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- using UnityEngine;
- public class Helpers
- {
- public static void DrawPlane(Vector3 position, Vector3 normal)
- {
- Vector3 v3;
- if (normal.normalized != Vector3.forward)
- v3 = Vector3.Cross(normal, Vector3.forward).normalized * normal.magnitude;
- else
- v3 = Vector3.Cross(normal, Vector3.up).normalized * normal.magnitude;
- ;
- var corner0 = position + v3;
- var corner2 = position - v3;
- var q = Quaternion.AngleAxis(90.0f, normal);
- v3 = q * v3;
- var corner1 = position + v3;
- var corner3 = position - v3;
- Debug.DrawLine(corner0, corner2, Color.green);
- Debug.DrawLine(corner1, corner3, Color.green);
- Debug.DrawLine(corner0, corner1, Color.green);
- Debug.DrawLine(corner1, corner2, Color.green);
- Debug.DrawLine(corner2, corner3, Color.green);
- Debug.DrawLine(corner3, corner0, Color.green);
- Debug.DrawRay(position, normal, Color.red);
- }
- public static void DrawLine(Vector3 p1, Vector3 p2, float width)
- {
- int count = 1 + Mathf.CeilToInt(width); // how many lines are needed.
- if (count == 1)
- {
- Gizmos.DrawLine(p1, p2);
- }
- else
- {
- Camera c = Camera.current;
- if (c == null)
- {
- Debug.LogError("Camera.current is null");
- return;
- }
- var scp1 = c.WorldToScreenPoint(p1);
- var scp2 = c.WorldToScreenPoint(p2);
- Vector3 v1 = (scp2 - scp1).normalized; // line direction
- Vector3 n = Vector3.Cross(v1, Vector3.forward); // normal vector
- for (int i = 0; i < count; i++)
- {
- Vector3 o = 0.99f * n * width * ((float) i / (count - 1) - 0.5f);
- Vector3 origin = c.ScreenToWorldPoint(scp1 + o);
- Vector3 destiny = c.ScreenToWorldPoint(scp2 + o);
- Gizmos.DrawLine(origin, destiny);
- }
- }
- }
- public static float GetMinComponent(Vector3 vector)
- {
- if (vector.x <= vector.y && vector.x <= vector.z) return vector.x;
- if (vector.y <= vector.x && vector.y <= vector.z) return vector.y;
- return vector.z;
- }
- public static long RoundToLong(float f)
- {
- return (long) Mathf.Round(f);
- }
- }
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