawing to
// match our transform
GL.MultMatrix(transform.localToWorldMatrix);
// Draw lines
GL.Begin(GL.LINES);
float len = 0.3f;
GL.Color(Color.red);
PutVertex(Vector3.zero);
PutVertex(Vector3.right * len);
GL.Color(Color.green);
PutVertex(Vector3.zero);
PutVertex(Vector3.up * len);
GL.Color(Color.blue);
PutVertex(Vector3.zero);
PutVertex(Vector3.forward * len);
GL.End();
GL.PopMatrix();
}
if (mode == EMode.Cube || mode == EMode.Axis_Cube)
{
GL.PushMatrix();
// Set transformation matrix for drawing to
// match our transform
GL.MultMatrix(transform.localToWorldMatrix);
float len = cubeLen / 2.0f;
GL.wireframe = true;
GL.Begin(GL.QUADS);
GL.Color(color);
GL.Vertex3(len, len, -len);
GL.Vertex3(-len, len, -len);
GL.Vertex3(-len, len, len);
GL.Vertex3(len, len, len);
// Bottom face (y = -len)
GL.Vertex3(len, -len, len);
GL.Vertex3(-len, -len, len);
GL.Vertex3(-len, -len, -len);
GL.Vertex3(len, -len, -len);
// Front face (z = len)
GL.Vertex3(len, len, len);
GL.Vertex3(-len, len, len);
GL.Vertex3(-len, -len, len);
GL.Vertex3(len, -len, len);
// Back face (z = -len)
GL.Vertex3(len, -len, -len);
GL.Vertex3(-len, -len, -len);
GL.Vertex3(-len, len, -len);
GL.Vertex3(len, len, -len);
// Left face (x = -len)
GL.Vertex3(-len, len, len);
GL.Vertex3(-len, len, -len);
GL.Vertex3(-len, -len, -len);
GL.Vertex3(-len, -len, len);
// Right face (x = len)
GL.Vertex3(len, len, -len);
GL.Vertex3(len, len, len);
GL.Vertex3(len, -len, len);
GL.Vertex3(len, -len, -len);
GL.End(); // End of drawing color-cube
GL.wireframe = false;
GL.PopMatrix();
}
if (mode == EMode.Custom)
{
if (customDraw != null)
{
customDraw.Invoke();
}
}
}
}
}
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