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authorchai <215380520@qq.com>2024-05-23 10:08:29 +0800
committerchai <215380520@qq.com>2024-05-23 10:08:29 +0800
commit8722a9920c1f6119bf6e769cba270e63097f8e25 (patch)
tree2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilder2DExtensions.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilder2DExtensions.cs')
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilder2DExtensions.cs587
1 files changed, 587 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilder2DExtensions.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilder2DExtensions.cs
new file mode 100644
index 0000000..3bb4ae0
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilder2DExtensions.cs
@@ -0,0 +1,587 @@
+// This file is automatically generated by a script based on the CommandBuilder API.
+// This file adds additional overloads to the CommandBuilder API.
+using Unity.Burst;
+using UnityEngine;
+using System.Collections.Generic;
+using Unity.Collections;
+using Unity.Mathematics;
+using Unity.Collections.LowLevel.Unsafe;
+using Unity.Jobs;
+using static Pathfinding.Drawing.CommandBuilder;
+
+namespace Pathfinding.Drawing {
+ public partial struct CommandBuilder2D {
+ /// <summary>\copydocref{CommandBuilder.WithMatrix(Matrix4x4)}</summary>
+ [BurstDiscard]
+ public ScopeMatrix WithMatrix (Matrix4x4 matrix) {
+ return draw.WithMatrix(matrix);
+ }
+ /// <summary>\copydocref{CommandBuilder.WithMatrix(float3x3)}</summary>
+ [BurstDiscard]
+ public ScopeMatrix WithMatrix (float3x3 matrix) {
+ return draw.WithMatrix(matrix);
+ }
+ /// <summary>\copydocref{CommandBuilder.WithColor(Color)}</summary>
+ [BurstDiscard]
+ public ScopeColor WithColor (Color color) {
+ return draw.WithColor(color);
+ }
+
+ /// <summary>\copydocref{CommandBuilder.WithLineWidth(float,bool)}</summary>
+ [BurstDiscard]
+ public ScopeLineWidth WithLineWidth (float pixels, bool automaticJoins = true) {
+ return draw.WithLineWidth(pixels, automaticJoins);
+ }
+
+
+ /// <summary>\copydocref{CommandBuilder.PushMatrix(Matrix4x4)}</summary>
+ public void PushMatrix (Matrix4x4 matrix) {
+ draw.PushMatrix(matrix);
+ }
+ /// <summary>\copydocref{CommandBuilder.PushMatrix(float4x4)}</summary>
+ public void PushMatrix (float4x4 matrix) {
+ draw.PushMatrix(matrix);
+ }
+
+
+ /// <summary>\copydocref{CommandBuilder.PopMatrix()}</summary>
+ public void PopMatrix () {
+ draw.PopMatrix();
+ }
+
+
+
+
+
+
+
+
+ /// <summary>\copydocref{CommandBuilder.Line(Vector3,Vector3)}</summary>
+ public void Line (Vector3 a, Vector3 b) {
+ draw.Line(a, b);
+ }
+ /// <summary>\copydocref{CommandBuilder.Line(Vector3,Vector3)}</summary>
+ public void Line (Vector2 a, Vector2 b) {
+ Line(xy ? new Vector3(a.x, a.y, 0) : new Vector3(a.x, 0, a.y), xy ? new Vector3(b.x, b.y, 0) : new Vector3(b.x, 0, b.y));
+ }
+ /// <summary>\copydocref{CommandBuilder.Line(Vector3,Vector3,Color)}</summary>
+ public void Line (Vector3 a, Vector3 b, Color color) {
+ draw.Line(a, b, color);
+ }
+ /// <summary>\copydocref{CommandBuilder.Line(Vector3,Vector3,Color)}</summary>
+ public void Line (Vector2 a, Vector2 b, Color color) {
+ Line(xy ? new Vector3(a.x, a.y, 0) : new Vector3(a.x, 0, a.y), xy ? new Vector3(b.x, b.y, 0) : new Vector3(b.x, 0, b.y), color);
+ }
+ /// <summary>\copydocref{CommandBuilder.Ray(float3,float3)}</summary>
+ public void Ray (float3 origin, float3 direction) {
+ draw.Ray(origin, direction);
+ }
+ /// <summary>\copydocref{CommandBuilder.Ray(float3,float3)}</summary>
+ public void Ray (float2 origin, float2 direction) {
+ Ray(xy ? new float3(origin, 0) : new float3(origin.x, 0, origin.y), xy ? new float3(direction, 0) : new float3(direction.x, 0, direction.y));
+ }
+ /// <summary>\copydocref{CommandBuilder.Ray(Ray,float)}</summary>
+ public void Ray (Ray ray, float length) {
+ draw.Ray(ray, length);
+ }
+ /// <summary>\copydocref{CommandBuilder.Arc(float3,float3,float3)}</summary>
+ public void Arc (float3 center, float3 start, float3 end) {
+ draw.Arc(center, start, end);
+ }
+ /// <summary>\copydocref{CommandBuilder.Arc(float3,float3,float3)}</summary>
+ public void Arc (float2 center, float2 start, float2 end) {
+ Arc(xy ? new float3(center, 0) : new float3(center.x, 0, center.y), xy ? new float3(start, 0) : new float3(start.x, 0, start.y), xy ? new float3(end, 0) : new float3(end.x, 0, end.y));
+ }
+
+
+
+
+ /// <summary>\copydocref{CommandBuilder.Polyline(List&lt;Vector3&gt;,bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (List<Vector3> points, bool cycle = false) {
+ draw.Polyline(points, cycle);
+ }
+ /// <summary>\copydocref{CommandBuilder.Polyline(Vector3[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (Vector3[] points, bool cycle = false) {
+ draw.Polyline(points, cycle);
+ }
+ /// <summary>\copydocref{CommandBuilder.Polyline(float3[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (float3[] points, bool cycle = false) {
+ draw.Polyline(points, cycle);
+ }
+ /// <summary>\copydocref{CommandBuilder.Polyline(NativeArray&lt;float3&gt;,bool)}</summary>
+ public void Polyline (NativeArray<float3> points, bool cycle = false) {
+ draw.Polyline(points, cycle);
+ }
+
+
+
+ /// <summary>\copydocref{CommandBuilder.Cross(float3,float)}</summary>
+ public void Cross (float3 position, float size = 1) {
+ draw.Cross(position, size);
+ }
+ /// <summary>\copydocref{CommandBuilder.Bezier(float3,float3,float3,float3)}</summary>
+ public void Bezier (float3 p0, float3 p1, float3 p2, float3 p3) {
+ draw.Bezier(p0, p1, p2, p3);
+ }
+ /// <summary>\copydocref{CommandBuilder.Bezier(float3,float3,float3,float3)}</summary>
+ public void Bezier (float2 p0, float2 p1, float2 p2, float2 p3) {
+ Bezier(xy ? new float3(p0, 0) : new float3(p0.x, 0, p0.y), xy ? new float3(p1, 0) : new float3(p1.x, 0, p1.y), xy ? new float3(p2, 0) : new float3(p2.x, 0, p2.y), xy ? new float3(p3, 0) : new float3(p3.x, 0, p3.y));
+ }
+
+
+
+ /// <summary>\copydocref{CommandBuilder.Arrow(float3,float3)}</summary>
+ public void Arrow (float3 from, float3 to) {
+ ArrowRelativeSizeHead(from, to, xy ? XY_UP : XZ_UP, 0.2f);
+ }
+ /// <summary>\copydocref{CommandBuilder.Arrow(float3,float3)}</summary>
+ public void Arrow (float2 from, float2 to) {
+ Arrow(xy ? new float3(from, 0) : new float3(from.x, 0, from.y), xy ? new float3(to, 0) : new float3(to.x, 0, to.y));
+ }
+ /// <summary>\copydocref{CommandBuilder.Arrow(float3,float3,float3,float)}</summary>
+ public void Arrow (float3 from, float3 to, float3 up, float headSize) {
+ draw.Arrow(from, to, up, headSize);
+ }
+ /// <summary>\copydocref{CommandBuilder.Arrow(float3,float3,float3,float)}</summary>
+ public void Arrow (float2 from, float2 to, float2 up, float headSize) {
+ Arrow(xy ? new float3(from, 0) : new float3(from.x, 0, from.y), xy ? new float3(to, 0) : new float3(to.x, 0, to.y), xy ? new float3(up, 0) : new float3(up.x, 0, up.y), headSize);
+ }
+ /// <summary>\copydocref{CommandBuilder.ArrowRelativeSizeHead(float3,float3,float3,float)}</summary>
+ public void ArrowRelativeSizeHead (float3 from, float3 to, float3 up, float headFraction) {
+ draw.ArrowRelativeSizeHead(from, to, up, headFraction);
+ }
+ /// <summary>\copydocref{CommandBuilder.ArrowRelativeSizeHead(float3,float3,float3,float)}</summary>
+ public void ArrowRelativeSizeHead (float2 from, float2 to, float2 up, float headFraction) {
+ ArrowRelativeSizeHead(xy ? new float3(from, 0) : new float3(from.x, 0, from.y), xy ? new float3(to, 0) : new float3(to.x, 0, to.y), xy ? new float3(up, 0) : new float3(up.x, 0, up.y), headFraction);
+ }
+
+
+
+
+ /// <summary>\copydocref{CommandBuilder.ArrowheadArc(float3,float3,float,float)}</summary>
+ public void ArrowheadArc (float3 origin, float3 direction, float offset, float width = 60) {
+ if (!math.any(direction)) return;
+ if (offset < 0) throw new System.ArgumentOutOfRangeException(nameof(offset));
+ if (offset == 0) return;
+
+ var rot = Quaternion.LookRotation(direction, xy ? XY_UP : XZ_UP);
+ PushMatrix(Matrix4x4.TRS(origin, rot, Vector3.one));
+ var a1 = math.PI * 0.5f - width * (0.5f * Mathf.Deg2Rad);
+ var a2 = math.PI * 0.5f + width * (0.5f * Mathf.Deg2Rad);
+ draw.CircleXZInternal(float3.zero, offset, a1, a2);
+ var p1 = new float3(math.cos(a1), 0, math.sin(a1)) * offset;
+ var p2 = new float3(math.cos(a2), 0, math.sin(a2)) * offset;
+ const float sqrt2 = 1.4142f;
+ var p3 = new float3(0, 0, sqrt2 * offset);
+ Line(p1, p3);
+ Line(p3, p2);
+ PopMatrix();
+ }
+ /// <summary>\copydocref{CommandBuilder.ArrowheadArc(float3,float3,float,float)}</summary>
+ public void ArrowheadArc (float2 origin, float2 direction, float offset, float width = 60) {
+ ArrowheadArc(xy ? new float3(origin, 0) : new float3(origin.x, 0, origin.y), xy ? new float3(direction, 0) : new float3(direction.x, 0, direction.y), offset, width);
+ }
+
+
+ /// <summary>\copydocref{CommandBuilder.WireRectangle(float3,quaternion,float2)}</summary>
+ public void WireRectangle (float3 center, quaternion rotation, float2 size) {
+ draw.WireRectangle(center, rotation, size);
+ }
+ /// <summary>\copydocref{CommandBuilder.WireRectangle(float3,quaternion,float2)}</summary>
+ public void WireRectangle (float2 center, quaternion rotation, float2 size) {
+ WireRectangle(xy ? new float3(center, 0) : new float3(center.x, 0, center.y), rotation, size);
+ }
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ /// <summary>\copydocref{Ray(float3,float3)}</summary>
+ public void Ray (float3 origin, float3 direction, Color color) {
+ draw.Ray(origin, direction, color);
+ }
+ /// <summary>\copydocref{Ray(float2,float2)}</summary>
+ public void Ray (float2 origin, float2 direction, Color color) {
+ Ray(xy ? new float3(origin, 0) : new float3(origin.x, 0, origin.y), xy ? new float3(direction, 0) : new float3(direction.x, 0, direction.y), color);
+ }
+ /// <summary>\copydocref{Ray(Ray,float)}</summary>
+ public void Ray (Ray ray, float length, Color color) {
+ draw.Ray(ray, length, color);
+ }
+ /// <summary>\copydocref{Arc(float3,float3,float3)}</summary>
+ public void Arc (float3 center, float3 start, float3 end, Color color) {
+ draw.Arc(center, start, end, color);
+ }
+ /// <summary>\copydocref{Arc(float2,float2,float2)}</summary>
+ public void Arc (float2 center, float2 start, float2 end, Color color) {
+ Arc(xy ? new float3(center, 0) : new float3(center.x, 0, center.y), xy ? new float3(start, 0) : new float3(start.x, 0, start.y), xy ? new float3(end, 0) : new float3(end.x, 0, end.y), color);
+ }
+
+
+
+
+
+
+ /// <summary>\copydocref{Polyline(List&lt;Vector3&gt;,bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (List<Vector3> points, bool cycle, Color color) {
+ draw.Polyline(points, cycle, color);
+ }
+ /// <summary>\copydocref{Polyline(List&lt;Vector3&gt;,bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (List<Vector3> points, Color color) {
+ Polyline(points, false, color);
+ }
+ /// <summary>\copydocref{Polyline(Vector3[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (Vector3[] points, bool cycle, Color color) {
+ draw.Polyline(points, cycle, color);
+ }
+ /// <summary>\copydocref{Polyline(Vector3[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (Vector3[] points, Color color) {
+ Polyline(points, false, color);
+ }
+ /// <summary>\copydocref{Polyline(float3[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (float3[] points, bool cycle, Color color) {
+ draw.Polyline(points, cycle, color);
+ }
+ /// <summary>\copydocref{Polyline(float3[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (float3[] points, Color color) {
+ Polyline(points, false, color);
+ }
+ /// <summary>\copydocref{Polyline(NativeArray&lt;float3&gt;,bool)}</summary>
+ public void Polyline (NativeArray<float3> points, bool cycle, Color color) {
+ draw.Polyline(points, cycle, color);
+ }
+ /// <summary>\copydocref{Polyline(NativeArray&lt;float3&gt;,bool)}</summary>
+ public void Polyline (NativeArray<float3> points, Color color) {
+ Polyline(points, false, color);
+ }
+
+
+
+ /// <summary>\copydocref{Cross(float3,float)}</summary>
+ public void Cross (float3 position, float size, Color color) {
+ draw.Cross(position, size, color);
+ }
+ /// <summary>\copydocref{Cross(float3,float)}</summary>
+ public void Cross (float3 position, Color color) {
+ Cross(position, 1, color);
+ }
+ /// <summary>\copydocref{Bezier(float3,float3,float3,float3)}</summary>
+ public void Bezier (float3 p0, float3 p1, float3 p2, float3 p3, Color color) {
+ draw.Bezier(p0, p1, p2, p3, color);
+ }
+ /// <summary>\copydocref{Bezier(float2,float2,float2,float2)}</summary>
+ public void Bezier (float2 p0, float2 p1, float2 p2, float2 p3, Color color) {
+ Bezier(xy ? new float3(p0, 0) : new float3(p0.x, 0, p0.y), xy ? new float3(p1, 0) : new float3(p1.x, 0, p1.y), xy ? new float3(p2, 0) : new float3(p2.x, 0, p2.y), xy ? new float3(p3, 0) : new float3(p3.x, 0, p3.y), color);
+ }
+
+
+
+ /// <summary>\copydocref{Arrow(float3,float3)}</summary>
+ public void Arrow (float3 from, float3 to, Color color) {
+ ArrowRelativeSizeHead(from, to, xy ? XY_UP : XZ_UP, 0.2f, color);
+ }
+ /// <summary>\copydocref{Arrow(float2,float2)}</summary>
+ public void Arrow (float2 from, float2 to, Color color) {
+ Arrow(xy ? new float3(from, 0) : new float3(from.x, 0, from.y), xy ? new float3(to, 0) : new float3(to.x, 0, to.y), color);
+ }
+ /// <summary>\copydocref{Arrow(float3,float3,float3,float)}</summary>
+ public void Arrow (float3 from, float3 to, float3 up, float headSize, Color color) {
+ draw.Arrow(from, to, up, headSize, color);
+ }
+ /// <summary>\copydocref{Arrow(float2,float2,float2,float)}</summary>
+ public void Arrow (float2 from, float2 to, float2 up, float headSize, Color color) {
+ Arrow(xy ? new float3(from, 0) : new float3(from.x, 0, from.y), xy ? new float3(to, 0) : new float3(to.x, 0, to.y), xy ? new float3(up, 0) : new float3(up.x, 0, up.y), headSize, color);
+ }
+ /// <summary>\copydocref{ArrowRelativeSizeHead(float3,float3,float3,float)}</summary>
+ public void ArrowRelativeSizeHead (float3 from, float3 to, float3 up, float headFraction, Color color) {
+ draw.ArrowRelativeSizeHead(from, to, up, headFraction, color);
+ }
+ /// <summary>\copydocref{ArrowRelativeSizeHead(float2,float2,float2,float)}</summary>
+ public void ArrowRelativeSizeHead (float2 from, float2 to, float2 up, float headFraction, Color color) {
+ ArrowRelativeSizeHead(xy ? new float3(from, 0) : new float3(from.x, 0, from.y), xy ? new float3(to, 0) : new float3(to.x, 0, to.y), xy ? new float3(up, 0) : new float3(up.x, 0, up.y), headFraction, color);
+ }
+
+
+
+
+ /// <summary>\copydocref{ArrowheadArc(float3,float3,float,float)}</summary>
+ public void ArrowheadArc (float3 origin, float3 direction, float offset, float width, Color color) {
+ if (!math.any(direction)) return;
+ if (offset < 0) throw new System.ArgumentOutOfRangeException(nameof(offset));
+ if (offset == 0) return;
+ draw.PushColor(color);
+
+ var rot = Quaternion.LookRotation(direction, xy ? XY_UP : XZ_UP);
+ PushMatrix(Matrix4x4.TRS(origin, rot, Vector3.one));
+ var a1 = math.PI * 0.5f - width * (0.5f * Mathf.Deg2Rad);
+ var a2 = math.PI * 0.5f + width * (0.5f * Mathf.Deg2Rad);
+ draw.CircleXZInternal(float3.zero, offset, a1, a2);
+ var p1 = new float3(math.cos(a1), 0, math.sin(a1)) * offset;
+ var p2 = new float3(math.cos(a2), 0, math.sin(a2)) * offset;
+ const float sqrt2 = 1.4142f;
+ var p3 = new float3(0, 0, sqrt2 * offset);
+ Line(p1, p3);
+ Line(p3, p2);
+ PopMatrix();
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{ArrowheadArc(float3,float3,float,float)}</summary>
+ public void ArrowheadArc (float3 origin, float3 direction, float offset, Color color) {
+ ArrowheadArc(origin, direction, offset, 60, color);
+ }
+ /// <summary>\copydocref{ArrowheadArc(float2,float2,float,float)}</summary>
+ public void ArrowheadArc (float2 origin, float2 direction, float offset, float width, Color color) {
+ ArrowheadArc(xy ? new float3(origin, 0) : new float3(origin.x, 0, origin.y), xy ? new float3(direction, 0) : new float3(direction.x, 0, direction.y), offset, width, color);
+ }
+ /// <summary>\copydocref{ArrowheadArc(float2,float2,float,float)}</summary>
+ public void ArrowheadArc (float2 origin, float2 direction, float offset, Color color) {
+ ArrowheadArc(origin, direction, offset, 60, color);
+ }
+
+
+ /// <summary>\copydocref{WireRectangle(float3,quaternion,float2)}</summary>
+ public void WireRectangle (float3 center, quaternion rotation, float2 size, Color color) {
+ draw.WireRectangle(center, rotation, size, color);
+ }
+ /// <summary>\copydocref{WireRectangle(float2,quaternion,float2)}</summary>
+ public void WireRectangle (float2 center, quaternion rotation, float2 size, Color color) {
+ WireRectangle(xy ? new float3(center, 0) : new float3(center.x, 0, center.y), rotation, size, color);
+ }
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ /// <summary>\copydocref{Line(float3,float3)}</summary>
+ public void Line (float3 a, float3 b, Color color) {
+ draw.Line(a, b, color);
+ }
+ /// <summary>\copydocref{Circle(float2,float,float,float)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void Circle (float2 center, float radius, float startAngle, float endAngle, Color color) {
+ Circle(xy ? new float3(center, 0) : new float3(center.x, 0, center.y), radius, startAngle, endAngle, color);
+ }
+ /// <summary>\copydocref{Circle(float2,float,float,float)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void Circle (float2 center, float radius, Color color) {
+ Circle(center, radius, 0f, 2 * math.PI, color);
+ }
+ /// <summary>\copydocref{Circle(float3,float,float,float)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void Circle (float3 center, float radius, float startAngle, float endAngle, Color color) {
+ draw.PushColor(color);
+ if (xy) {
+ draw.PushMatrix(XZ_TO_XY_MATRIX);
+ draw.CircleXZInternal(new float3(center.x, center.z, center.y), radius, startAngle, endAngle);
+ draw.PopMatrix();
+ } else {
+ draw.CircleXZInternal(center, radius, startAngle, endAngle);
+ }
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{Circle(float3,float,float,float)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void Circle (float3 center, float radius, Color color) {
+ Circle(center, radius, 0f, 2 * math.PI, color);
+ }
+
+
+
+
+ /// <summary>\copydocref{WirePill(float2,float2,float)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void WirePill (float2 a, float2 b, float radius, Color color) {
+ WirePill(a, b - a, math.length(b - a), radius, color);
+ }
+ /// <summary>\copydocref{WirePill(float2,float2,float,float)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void WirePill (float2 position, float2 direction, float length, float radius, Color color) {
+ draw.PushColor(color);
+ direction = math.normalizesafe(direction);
+
+ if (radius <= 0) {
+ Line(position, position + direction * length);
+ } else if (length <= 0 || math.all(direction == 0)) {
+ Circle(position, radius);
+ } else {
+ float4x4 m;
+ if (xy) {
+ m = new float4x4(
+ new float4(direction, 0, 0),
+ new float4(math.cross(new float3(direction, 0), XY_UP), 0),
+ new float4(0, 0, 1, 0),
+ new float4(position, 0, 1)
+ );
+ } else {
+ m = new float4x4(
+ new float4(direction.x, 0, direction.y, 0),
+ new float4(0, 1, 0, 0),
+ new float4(math.cross(new float3(direction.x, 0, direction.y), XZ_UP), 0),
+ new float4(position.x, 0, position.y, 1)
+ );
+ }
+ draw.PushMatrix(m);
+ Circle(new float2(0, 0), radius, 0.5f * math.PI, 1.5f * math.PI);
+ Line(new float2(0, -radius), new float2(length, -radius));
+ Circle(new float2(length, 0), radius, -0.5f * math.PI, 0.5f * math.PI);
+ Line(new float2(0, radius), new float2(length, radius));
+ draw.PopMatrix();
+ }
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{Polyline(List&lt;Vector2&gt;,bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (List<Vector2> points, bool cycle, Color color) {
+ draw.PushColor(color);
+ for (int i = 0; i < points.Count - 1; i++) {
+ Line(points[i], points[i+1]);
+ }
+ if (cycle && points.Count > 1) Line(points[points.Count - 1], points[0]);
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{Polyline(List&lt;Vector2&gt;,bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (List<Vector2> points, Color color) {
+ Polyline(points, false, color);
+ }
+ /// <summary>\copydocref{Polyline(Vector2[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (Vector2[] points, bool cycle, Color color) {
+ draw.PushColor(color);
+ for (int i = 0; i < points.Length - 1; i++) {
+ Line(points[i], points[i+1]);
+ }
+ if (cycle && points.Length > 1) Line(points[points.Length - 1], points[0]);
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{Polyline(Vector2[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (Vector2[] points, Color color) {
+ Polyline(points, false, color);
+ }
+ /// <summary>\copydocref{Polyline(float2[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (float2[] points, bool cycle, Color color) {
+ draw.PushColor(color);
+ for (int i = 0; i < points.Length - 1; i++) {
+ Line(points[i], points[i+1]);
+ }
+ if (cycle && points.Length > 1) Line(points[points.Length - 1], points[0]);
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{Polyline(float2[],bool)}</summary>
+ [BurstDiscard]
+ public void Polyline (float2[] points, Color color) {
+ Polyline(points, false, color);
+ }
+ /// <summary>\copydocref{Polyline(NativeArray&lt;float2&gt;,bool)}</summary>
+ public void Polyline (NativeArray<float2> points, bool cycle, Color color) {
+ draw.PushColor(color);
+ for (int i = 0; i < points.Length - 1; i++) {
+ Line(points[i], points[i+1]);
+ }
+ if (cycle && points.Length > 1) Line(points[points.Length - 1], points[0]);
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{Polyline(NativeArray&lt;float2&gt;,bool)}</summary>
+ public void Polyline (NativeArray<float2> points, Color color) {
+ Polyline(points, false, color);
+ }
+ /// <summary>\copydocref{Cross(float2,float)}</summary>
+ public void Cross (float2 position, float size, Color color) {
+ draw.PushColor(color);
+ size *= 0.5f;
+ Line(position - new float2(size, 0), position + new float2(size, 0));
+ Line(position - new float2(0, size), position + new float2(0, size));
+ draw.PopColor();
+ }
+ /// <summary>\copydocref{Cross(float2,float)}</summary>
+ public void Cross (float2 position, Color color) {
+ Cross(position, 1, color);
+ }
+ /// <summary>\copydocref{WireRectangle(float3,float2)}</summary>
+ public void WireRectangle (float3 center, float2 size, Color color) {
+ draw.WirePlane(center, xy ? XY_TO_XZ_ROTATION : XZ_TO_XZ_ROTATION, size, color);
+ }
+ /// <summary>\copydocref{WireRectangle(Rect)}</summary>
+ public void WireRectangle (Rect rect, Color color) {
+ draw.PushColor(color);
+ float2 min = rect.min;
+ float2 max = rect.max;
+
+ Line(new float2(min.x, min.y), new float2(max.x, min.y));
+ Line(new float2(max.x, min.y), new float2(max.x, max.y));
+ Line(new float2(max.x, max.y), new float2(min.x, max.y));
+ Line(new float2(min.x, max.y), new float2(min.x, min.y));
+ draw.PopColor();
+ }
+
+ /// <summary>\copydocref{WireGrid(float2,int2,float2)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void WireGrid (float2 center, int2 cells, float2 totalSize, Color color) {
+ draw.WireGrid(xy ? new float3(center, 0) : new float3(center.x, 0, center.y), xy ? XY_TO_XZ_ROTATION : XZ_TO_XZ_ROTATION, cells, totalSize, color);
+ }
+ /// <summary>\copydocref{WireGrid(float3,int2,float2)}</summary>
+ /// <param name="color">Color of the object</param>
+ public void WireGrid (float3 center, int2 cells, float2 totalSize, Color color) {
+ draw.WireGrid(center, xy ? XY_TO_XZ_ROTATION : XZ_TO_XZ_ROTATION, cells, totalSize, color);
+ }
+ }
+}