diff options
author | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
---|---|---|
committer | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
commit | 8722a9920c1f6119bf6e769cba270e63097f8e25 (patch) | |
tree | 2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilder2DExtensions.cs | |
parent | 3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (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.cs | 587 |
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<Vector3>,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<float3>,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<Vector3>,bool)}</summary> + [BurstDiscard] + public void Polyline (List<Vector3> points, bool cycle, Color color) { + draw.Polyline(points, cycle, color); + } + /// <summary>\copydocref{Polyline(List<Vector3>,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<float3>,bool)}</summary> + public void Polyline (NativeArray<float3> points, bool cycle, Color color) { + draw.Polyline(points, cycle, color); + } + /// <summary>\copydocref{Polyline(NativeArray<float3>,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<Vector2>,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<Vector2>,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<float2>,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<float2>,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); + } + } +} |