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/// | |
/// Draw lines at runtime | |
/// by Nothke | |
/// unlicensed, aka do whatever you want with it | |
/// made during Stugan 2016 :) | |
/// ..(it's midnight, and Robbie clicks A LOT, LOUDLY!) | |
/// | |
/// Important: | |
/// - Should be called in OnPostRender() (after everything else has been drawn) | |
/// therefore the script that calls it must be attached to the camera | |
/// - Use someMaterial.SetPass(0) to set that material for line rendering | |
/// If no material is SetPass'd, Unity default material will be used | |
/// - Use Draw.color = someColor to set line color | |
/// - Most parameters are passed as screen 0-1 points (see function summaries) | |
/// To input as pixel coordinates use PixelsToScreen(screenV2Coordinate) | |
/// | |
/// See function summaries for what this script can do | |
/// and check DrawExaple.cs for examples | |
/// | |
using UnityEngine; | |
using System.Collections.Generic; | |
public static class Draw | |
{ | |
public static Color color = Color.white; | |
#region Line | |
/// <summary> | |
/// Draws line between 2 screen points. Use Draw.PixelToScreen to convert from pixels to screen points | |
/// </summary> | |
public static void Line(Vector2 p1, Vector2 p2) | |
{ | |
Prepare(); | |
// Vertices | |
GL.Vertex(p1); | |
GL.Vertex(p2); | |
Postpare(); | |
} | |
/// <summary> | |
/// Draws line between 2 world points | |
/// </summary> | |
public static void Line3D(Vector3 p1, Vector3 p2) | |
{ | |
Prepare3D(); | |
GL.Vertex(p1); | |
GL.Vertex(p2); | |
Postpare(); | |
} | |
#endregion | |
#region Circles and Ellipses | |
/// <summary> | |
/// Draws circle using a screen point center, and pixel radius. Use Draw.ScreenToPixel to convert screen points to pixels | |
/// </summary> | |
public static void Circle(Vector2 center, float pixelRadius) | |
{ | |
Vector2 size = new Vector2(pixelRadius / Screen.width, pixelRadius / Screen.height); | |
Ellipse(center, size); | |
} | |
/// <summary> | |
/// Draws dashed circle using a screen point center, and pixel radius. Use Draw.ScreenToPixel to convert screen points to pixels | |
/// The dashes are not very nice, just skipping every other point.. | |
/// </summary> | |
public static void CircleDashed(Vector2 center, float radius) | |
{ | |
Prepare(); | |
float radX = radius / Screen.width; | |
float radY = radius / Screen.height; | |
// Vertices | |
for (float theta = 0.0f; theta < (2 * Mathf.PI); theta += 0.01f) | |
{ | |
Vector2 ci = new Vector2(center.x + (Mathf.Cos(theta) * radX), center.y + (Mathf.Sin(theta) * radY)); | |
GL.Vertex(ci); | |
} | |
Postpare(); | |
} | |
/// <summary> | |
/// Draws an ellipse using a center, and size (in screen fractions). Use Draw.ScreenToPixel to convert screen points to pixels | |
/// </summary> | |
public static void Ellipse(Vector2 center, Vector2 size) | |
{ | |
Prepare(); | |
float radX = size.x; | |
float radY = size.y; | |
// Vertices | |
for (float theta = 0.0f; theta < (2 * Mathf.PI); theta += 0.01f) | |
{ | |
Vector2 ci = new Vector2(center.x + (Mathf.Cos(theta) * radX), center.y + (Mathf.Sin(theta) * radY)); | |
GL.Vertex(ci); | |
if (theta != 0) | |
GL.Vertex(ci); | |
} | |
Postpare(); | |
} | |
/// <summary> | |
/// Draws a circle in world space | |
/// </summary> | |
public static void Circle3D(Vector3 center, float radius, Vector3 normal) | |
{ | |
Prepare3D(); | |
normal = normal.normalized; | |
Vector3 forward = normal == Vector3.up ? | |
Vector3.ProjectOnPlane(Vector3.forward, normal).normalized : | |
Vector3.ProjectOnPlane(Vector3.up, normal); | |
Vector3 right = Vector3.Cross(normal, forward); | |
for (float theta = 0.0f; theta < (2 * Mathf.PI); theta += 0.01f) | |
{ | |
Vector3 ci = center + forward * Mathf.Cos(theta) * radius + right * Mathf.Sin(theta) * radius; | |
GL.Vertex(ci); | |
if (theta != 0) | |
GL.Vertex(ci); | |
} | |
Postpare(); | |
} | |
/// <summary> | |
/// Draws an elliptic orbit using eccentricity and semi-major axis in pixels | |
/// </summary> | |
public static void Orbit(Vector2 center, float eccentricity, float semiMajorAxis, float dir = 0) | |
{ | |
Prepare(); | |
eccentricity = Mathf.Clamp01(eccentricity); | |
Vector2 up = new Vector2(Mathf.Cos(dir), Mathf.Sin(dir)); | |
Vector2 right = Vector3.Cross(up, Vector3.forward); | |
for (float theta = 0.0f; theta < (2 * Mathf.PI); theta += 0.01f) | |
{ | |
float r = (semiMajorAxis * (1 - eccentricity * eccentricity)) / (1 + eccentricity * Mathf.Cos(theta)); | |
Vector2 point = PixelToScreen((right * Mathf.Cos(theta) * r) + (up * Mathf.Sin(theta) * r)); | |
Vector2 ci = center + point; | |
GL.Vertex(ci); | |
if (theta != 0) | |
GL.Vertex(ci); | |
} | |
Postpare(); | |
} | |
/// <summary> | |
/// Draws an elliptic orbit using periapsis and apoapsis in pixels | |
/// </summary> | |
public static void OrbitApses(Vector2 center, float periapsis, float apoapsis, float dir = 0) | |
{ | |
float a = (periapsis + apoapsis) / 2; | |
float e = (apoapsis - periapsis) / (apoapsis + periapsis); | |
Orbit(center, e, a, dir); | |
} | |
/// <summary> | |
/// Draws an elliptic orbit in world space using eccentricity and semi-major axis | |
/// </summary> | |
public static void Orbit3D(Vector3 center, float eccentricity, float semiMajorAxis, Vector3 normal, Vector3 forward) | |
{ | |
Prepare3D(); | |
eccentricity = Mathf.Clamp01(eccentricity); | |
forward = Vector3.ProjectOnPlane(forward, normal).normalized; | |
Vector3 right = Vector3.Cross(forward, normal).normalized; | |
for (float theta = 0.0f; theta < (2 * Mathf.PI); theta += 0.01f) | |
{ | |
float r = (semiMajorAxis * (1 - eccentricity * eccentricity)) / (1 + eccentricity * Mathf.Cos(theta)); | |
Vector3 point = (right * Mathf.Cos(theta) * r) + (forward * Mathf.Sin(theta) * r); | |
Vector3 ci = center + point; | |
GL.Vertex(ci); | |
if (theta != 0) | |
GL.Vertex(ci); | |
} | |
Postpare(); | |
} | |
/// <summary> | |
/// Draws an elliptic orbit in world space using periapsis and apoapsis | |
/// </summary> | |
public static void Orbit3DApses(Vector3 center, float periapsis, float apoapsis, Vector3 normal, Vector3 forward) | |
{ | |
float a = (periapsis + apoapsis) / 2; | |
float e = (apoapsis - periapsis) / (apoapsis + periapsis); | |
Orbit3D(center, e, a, normal, forward); | |
} | |
#endregion | |
#region Rectangle | |
/// <summary> | |
/// Draws rectangle on screen using a Rect (in pixels) | |
/// </summary> | |
public static void Rect(Rect rect) | |
{ | |
Rect(rect.x, rect.y, rect.width, rect.height); | |
} | |
/// <summary> | |
/// Draws rectangle on screen (in screen 0-1 fractions) | |
/// </summary> | |
public static void RectScreen(float x, float y, float width, float height) | |
{ | |
Prepare(); | |
GL.Vertex(new Vector3(x, y)); | |
GL.Vertex(new Vector3(x + width, y)); | |
GL.Vertex(new Vector3(x + width, y)); | |
GL.Vertex(new Vector3(x + width, y + height)); | |
GL.Vertex(new Vector3(x + width, y + height)); | |
GL.Vertex(new Vector3(x, y + height)); | |
GL.Vertex(new Vector3(x, y + height)); | |
GL.Vertex(new Vector3(x, y)); | |
Postpare(); | |
} | |
/// <summary> | |
/// Draws rectangle on screen (in pixels) | |
/// </summary> | |
public static void Rect(float x, float y, float width, float height) | |
{ | |
PreparePixel(); | |
GL.Vertex(new Vector3(x, y)); | |
GL.Vertex(new Vector3(x + width, y)); | |
GL.Vertex(new Vector3(x + width, y)); | |
GL.Vertex(new Vector3(x + width, y + height)); | |
GL.Vertex(new Vector3(x + width, y + height)); | |
GL.Vertex(new Vector3(x, y + height)); | |
GL.Vertex(new Vector3(x, y + height)); | |
GL.Vertex(new Vector3(x, y)); | |
Postpare(); | |
} | |
#endregion | |
#region Grid | |
/// <summary> | |
/// Draws a horizontal grid | |
/// </summary> | |
public static void Grid(Vector3 center, float edgeLength, int lines = 10) | |
{ | |
Grid(center, edgeLength, lines, Vector3.forward, Vector3.up); | |
} | |
/// <summary> | |
/// Draws a gird with custom orientantion | |
/// </summary> | |
public static void Grid(Vector3 center, float edgeLength, int lines, Vector3 forward, Vector3 normal) | |
{ | |
if (lines <= 1) return; | |
Prepare3D(); | |
forward = forward.normalized; | |
normal = Vector3.ProjectOnPlane(normal, forward).normalized; | |
Vector3 right = Vector3.Cross(forward, normal); | |
// forward lines | |
for (int i = 0; i < lines; i++) | |
{ | |
Vector3 fDir = forward * edgeLength * 0.5f; | |
Vector3 rDir = right * (-(edgeLength * 0.5f) + (i * edgeLength / (lines - 1))); | |
GL.Vertex(center - fDir + rDir); | |
GL.Vertex(center + fDir + rDir); | |
} | |
// sideways lines | |
for (int i = 0; i < lines; i++) | |
{ | |
Vector3 rDir = right * edgeLength * 0.5f; | |
Vector3 fDir = forward * (-(edgeLength * 0.5f) + (i * edgeLength / (lines - 1))); | |
GL.Vertex(center - rDir + fDir); | |
GL.Vertex(center + rDir + fDir); | |
} | |
Postpare(); | |
} | |
#endregion | |
#region 3D Primitives | |
/// <summary> | |
/// Draws a sphere in world space. Similar to Gizmos.DrawWireSphere, but with the ability to add radial and vertical segments | |
/// </summary> | |
public static void Sphere(Vector3 center, float radius, int verticalSegments = 1, int radialSegments = 2) | |
{ | |
if (radialSegments > 2) | |
{ | |
for (int i = 0; i < radialSegments; i++) | |
{ | |
Vector3 normal = new Vector3(Mathf.Sin((i * Mathf.PI) / radialSegments), 0, Mathf.Cos((i * Mathf.PI) / radialSegments)); | |
Circle3D(center, radius, normal); | |
} | |
} | |
else | |
{ | |
Circle3D(center, radius, Vector3.forward); | |
Circle3D(center, radius, Vector3.right); | |
} | |
if (verticalSegments > 1) | |
{ | |
for (int i = 1; i < verticalSegments; i++) | |
{ | |
Vector3 c = center + Vector3.up * (-radius + (i * 2 * (radius / (verticalSegments)))); | |
// Radius of base circle is a=sqrt(h(2R-h)), | |
float height = ((float)i / verticalSegments) * radius * 2; | |
float ra = Mathf.Sqrt(height * (2 * radius - height)); | |
Circle3D(c, ra, Vector3.up); | |
} | |
} | |
else | |
Circle3D(center, radius, Vector3.up); | |
} | |
public static void Cube(Vector3 center, Vector3 size) | |
{ | |
Cube(center, size, Vector3.forward, Vector3.up); | |
} | |
public static void Cube(Vector3 center, Vector3 size, Vector3 forward, Vector3 up) | |
{ | |
Prepare3D(); | |
forward = forward.normalized; | |
up = Vector3.ProjectOnPlane(up, forward).normalized; | |
Vector3 right = Vector3.Cross(forward, up); | |
Vector3 frw = forward * size.z * 0.5f; | |
Vector3 rgt = right * size.x * 0.5f; | |
Vector3 upw = up * size.y * 0.5f; | |
// vertical lines | |
GL.Vertex(center - frw - rgt - upw); | |
GL.Vertex(center - frw - rgt + upw); | |
GL.Vertex(center - frw + rgt - upw); | |
GL.Vertex(center - frw + rgt + upw); | |
GL.Vertex(center + frw - rgt - upw); | |
GL.Vertex(center + frw - rgt + upw); | |
GL.Vertex(center + frw + rgt - upw); | |
GL.Vertex(center + frw + rgt + upw); | |
// horizontal lines | |
GL.Vertex(center - frw - rgt - upw); | |
GL.Vertex(center - frw + rgt - upw); | |
GL.Vertex(center - frw - rgt + upw); | |
GL.Vertex(center - frw + rgt + upw); | |
GL.Vertex(center + frw - rgt - upw); | |
GL.Vertex(center + frw + rgt - upw); | |
GL.Vertex(center + frw - rgt + upw); | |
GL.Vertex(center + frw + rgt + upw); | |
// forward lines | |
GL.Vertex(center - frw - rgt - upw); | |
GL.Vertex(center + frw - rgt - upw); | |
GL.Vertex(center - frw + rgt - upw); | |
GL.Vertex(center + frw + rgt - upw); | |
GL.Vertex(center - frw - rgt + upw); | |
GL.Vertex(center + frw - rgt + upw); | |
GL.Vertex(center - frw + rgt + upw); | |
GL.Vertex(center + frw + rgt + upw); | |
Postpare(); | |
} | |
#endregion | |
#region Wireframe | |
public struct Edge | |
{ | |
public int i1; | |
public int i2; | |
public Edge(int i1, int i2) | |
{ | |
this.i1 = i1; | |
this.i2 = i2; | |
} | |
public bool Match(Edge e) | |
{ | |
return (e.i1 == i1 && e.i2 == i2) || (e.i1 == i2 && e.i2 == i1); | |
} | |
} | |
/// <summary> | |
/// Draws mesh wireframe. Use Draw.GetEdgePointsFromMesh() to get edgePoints, preferably only once | |
/// </summary> | |
public static void Wireframe(Transform t, Vector3[] edgePoints) | |
{ | |
if (edgePoints == null) return; | |
if (edgePoints.Length < 2) return; | |
Prepare3D(); | |
for (int i = 0; i < edgePoints.Length; i++) | |
GL.Vertex(t.TransformPoint(edgePoints[i])); | |
Postpare(); | |
} | |
/// <summary> | |
/// Gets edge points from a mesh. | |
/// Call this once, and then use Wireframe() to draw the lines | |
/// </summary> | |
public static Vector3[] GetEdgePointsFromMesh(Mesh mesh) | |
{ | |
Edge[] edges = GetEdges(mesh); | |
return EdgesToVertices(edges, mesh); | |
} | |
/// <summary> | |
/// Gets edge points from a mesh. | |
/// In case you want both the shaded model and wireframe to show, you can use normalPush to offset edges from the mesh so it doesn't intersect with it. | |
/// Call this once, and then use Wireframe() to draw the lines | |
/// </summary> | |
public static Vector3[] GetEdgePointsFromMesh(Mesh mesh, float normalPush) | |
{ | |
Edge[] edges = GetEdges(mesh); | |
return EdgesToVertices(edges, mesh, normalPush); | |
} | |
static Edge[] GetEdges(Mesh mesh) | |
{ | |
int[] tris = mesh.triangles; | |
List<Edge> edges = new List<Edge>(); | |
for (int i = 0; i < tris.Length; i += 3) | |
{ | |
Edge e1 = new Edge(tris[i], tris[i + 1]); | |
Edge e2 = new Edge(tris[i + 1], tris[i + 2]); | |
Edge e3 = new Edge(tris[i + 2], tris[i]); | |
// if line already exists, skip | |
foreach (var edge in edges) | |
if (edge.Match(e1)) goto NoE1; | |
edges.Add(e1); | |
NoE1: | |
foreach (var edge in edges) | |
if (edge.Match(e2)) goto NoE2; | |
edges.Add(e2); | |
NoE2: | |
foreach (var edge in edges) | |
if (edge.Match(e3)) goto NoE3; | |
edges.Add(e3); | |
NoE3:; | |
} | |
return edges.ToArray(); | |
} | |
static Vector3[] EdgesToVertices(Edge[] edges, Mesh mesh, float normalPush = 0) | |
{ | |
Vector3[] vertices = mesh.vertices; | |
Vector3[] edgesV3 = new Vector3[edges.Length * 2]; | |
Vector3[] normals = null; | |
if (normalPush != 0) | |
normals = mesh.normals; | |
for (int i = 0; i < edges.Length; i++) | |
{ | |
edgesV3[i * 2] = vertices[edges[i].i1]; | |
edgesV3[i * 2 + 1] = vertices[edges[i].i2]; | |
if (normalPush != 0) | |
{ | |
edgesV3[i * 2] += normals[edges[i].i1] * normalPush; | |
edgesV3[i * 2 + 1] += normals[edges[i].i2] * normalPush; | |
} | |
} | |
return edgesV3; | |
} | |
#endregion Wireframe | |
#region Utils | |
/// <summary> | |
/// Converts a coordinate in pixels to screen 0-1 fraction point. | |
/// Example: 400, 300, on a 800x600 screen will output 0.5, 0.5 (middle of the screen) | |
/// </summary> | |
public static Vector2 PixelToScreen(Vector2 pos) | |
{ | |
return new Vector2(pos.x / Screen.width, pos.y / Screen.height); | |
} | |
/// <summary> | |
/// Converts a coordinate in pixels to screen 0-1 fraction point. | |
/// Example: 400, 300, on a 800x600 screen will output 0.5, 0.5 (middle of the screen) | |
/// </summary> | |
public static Vector2 PixelToScreen(float x, float y) | |
{ | |
return new Vector2(x / Screen.width, y / Screen.height); | |
} | |
static void Prepare() | |
{ | |
GL.PushMatrix(); | |
GL.LoadOrtho(); | |
GL.Begin(GL.LINES); | |
GL.Color(color); | |
} | |
static void PreparePixel() | |
{ | |
GL.PushMatrix(); | |
GL.LoadPixelMatrix(); | |
GL.Begin(GL.LINES); | |
GL.Color(color); | |
} | |
static void Prepare3D() | |
{ | |
GL.PushMatrix(); | |
GL.Begin(GL.LINES); | |
GL.Color(color); | |
} | |
static void Postpare() | |
{ | |
GL.End(); | |
GL.PopMatrix(); | |
} | |
#endregion | |
} |
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using UnityEngine; | |
public class DrawExample : MonoBehaviour | |
{ | |
public Material lineMaterial; | |
void OnPostRender() | |
{ | |
lineMaterial.SetPass(0); | |
Draw.color = Color.white; | |
// 2D | |
// draws vertical line in the middle of the screen | |
Draw.Line(new Vector2(0.5f, 0), new Vector2(0.5f, 1)); | |
Draw.color = Color.red; | |
// draws rectangle at 200px,200px, with size of 200px*200px | |
Draw.Rect(200, 200, 200, 200); | |
Draw.color = Color.green; | |
// draws circle at the center of the screen with 100px radius | |
Draw.Circle(new Vector2(0.5f, 0.5f), 100); | |
Draw.color = Color.white * 0.5f; | |
// draws elliplse at the center of the screen | |
Draw.Ellipse(new Vector2(0.5f, 0.5f), Draw.PixelToScreen(200, 50)); | |
// 3D | |
// Draws a cube rotating around the scene origin | |
Vector3 cubeForward = new Vector3(Mathf.Sin(Time.time), 0, Mathf.Cos(Time.time)); | |
Draw.Cube(Vector3.zero, Vector3.one, cubeForward, Vector3.up); | |
Draw.color = new Color(0, 0.2f, 1); | |
Draw.color.a = 0.2f; | |
// Draws a grid on the origin | |
Draw.Grid(Vector3.zero, 10); | |
} | |
} |
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