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Unity用デバッググラフ(3軸)を描画するクラス。
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using UnityEngine; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Debug grapher. | |
/// </summary> | |
[RequireComponent (typeof(Camera))] | |
public class DebugGrapher : MonoBehaviour | |
{ | |
#region Privates | |
List<Vector3> values; | |
Transform cameraPositon; | |
#endregion | |
#region Props | |
[SerializeField] | |
int maxValues; | |
[SerializeField] | |
Vector2 scale; | |
[SerializeField] | |
Vector3 position; | |
#endregion | |
#region Lifecyecles | |
void Start () | |
{ | |
values = new List<Vector3> (); | |
this.cameraPositon = transform; | |
} | |
void OnPostRender () | |
{ | |
CreateLineMaterial (); | |
// set the current material | |
lineMaterial.SetPass (0); | |
float num = values.Count; | |
if (num < 2) { | |
return; | |
} | |
Vector3 pos = cameraPositon.position + position; | |
GL.Begin (GL.LINES); | |
// draw x | |
GL.Color (Color.red); | |
for (int i=1; i<num; ++i) { | |
GL.Vertex (pos + new Vector3 (((i-1) / num - 0.5f) * scale.x, values [i-1].x * scale.y, 10)); | |
GL.Vertex (pos + new Vector3 ((i / num - 0.5f) * scale.x, values [i].x * scale.y, 10)); | |
} | |
// draw y | |
GL.Color (Color.green); | |
for (int i=1; i<num; ++i) { | |
GL.Vertex (pos + new Vector3 (((i-1) / num - 0.5f) * scale.x, values [i-1].y * scale.y, 10)); | |
GL.Vertex (pos + new Vector3 ((i / num - 0.5f) * scale.x, values [i].y * scale.y, 10)); | |
} | |
// draw z | |
GL.Color (Color.blue); | |
for (int i=1; i<num; ++i) { | |
GL.Vertex (pos + new Vector3 (((i-1) / num - 0.5f) * scale.x, values [i-1].z * scale.y, 10)); | |
GL.Vertex (pos + new Vector3 ((i / num - 0.5f) * scale.x, values [i].z * scale.y, 10)); | |
} | |
GL.End (); | |
} | |
#endregion | |
#region private | |
void Draw (int index, int num) | |
{ | |
} | |
#endregion | |
#region Public | |
public void AddValue (Vector3 value) | |
{ | |
values.Add (value); | |
while (values.Count > maxValues) { | |
values.RemoveAt (0); | |
} | |
} | |
public void AddValue (float x, float y, float z) | |
{ | |
AddValue(new Vector3(x,y,z)); | |
} | |
#endregion | |
#region LineMaterial | |
static Material lineMaterial; | |
static void CreateLineMaterial () | |
{ | |
if (!lineMaterial) { | |
lineMaterial = new Material ("Shader \"Lines/Colored Blended\" {" + | |
"SubShader { Pass { " + | |
" Blend SrcAlpha OneMinusSrcAlpha " + | |
" ZWrite Off Cull Off Fog { Mode Off } " + | |
" BindChannels {" + | |
" Bind \"vertex\", vertex Bind \"color\", color }" + | |
"} } }"); | |
lineMaterial.hideFlags = HideFlags.HideAndDontSave; | |
lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; | |
} | |
} | |
#endregion | |
} |
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