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August 29, 2015 14:12
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A simple wrapper class for Gizmos which quickens up the gizmos drawing process. Also allows you to draw things like circles and AABB's quickly.
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
namespace De.Bug | |
{ | |
public class DebugDrawVO : ScriptableObject { | |
public List<Vector3> Points; | |
public Color Color; | |
public bool AutoDelete; | |
} | |
public class Draw : MonoBehaviour { | |
public List<DebugDrawVO> Vos = new List<DebugDrawVO>(); | |
private List<DebugDrawVO> _removing = new List<DebugDrawVO>(); | |
private static Draw _instance; | |
public static Draw Instance | |
{ | |
get{ | |
if(_instance == null) | |
{ | |
_instance = FindObjectOfType<Draw>(); | |
} | |
if(_instance == null) | |
{ | |
GameObject go = new GameObject(); | |
_instance = go.AddComponent<Draw>(); | |
go.name = "Debug Draw"; | |
} | |
return _instance; | |
} | |
} | |
public static void Line(Color color, params Vector3[] point) | |
{ | |
DebugDrawVO vo = ScriptableObject.CreateInstance<DebugDrawVO>(); | |
List<Vector3> p = new List<Vector3>(); | |
int i = 0, l = point.Length; | |
for(;i<l;++i) | |
{ | |
p.Add(point[i]); | |
} | |
vo.Points = p; | |
vo.Color = color; | |
vo.AutoDelete = true; | |
Draw.Instance.Vos.Add(vo); | |
} | |
public static void Line(Color color, List<Vector3> points, bool autoDelete = true) | |
{ | |
DebugDrawVO vo = ScriptableObject.CreateInstance<DebugDrawVO>(); | |
vo.Points = points; | |
vo.Color = color; | |
vo.AutoDelete = autoDelete; | |
Draw.Instance.Vos.Add(vo); | |
} | |
public static void AABB(Color color, GameObject gameObject, bool autoDelete = true) | |
{ | |
if(gameObject.transform.renderer == null) | |
{ | |
return; | |
} | |
DebugDrawVO vo = ScriptableObject.CreateInstance<DebugDrawVO>(); | |
Vector3 min = gameObject.transform.renderer.bounds.min; | |
Vector3 max = gameObject.transform.renderer.bounds.max; | |
List<Vector3> p = new List<Vector3>(); | |
p.Add(new Vector3(min.x,min.y,min.z)); | |
p.Add(new Vector3(min.x,min.y,max.z)); | |
p.Add(new Vector3(min.x,min.y,max.z)); | |
p.Add(new Vector3(max.x,min.y,max.z)); | |
p.Add(new Vector3(max.x,min.y,max.z)); | |
p.Add(new Vector3(max.x,min.y,min.z)); | |
p.Add(new Vector3(max.x,min.y,min.z)); | |
p.Add(new Vector3(min.x,min.y,min.z)); | |
p.Add(new Vector3(min.x,max.y,min.z)); | |
p.Add(new Vector3(min.x,max.y,max.z)); | |
p.Add(new Vector3(min.x,max.y,max.z)); | |
p.Add(new Vector3(max.x,max.y,max.z)); | |
p.Add(new Vector3(max.x,max.y,max.z)); | |
p.Add(new Vector3(max.x,max.y,min.z)); | |
p.Add(new Vector3(max.x,max.y,min.z)); | |
p.Add(new Vector3(min.x,max.y,min.z)); | |
p.Add(new Vector3(max.x,max.y,min.z)); | |
p.Add(new Vector3(max.x,min.y,min.z)); | |
p.Add(new Vector3(max.x,min.y,max.z)); | |
p.Add(new Vector3(max.x,max.y,max.z)); | |
p.Add(new Vector3(min.x,max.y,max.z)); | |
p.Add(new Vector3(min.x,min.y,max.z)); | |
vo.Points = p; | |
vo.Color = color; | |
vo.AutoDelete = autoDelete; | |
Draw.Instance.Vos.Add(vo); | |
} | |
public static void Circle(Color color, Vector3 point, float radius, Quaternion rotation, bool autoDelete = true) | |
{ | |
Circle(color,point,radius,rotation.eulerAngles,autoDelete); | |
} | |
public static void Circle(Color color, Vector3 point, float radius, Vector3 rotation, bool autoDelete = true) | |
{ | |
int segments = (int)(radius*50); | |
float angle = (360f) / (float)segments; | |
float a = angle; | |
List<Vector3> points = new List<Vector3>(); | |
int i = 0, l = segments+1; | |
Matrix4x4 m = Matrix4x4.TRS(Vector3.zero,Quaternion.Euler(rotation),Vector3.one); | |
for (; i<l; ++i) | |
{ | |
Vector3 pos = Vector3.zero; | |
float ca = radius * Mathf.Sin(angle * Mathf.Deg2Rad); | |
float cb = radius * Mathf.Cos(angle * Mathf.Deg2Rad); | |
pos = new Vector3(ca,cb,0); | |
pos = m.MultiplyPoint3x4(pos); | |
pos.x += point.x; | |
pos.y += point.y; | |
pos.z += point.z; | |
points.Add(pos); | |
angle += a; | |
} | |
DebugDrawVO vo = ScriptableObject.CreateInstance<DebugDrawVO>(); | |
vo.Points = points; | |
vo.Color = color; | |
vo.AutoDelete = autoDelete; | |
Draw.Instance.Vos.Add(vo); | |
} | |
public static void Sphere(Color color, Vector3 point, float radius, bool autoDelete = true) | |
{ | |
int segments = (int)(radius*50); | |
float angle = (360f) / (float)segments; | |
float a = angle; | |
List<Vector3> pointsa = new List<Vector3>(); | |
List<Vector3> pointsb = new List<Vector3>(); | |
List<Vector3> pointsc = new List<Vector3>(); | |
int i = 0, l = (segments*3)+3; | |
for (; i<l; ++i) | |
{ | |
Vector3 pos = Vector3.zero; | |
float ca = radius * Mathf.Sin(angle * Mathf.Deg2Rad); | |
float cb = radius * Mathf.Cos(angle * Mathf.Deg2Rad); | |
if(i <= segments) | |
{ | |
pos = new Vector3(point.x + ca,point.y + cb, point.z); | |
pointsa.Add(pos); | |
} | |
else if (i <= (segments * 2)+1) | |
{ | |
pos = new Vector3(point.x + ca,point.y, point.z + cb); | |
pointsb.Add(pos); | |
} | |
else | |
{ | |
pos = new Vector3(point.x,point.y + ca, point.z + cb); | |
pointsc.Add(pos); | |
} | |
angle += a; | |
} | |
DebugDrawVO vo = ScriptableObject.CreateInstance<DebugDrawVO>(); | |
vo.Points = pointsa; | |
vo.Color = color; | |
vo.AutoDelete = autoDelete; | |
Draw.Instance.Vos.Add(vo); | |
vo = ScriptableObject.CreateInstance<DebugDrawVO>(); | |
vo.Points = pointsb; | |
vo.Color = color; | |
vo.AutoDelete = autoDelete; | |
Draw.Instance.Vos.Add(vo); | |
vo = ScriptableObject.CreateInstance<DebugDrawVO>(); | |
vo.Points = pointsc; | |
vo.Color = color; | |
vo.AutoDelete = autoDelete; | |
Draw.Instance.Vos.Add(vo); | |
} | |
private void RemoveOldData(List<DebugDrawVO> vosToRemove) | |
{ | |
int i = 0, l = vosToRemove.Count; | |
for(;i<l;++i) | |
{ | |
int index = Vos.IndexOf(vosToRemove[i]); | |
Destroy(Vos[index]); | |
Vos.RemoveAt(index); | |
} | |
} | |
//Do the actual debug stuff in gizmos | |
void OnDrawGizmos() | |
{ | |
if(!Debug.isDebugBuild) | |
{ | |
return; | |
} | |
_removing = new List<DebugDrawVO>(); | |
int i = 0, l = Vos.Count; | |
for(;i<l;++i) | |
{ | |
DebugDrawVO vo = Vos[i]; | |
if(vo.Points != null) | |
{ | |
Gizmos.color = vo.Color; | |
int j = 1, k = vo.Points.Count; | |
for(;j<k;++j) | |
{ | |
Gizmos.DrawLine(vo.Points[j-1],vo.Points[j]); | |
} | |
} | |
if(vo.AutoDelete) | |
{ | |
_removing.Add(vo); | |
} | |
} | |
} | |
//need to remove the data outside of OnDrawGizmos so they draw in the game view | |
void LateUpdate() | |
{ | |
RemoveOldData(_removing); | |
} | |
} | |
} |
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