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| using UnityEngine;
|
| public class DrawUtility {
|
| // ------------------------------------------------------------------
| // Desc: DrawCircle
| // ------------------------------------------------------------------
|
| // DrawCircleX
| public static void DrawCircleX(Vector3 _center, float _radius, Color _color, float _duration = 0.0f, bool _depthTets = true) {
| DrawCircle(Quaternion.Euler(0.0f, 0.0f, 90.0f), _center, _radius, _color, _duration, _depthTets);
| }
|
| // DrawCircleY
| public static void DrawCircleY(Vector3 _center, float _radius, Color _color, float _duration = 0.0f, bool _depthTets = true) {
| DrawCircle(Quaternion.identity, _center, _radius, _color, _duration, _depthTets);
| }
|
| // DrawCircleZ
| public static void DrawCircleZ(Vector3 _center, float _radius, Color _color, float _duration = 0.0f, bool _depthTets = true) {
| DrawCircle(Quaternion.Euler(90.0f, 0.0f, 0.0f), _center, _radius, _color, _duration, _depthTets);
| }
|
| public static void DrawTriangle(Vector3 p1, Vector3 p2, Vector3 p3, Color color) {
| Debug.DrawLine(p1, p2, color);
| Debug.DrawLine(p2, p3, color);
| Debug.DrawLine(p3, p1, color);
| }
|
|
| public static void DrawCircle(Quaternion _rot, Vector3 _center, float _radius, Color _color, float _duration = 0.0f, bool _depthTets = true) {
| #if UNITY_EDITOR
| //
| float two_pi = 2.0f * Mathf.PI;
| float segments = 32.0f;
| float step = two_pi / segments;
| float theta = 0.0f;
|
| //
| Vector3 last = _center + _rot * (_radius * new Vector3(Mathf.Cos(theta), 0.0f, Mathf.Sin(theta)));
| theta += step;
|
| //
| for (int i = 1; i <= segments; ++i) {
| Vector3 cur = _center + _rot * (_radius * new Vector3(Mathf.Cos(theta), 0.0f, Mathf.Sin(theta)));
| Debug.DrawLine(last, cur, _color, _duration, _depthTets);
| last = cur;
| theta += step;
| }
| #endif
| }
|
| // ------------------------------------------------------------------
| // Desc:
| // ------------------------------------------------------------------
|
| public static void DrawBall(Vector3 _center, float _radius, Color _color, float _duration = 0.0f, bool _depthTets = true) {
| DrawCircleX(_center, _radius, _color, _duration, _depthTets);
| DrawCircleY(_center, _radius, _color, _duration, _depthTets);
| DrawCircleZ(_center, _radius, _color, _duration, _depthTets);
| }
| }
|
|