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Depth sorted Gizmos in the Unity Editor
using System;
using System.Collections.Generic;
using UnityEngine;
public static class SortedGizmos
{
static List<ICommand> commands = new List<ICommand>(1000);
public static Color color { get; set; }
public static void BatchCommit()
{
#if UNITY_EDITOR
Camera cam = null;
var sv = UnityEditor.SceneView.currentDrawingSceneView;
if (sv != null && sv.camera != null)
{
cam = sv.camera;
}
else
{
cam = Camera.main;
}
if (cam != null)
{
var mat = cam.worldToCameraMatrix;
for (int i = 0; i < commands.Count; ++i)
{
commands[i].Transform(mat);
}
// sort by z
var a = commands.ToArray();
Array.Sort<ICommand>(a, compareCommands);
// draw
for (int i = 0; i < a.Length; ++i)
{
a[i].Draw();
}
}
#endif
commands.Clear();
}
public static void DrawSphere(Vector3 center, float radius)
{
commands.Add(new DrawSolidSphereCommand
{
color = color,
position = center,
radius = radius
});
}
public static void DrawWireSphere(Vector3 center, float radius)
{
commands.Add(new DrawWireSphereCommand
{
color = color,
position = center,
radius = radius
});
}
public static void DrawCube(Vector3 center, Vector3 size)
{
commands.Add(new DrawSolidCubeCommand
{
color = color,
position = center,
size = size
});
}
public static void DrawWireCube(Vector3 center, Vector3 size)
{
commands.Add(new DrawWireCubeCommand
{
color = color,
position = center,
size = size
});
}
static int compareCommands(ICommand a, ICommand b)
{
float diff = a.SortValue - b.SortValue;
if (diff < 0f) return -1;
else if (diff > 0f) return 1;
else return 0;
}
interface ICommand
{
void Transform(Matrix4x4 worldToCamera);
void Draw();
float SortValue { get; }
}
struct DrawSolidSphereCommand : ICommand
{
public Color color;
public Vector3 position;
public float radius;
private Vector3 transformedPosition;
public void Transform(Matrix4x4 mat)
{
transformedPosition = mat.MultiplyPoint(position);
}
public void Draw()
{
Gizmos.color = color;
Gizmos.DrawSphere(position, radius);
}
public float SortValue { get { return transformedPosition.z; } }
}
struct DrawWireSphereCommand : ICommand
{
public Color color;
public Vector3 position;
public float radius;
private Vector3 transformedPosition;
public void Transform(Matrix4x4 mat)
{
transformedPosition = mat.MultiplyPoint(position);
}
public void Draw()
{
Gizmos.color = color;
Gizmos.DrawWireSphere(position, radius);
}
public float SortValue { get { return transformedPosition.z; } }
}
struct DrawSolidCubeCommand : ICommand
{
public Color color;
public Vector3 position;
public Vector3 size;
private Vector3 transformedPosition;
public void Transform(Matrix4x4 mat)
{
transformedPosition = mat.MultiplyPoint(position);
}
public void Draw()
{
Gizmos.color = color;
Gizmos.DrawCube(position, size);
}
public float SortValue { get { return transformedPosition.z; } }
}
struct DrawWireCubeCommand : ICommand
{
public Color color;
public Vector3 position;
public Vector3 size;
private Vector3 transformedPosition;
public void Transform(Matrix4x4 mat)
{
transformedPosition = mat.MultiplyPoint(position);
}
public void Draw()
{
Gizmos.color = color;
Gizmos.DrawWireCube(position, size);
}
public float SortValue { get { return transformedPosition.z; } }
}
struct DrawSolidMeshCommand : ICommand
{
public Color color;
public Vector3 position;
public Vector3 scale;
public Quaternion rotation;
public Mesh mesh;
private Vector3 transformedPosition;
public void Transform(Matrix4x4 mat)
{
transformedPosition = mat.MultiplyPoint(position);
}
public void Draw()
{
Gizmos.color = color;
Gizmos.DrawMesh(mesh, position, rotation, scale);
}
public float SortValue { get { return transformedPosition.z; } }
}
struct DrawWireMeshCommand : ICommand
{
public Color color;
public Vector3 position;
public Vector3 scale;
public Quaternion rotation;
public Mesh mesh;
private Vector3 transformedPosition;
public void Transform(Matrix4x4 mat)
{
transformedPosition = mat.MultiplyPoint(position);
}
public void Draw()
{
Gizmos.color = color;
Gizmos.DrawWireMesh(mesh, position, rotation, scale);
}
public float SortValue { get { return transformedPosition.z; } }
}
}
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