diff options
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilderExtensions.cs')
-rw-r--r-- | Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilderExtensions.cs | 490 |
1 files changed, 490 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilderExtensions.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilderExtensions.cs new file mode 100644 index 0000000..af1583e --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/CommandBuilderExtensions.cs @@ -0,0 +1,490 @@ +// This file is automatically generated by a script based on the CommandBuilder API. +// This file adds additional overloads to the CommandBuilder API with convenience parameters like colors. +using Unity.Burst; +using UnityEngine; +using System.Collections.Generic; +using Unity.Collections; +using Unity.Mathematics; +using Unity.Collections.LowLevel.Unsafe; +using Unity.Jobs; + +namespace Pathfinding.Drawing { + public partial struct CommandBuilder { + /// <summary>\copydocref{Line(float3,float3)}</summary> + public void Line (float3 a, float3 b, Color color) { + Reserve<Color32, LineData>(); + Add(Command.Line | Command.PushColorInline); + Add(ConvertColor(color)); + Add(new LineData { a = a, b = b }); + } + /// <summary>\copydocref{Ray(float3,float3)}</summary> + public void Ray (float3 origin, float3 direction, Color color) { + Line(origin, origin + direction, color); + } + /// <summary>\copydocref{Ray(Ray,float)}</summary> + public void Ray (Ray ray, float length, Color color) { + Line(ray.origin, ray.origin + ray.direction * length, color); + } + /// <summary>\copydocref{Arc(float3,float3,float3)}</summary> + /// <param name="color">Color of the object</param> + public void Arc (float3 center, float3 start, float3 end, Color color) { + PushColor(color); + var d1 = start - center; + var d2 = end - center; + var normal = math.cross(d2, d1); + + if (math.any(normal != 0) && math.all(math.isfinite(normal))) { + var m = Matrix4x4.TRS(center, Quaternion.LookRotation(d1, normal), Vector3.one); + var angle = Vector3.SignedAngle(d1, d2, normal) * Mathf.Deg2Rad; + PushMatrix(m); + CircleXZInternal(float3.zero, math.length(d1), 90 * Mathf.Deg2Rad, 90 * Mathf.Deg2Rad - angle); + PopMatrix(); + } + PopColor(); + } + /// <summary>\copydocref{CircleXZ(float3,float,float,float)}</summary> + /// <param name="color">Color of the object</param> + [System.Obsolete("Use Draw.xz.Circle instead")] + public void CircleXZ (float3 center, float radius, float startAngle, float endAngle, Color color) { + CircleXZInternal(center, radius, startAngle, endAngle, color); + } + /// <summary>\copydocref{CircleXZ(float3,float,float,float)}</summary> + /// <param name="color">Color of the object</param> + [System.Obsolete("Use Draw.xz.Circle instead")] + public void CircleXZ (float3 center, float radius, Color color) { + CircleXZ(center, radius, 0f, 2 * Mathf.PI, color); + } + + + /// <summary>\copydocref{Circle(float3,float3,float)}</summary> + public void Circle (float3 center, float3 normal, float radius, Color color) { + Reserve<Color32, CircleData>(); + Add(Command.Circle | Command.PushColorInline); + Add(ConvertColor(color)); + Add(new CircleData { center = center, normal = normal, radius = radius }); + } + + + + + + + + /// <summary>\copydocref{WireCylinder(float3,float3,float)}</summary> + public void WireCylinder (float3 bottom, float3 top, float radius, Color color) { + WireCylinder(bottom, top - bottom, math.length(top - bottom), radius, color); + } + /// <summary>\copydocref{WireCylinder(float3,float3,float,float)}</summary> + /// <param name="color">Color of the object</param> + public void WireCylinder (float3 position, float3 up, float height, float radius, Color color) { + up = math.normalizesafe(up); + if (math.all(up == 0) || math.any(math.isnan(up)) || math.isnan(height) || math.isnan(radius)) return; + PushColor(color); + + OrthonormalBasis(up, out var basis1, out var basis2); + + PushMatrix(new float4x4( + new float4(basis1 * radius, 0), + new float4(up * height, 0), + new float4(basis2 * radius, 0), + new float4(position, 1) + )); + + CircleXZInternal(float3.zero, 1); + if (height > 0) { + CircleXZInternal(new float3(0, 1, 0), 1); + Line(new float3(1, 0, 0), new float3(1, 1, 0)); + Line(new float3(-1, 0, 0), new float3(-1, 1, 0)); + Line(new float3(0, 0, 1), new float3(0, 1, 1)); + Line(new float3(0, 0, -1), new float3(0, 1, -1)); + } + PopMatrix(); + PopColor(); + } + /// <summary>\copydocref{WireCapsule(float3,float3,float)}</summary> + /// <param name="color">Color of the object</param> + public void WireCapsule (float3 start, float3 end, float radius, Color color) { + PushColor(color); + var dir = end - start; + var length = math.length(dir); + + if (length < 0.0001) { + // The endpoints are the same, we can't draw a capsule from this because we don't know its orientation. + // Draw a sphere as a fallback + WireSphere(start, radius); + } else { + var normalized_dir = dir / length; + + WireCapsule(start - normalized_dir*radius, normalized_dir, length + 2*radius, radius); + } + PopColor(); + } + /// <summary>\copydocref{WireCapsule(float3,float3,float,float)}</summary> + /// <param name="color">Color of the object</param> + public void WireCapsule (float3 position, float3 direction, float length, float radius, Color color) { + direction = math.normalizesafe(direction); + if (math.all(direction == 0) || math.any(math.isnan(direction)) || math.isnan(length) || math.isnan(radius)) return; + PushColor(color); + + if (radius <= 0) { + Line(position, position + direction * length); + } else { + length = math.max(length, radius*2); + OrthonormalBasis(direction, out var basis1, out var basis2); + + PushMatrix(new float4x4( + new float4(basis1, 0), + new float4(direction, 0), + new float4(basis2, 0), + new float4(position, 1) + )); + CircleXZInternal(new float3(0, radius, 0), radius); + PushMatrix(XZtoXYPlaneMatrix); + CircleXZInternal(new float3(0, 0, radius), radius, Mathf.PI, 2 * Mathf.PI); + PopMatrix(); + PushMatrix(XZtoYZPlaneMatrix); + CircleXZInternal(new float3(radius, 0, 0), radius, Mathf.PI*0.5f, Mathf.PI*1.5f); + PopMatrix(); + if (length > 0) { + var upperY = length - radius; + var lowerY = radius; + CircleXZInternal(new float3(0, upperY, 0), radius); + PushMatrix(XZtoXYPlaneMatrix); + CircleXZInternal(new float3(0, 0, upperY), radius, 0, Mathf.PI); + PopMatrix(); + PushMatrix(XZtoYZPlaneMatrix); + CircleXZInternal(new float3(upperY, 0, 0), radius, -Mathf.PI*0.5f, Mathf.PI*0.5f); + PopMatrix(); + Line(new float3(radius, lowerY, 0), new float3(radius, upperY, 0)); + Line(new float3(-radius, lowerY, 0), new float3(-radius, upperY, 0)); + Line(new float3(0, lowerY, radius), new float3(0, upperY, radius)); + Line(new float3(0, lowerY, -radius), new float3(0, upperY, -radius)); + } + PopMatrix(); + } + PopColor(); + } + /// <summary>\copydocref{WireSphere(float3,float)}</summary> + public void WireSphere (float3 position, float radius, Color color) { + PushColor(color); + SphereOutline(position, radius); + Circle(position, new float3(1, 0, 0), radius); + Circle(position, new float3(0, 1, 0), radius); + Circle(position, new float3(0, 0, 1), radius); + PopColor(); + } + /// <summary>\copydocref{Polyline(List<Vector3>,bool)}</summary> + /// <param name="color">Color of the object</param> + [BurstDiscard] + public void Polyline (List<Vector3> points, bool cycle, Color color) { + 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]); + PopColor(); + } + /// <summary>\copydocref{Polyline(List<Vector3>,bool)}</summary> + /// <param name="color">Color of the object</param> + [BurstDiscard] + public void Polyline (List<Vector3> points, Color color) { + Polyline(points, false, color); + } + /// <summary>\copydocref{Polyline(Vector3[],bool)}</summary> + /// <param name="color">Color of the object</param> + [BurstDiscard] + public void Polyline (Vector3[] points, bool cycle, Color color) { + 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]); + PopColor(); + } + /// <summary>\copydocref{Polyline(Vector3[],bool)}</summary> + /// <param name="color">Color of the object</param> + [BurstDiscard] + public void Polyline (Vector3[] points, Color color) { + Polyline(points, false, color); + } + /// <summary>\copydocref{Polyline(float3[],bool)}</summary> + /// <param name="color">Color of the object</param> + [BurstDiscard] + public void Polyline (float3[] points, bool cycle, Color color) { + 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]); + PopColor(); + } + /// <summary>\copydocref{Polyline(float3[],bool)}</summary> + /// <param name="color">Color of the object</param> + [BurstDiscard] + public void Polyline (float3[] points, Color color) { + Polyline(points, false, color); + } + /// <summary>\copydocref{Polyline(NativeArray<float3>,bool)}</summary> + /// <param name="color">Color of the object</param> + public void Polyline (NativeArray<float3> points, bool cycle, Color color) { + 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]); + PopColor(); + } + /// <summary>\copydocref{Polyline(NativeArray<float3>,bool)}</summary> + /// <param name="color">Color of the object</param> + public void Polyline (NativeArray<float3> points, Color color) { + Polyline(points, false, color); + } + + + /// <summary>\copydocref{WireBox(float3,float3)}</summary> + /// <param name="color">Color of the object</param> + public void WireBox (float3 center, float3 size, Color color) { + Reserve<Color32, BoxData>(); + Add(Command.WireBox | Command.PushColorInline); + Add(ConvertColor(color)); + Add(new BoxData { center = center, size = size }); + } + /// <summary>\copydocref{WireBox(float3,quaternion,float3)}</summary> + /// <param name="color">Color of the object</param> + public void WireBox (float3 center, quaternion rotation, float3 size, Color color) { + PushColor(color); + PushMatrix(float4x4.TRS(center, rotation, size)); + WireBox(float3.zero, new float3(1, 1, 1)); + PopMatrix(); + PopColor(); + } + /// <summary>\copydocref{WireBox(Bounds)}</summary> + public void WireBox (Bounds bounds, Color color) { + WireBox(bounds.center, bounds.size, color); + } + /// <summary>\copydocref{WireMesh(Mesh)}</summary> + public void WireMesh (Mesh mesh, Color color) { +#if UNITY_2020_1_OR_NEWER + if (mesh == null) throw new System.ArgumentNullException(); + PushColor(color); + + // Use a burst compiled function to draw the lines + // This is significantly faster than pure C# (about 5x). + var meshDataArray = Mesh.AcquireReadOnlyMeshData(mesh); + var meshData = meshDataArray[0]; + + JobWireMesh.JobWireMeshFunctionPointer(ref meshData, ref this); + meshDataArray.Dispose(); +#else + Debug.LogError("The WireMesh method is only suppored in Unity 2020.1 or later"); +#endif + PopColor(); + } + /// <summary>\copydocref{WireMesh(NativeArray<float3>,NativeArray<int>)}</summary> + public void WireMesh (NativeArray<float3> vertices, NativeArray<int> triangles, Color color) { + PushColor(color); +#if UNITY_2020_1_OR_NEWER + unsafe { + JobWireMesh.WireMesh((float3*)vertices.GetUnsafeReadOnlyPtr(), (int*)triangles.GetUnsafeReadOnlyPtr(), vertices.Length, triangles.Length, ref this); + } +#else + Debug.LogError("The WireMesh method is only suppored in Unity 2020.1 or later"); +#endif + PopColor(); + } + + /// <summary>\copydocref{Cross(float3,float)}</summary> + public void Cross (float3 position, float size, Color color) { + PushColor(color); + size *= 0.5f; + Line(position - new float3(size, 0, 0), position + new float3(size, 0, 0)); + Line(position - new float3(0, size, 0), position + new float3(0, size, 0)); + Line(position - new float3(0, 0, size), position + new float3(0, 0, size)); + PopColor(); + } + /// <summary>\copydocref{Cross(float3,float)}</summary> + public void Cross (float3 position, Color color) { + Cross(position, 1, color); + } + /// <summary>\copydocref{CrossXZ(float3,float)}</summary> + [System.Obsolete("Use Draw.xz.Cross instead")] + public void CrossXZ (float3 position, float size, Color color) { + PushColor(color); + size *= 0.5f; + Line(position - new float3(size, 0, 0), position + new float3(size, 0, 0)); + Line(position - new float3(0, 0, size), position + new float3(0, 0, size)); + PopColor(); + } + /// <summary>\copydocref{CrossXZ(float3,float)}</summary> + [System.Obsolete("Use Draw.xz.Cross instead")] + public void CrossXZ (float3 position, Color color) { + CrossXZ(position, 1, color); + } + /// <summary>\copydocref{CrossXY(float3,float)}</summary> + [System.Obsolete("Use Draw.xy.Cross instead")] + public void CrossXY (float3 position, float size, Color color) { + PushColor(color); + size *= 0.5f; + Line(position - new float3(size, 0, 0), position + new float3(size, 0, 0)); + Line(position - new float3(0, size, 0), position + new float3(0, size, 0)); + PopColor(); + } + /// <summary>\copydocref{CrossXY(float3,float)}</summary> + [System.Obsolete("Use Draw.xy.Cross instead")] + public void CrossXY (float3 position, Color color) { + CrossXY(position, 1, color); + } + /// <summary>\copydocref{Bezier(float3,float3,float3,float3)}</summary> + /// <param name="color">Color of the object</param> + public void Bezier (float3 p0, float3 p1, float3 p2, float3 p3, Color color) { + PushColor(color); + float3 prev = p0; + + for (int i = 1; i <= 20; i++) { + float t = i/20.0f; + float3 p = EvaluateCubicBezier(p0, p1, p2, p3, t); + Line(prev, p); + prev = p; + } + PopColor(); + } + + + /// <summary>\copydocref{Arrow(float3,float3)}</summary> + /// <param name="color">Color of the object</param> + public void Arrow (float3 from, float3 to, Color color) { + ArrowRelativeSizeHead(from, to, DEFAULT_UP, 0.2f, color); + } + /// <summary>\copydocref{Arrow(float3,float3,float3,float)}</summary> + /// <param name="color">Color of the object</param> + public void Arrow (float3 from, float3 to, float3 up, float headSize, Color color) { + PushColor(color); + var length_sq = math.lengthsq(to - from); + + if (length_sq > 0.000001f) { + ArrowRelativeSizeHead(from, to, up, headSize * math.rsqrt(length_sq)); + } + PopColor(); + } + /// <summary>\copydocref{ArrowRelativeSizeHead(float3,float3,float3,float)}</summary> + /// <param name="color">Color of the object</param> + public void ArrowRelativeSizeHead (float3 from, float3 to, float3 up, float headFraction, Color color) { + PushColor(color); + Line(from, to); + var dir = to - from; + + var normal = math.cross(dir, up); + // Pick a different up direction if the direction happened to be colinear with that one. + if (math.all(normal == 0)) normal = math.cross(new float3(1, 0, 0), dir); + // Pick a different up direction if up=(1,0,0) and thus the above check would have generated a zero vector again + if (math.all(normal == 0)) normal = math.cross(new float3(0, 1, 0), dir); + normal = math.normalizesafe(normal) * math.length(dir); + + Line(to, to - (dir + normal) * headFraction); + Line(to, to - (dir - normal) * headFraction); + PopColor(); + } + + + /// <summary>\copydocref{ArrowheadArc(float3,float3,float,float)}</summary> + /// <param name="color">Color of the object</param> + 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; + PushColor(color); + + var rot = Quaternion.LookRotation(direction, DEFAULT_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); + 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(); + PopColor(); + } + /// <summary>\copydocref{ArrowheadArc(float3,float3,float,float)}</summary> + /// <param name="color">Color of the object</param> + public void ArrowheadArc (float3 origin, float3 direction, float offset, Color color) { + ArrowheadArc(origin, direction, offset, 60, color); + } + /// <summary>\copydocref{WireGrid(float3,quaternion,int2,float2)}</summary> + /// <param name="color">Color of the object</param> + public void WireGrid (float3 center, quaternion rotation, int2 cells, float2 totalSize, Color color) { + PushColor(color); + cells = math.max(cells, new int2(1, 1)); + PushMatrix(float4x4.TRS(center, rotation, new Vector3(totalSize.x, 0, totalSize.y))); + int w = cells.x; + int h = cells.y; + for (int i = 0; i <= w; i++) Line(new float3(i/(float)w - 0.5f, 0, -0.5f), new float3(i/(float)w - 0.5f, 0, 0.5f)); + for (int i = 0; i <= h; i++) Line(new float3(-0.5f, 0, i/(float)h - 0.5f), new float3(0.5f, 0, i/(float)h - 0.5f)); + PopMatrix(); + PopColor(); + } + + + /// <summary>\copydocref{WireRectangle(float3,quaternion,float2)}</summary> + public void WireRectangle (float3 center, quaternion rotation, float2 size, Color color) { + WirePlane(center, rotation, size, color); + } + /// <summary>\copydocref{WireRectangle(Rect)}</summary> + [System.Obsolete("Use Draw.xy.WireRectangle instead")] + public void WireRectangle (Rect rect, Color color) { + xy.WireRectangle(rect, color); + } + + + + + + + + /// <summary>\copydocref{WirePlane(float3,float3,float2)}</summary> + /// <param name="color">Color of the object</param> + public void WirePlane (float3 center, float3 normal, float2 size, Color color) { + PushColor(color); + if (math.any(normal)) { + WirePlane(center, Quaternion.LookRotation(calculateTangent(normal), normal), size); + } + PopColor(); + } + /// <summary>\copydocref{WirePlane(float3,quaternion,float2)}</summary> + /// <param name="color">Color of the object</param> + public void WirePlane (float3 center, quaternion rotation, float2 size, Color color) { + Reserve<Color32, PlaneData>(); + Add(Command.WirePlane | Command.PushColorInline); + Add(ConvertColor(color)); + Add(new PlaneData { center = center, rotation = rotation, size = size }); + } + + + + /// <summary>\copydocref{SolidBox(float3,float3)}</summary> + /// <param name="color">Color of the object</param> + public void SolidBox (float3 center, float3 size, Color color) { + Reserve<Color32, BoxData>(); + Add(Command.Box | Command.PushColorInline); + Add(ConvertColor(color)); + Add(new BoxData { center = center, size = size }); + } + /// <summary>\copydocref{SolidBox(Bounds)}</summary> + /// <param name="color">Color of the object</param> + public void SolidBox (Bounds bounds, Color color) { + SolidBox(bounds.center, bounds.size, color); + } + /// <summary>\copydocref{SolidBox(float3,quaternion,float3)}</summary> + /// <param name="color">Color of the object</param> + public void SolidBox (float3 center, quaternion rotation, float3 size, Color color) { + PushColor(color); + PushMatrix(float4x4.TRS(center, rotation, size)); + SolidBox(float3.zero, Vector3.one); + PopMatrix(); + PopColor(); + } + } +} |