// This file is automatically generated by a script based on the CommandBuilder API. // This file adds additional overloads to the CommandBuilder API with convenience parameters like colors. using Unity.Burst; using UnityEngine; using System.Collections.Generic; using Unity.Collections; using Unity.Mathematics; using Unity.Collections.LowLevel.Unsafe; using Unity.Jobs; namespace Pathfinding.Drawing { public partial struct CommandBuilder { /// \copydocref{Line(float3,float3)} public void Line (float3 a, float3 b, Color color) { Reserve(); Add(Command.Line | Command.PushColorInline); Add(ConvertColor(color)); Add(new LineData { a = a, b = b }); } /// \copydocref{Ray(float3,float3)} public void Ray (float3 origin, float3 direction, Color color) { Line(origin, origin + direction, color); } /// \copydocref{Ray(Ray,float)} public void Ray (Ray ray, float length, Color color) { Line(ray.origin, ray.origin + ray.direction * length, color); } /// \copydocref{Arc(float3,float3,float3)} /// Color of the object public void Arc (float3 center, float3 start, float3 end, Color color) { PushColor(color); var d1 = start - center; var d2 = end - center; var normal = math.cross(d2, d1); if (math.any(normal != 0) && math.all(math.isfinite(normal))) { var m = Matrix4x4.TRS(center, Quaternion.LookRotation(d1, normal), Vector3.one); var angle = Vector3.SignedAngle(d1, d2, normal) * Mathf.Deg2Rad; PushMatrix(m); CircleXZInternal(float3.zero, math.length(d1), 90 * Mathf.Deg2Rad, 90 * Mathf.Deg2Rad - angle); PopMatrix(); } PopColor(); } /// \copydocref{CircleXZ(float3,float,float,float)} /// Color of the object [System.Obsolete("Use Draw.xz.Circle instead")] public void CircleXZ (float3 center, float radius, float startAngle, float endAngle, Color color) { CircleXZInternal(center, radius, startAngle, endAngle, color); } /// \copydocref{CircleXZ(float3,float,float,float)} /// Color of the object [System.Obsolete("Use Draw.xz.Circle instead")] public void CircleXZ (float3 center, float radius, Color color) { CircleXZ(center, radius, 0f, 2 * Mathf.PI, color); } /// \copydocref{Circle(float3,float3,float)} public void Circle (float3 center, float3 normal, float radius, Color color) { Reserve(); Add(Command.Circle | Command.PushColorInline); Add(ConvertColor(color)); Add(new CircleData { center = center, normal = normal, radius = radius }); } /// \copydocref{WireCylinder(float3,float3,float)} public void WireCylinder (float3 bottom, float3 top, float radius, Color color) { WireCylinder(bottom, top - bottom, math.length(top - bottom), radius, color); } /// \copydocref{WireCylinder(float3,float3,float,float)} /// Color of the object public void WireCylinder (float3 position, float3 up, float height, float radius, Color color) { up = math.normalizesafe(up); if (math.all(up == 0) || math.any(math.isnan(up)) || math.isnan(height) || math.isnan(radius)) return; PushColor(color); OrthonormalBasis(up, out var basis1, out var basis2); PushMatrix(new float4x4( new float4(basis1 * radius, 0), new float4(up * height, 0), new float4(basis2 * radius, 0), new float4(position, 1) )); CircleXZInternal(float3.zero, 1); if (height > 0) { CircleXZInternal(new float3(0, 1, 0), 1); Line(new float3(1, 0, 0), new float3(1, 1, 0)); Line(new float3(-1, 0, 0), new float3(-1, 1, 0)); Line(new float3(0, 0, 1), new float3(0, 1, 1)); Line(new float3(0, 0, -1), new float3(0, 1, -1)); } PopMatrix(); PopColor(); } /// \copydocref{WireCapsule(float3,float3,float)} /// Color of the object public void WireCapsule (float3 start, float3 end, float radius, Color color) { PushColor(color); var dir = end - start; var length = math.length(dir); if (length < 0.0001) { // The endpoints are the same, we can't draw a capsule from this because we don't know its orientation. // Draw a sphere as a fallback WireSphere(start, radius); } else { var normalized_dir = dir / length; WireCapsule(start - normalized_dir*radius, normalized_dir, length + 2*radius, radius); } PopColor(); } /// \copydocref{WireCapsule(float3,float3,float,float)} /// Color of the object public void WireCapsule (float3 position, float3 direction, float length, float radius, Color color) { direction = math.normalizesafe(direction); if (math.all(direction == 0) || math.any(math.isnan(direction)) || math.isnan(length) || math.isnan(radius)) return; PushColor(color); if (radius <= 0) { Line(position, position + direction * length); } else { length = math.max(length, radius*2); OrthonormalBasis(direction, out var basis1, out var basis2); PushMatrix(new float4x4( new float4(basis1, 0), new float4(direction, 0), new float4(basis2, 0), new float4(position, 1) )); CircleXZInternal(new float3(0, radius, 0), radius); PushMatrix(XZtoXYPlaneMatrix); CircleXZInternal(new float3(0, 0, radius), radius, Mathf.PI, 2 * Mathf.PI); PopMatrix(); PushMatrix(XZtoYZPlaneMatrix); CircleXZInternal(new float3(radius, 0, 0), radius, Mathf.PI*0.5f, Mathf.PI*1.5f); PopMatrix(); if (length > 0) { var upperY = length - radius; var lowerY = radius; CircleXZInternal(new float3(0, upperY, 0), radius); PushMatrix(XZtoXYPlaneMatrix); CircleXZInternal(new float3(0, 0, upperY), radius, 0, Mathf.PI); PopMatrix(); PushMatrix(XZtoYZPlaneMatrix); CircleXZInternal(new float3(upperY, 0, 0), radius, -Mathf.PI*0.5f, Mathf.PI*0.5f); PopMatrix(); Line(new float3(radius, lowerY, 0), new float3(radius, upperY, 0)); Line(new float3(-radius, lowerY, 0), new float3(-radius, upperY, 0)); Line(new float3(0, lowerY, radius), new float3(0, upperY, radius)); Line(new float3(0, lowerY, -radius), new float3(0, upperY, -radius)); } PopMatrix(); } PopColor(); } /// \copydocref{WireSphere(float3,float)} public void WireSphere (float3 position, float radius, Color color) { PushColor(color); SphereOutline(position, radius); Circle(position, new float3(1, 0, 0), radius); Circle(position, new float3(0, 1, 0), radius); Circle(position, new float3(0, 0, 1), radius); PopColor(); } /// \copydocref{Polyline(List,bool)} /// Color of the object [BurstDiscard] public void Polyline (List points, bool cycle, Color color) { PushColor(color); for (int i = 0; i < points.Count - 1; i++) { Line(points[i], points[i+1]); } if (cycle && points.Count > 1) Line(points[points.Count - 1], points[0]); PopColor(); } /// \copydocref{Polyline(List,bool)} /// Color of the object [BurstDiscard] public void Polyline (List points, Color color) { Polyline(points, false, color); } /// \copydocref{Polyline(Vector3[],bool)} /// Color of the object [BurstDiscard] public void Polyline (Vector3[] points, bool cycle, Color color) { PushColor(color); for (int i = 0; i < points.Length - 1; i++) { Line(points[i], points[i+1]); } if (cycle && points.Length > 1) Line(points[points.Length - 1], points[0]); PopColor(); } /// \copydocref{Polyline(Vector3[],bool)} /// Color of the object [BurstDiscard] public void Polyline (Vector3[] points, Color color) { Polyline(points, false, color); } /// \copydocref{Polyline(float3[],bool)} /// Color of the object [BurstDiscard] public void Polyline (float3[] points, bool cycle, Color color) { PushColor(color); for (int i = 0; i < points.Length - 1; i++) { Line(points[i], points[i+1]); } if (cycle && points.Length > 1) Line(points[points.Length - 1], points[0]); PopColor(); } /// \copydocref{Polyline(float3[],bool)} /// Color of the object [BurstDiscard] public void Polyline (float3[] points, Color color) { Polyline(points, false, color); } /// \copydocref{Polyline(NativeArray,bool)} /// Color of the object public void Polyline (NativeArray points, bool cycle, Color color) { PushColor(color); for (int i = 0; i < points.Length - 1; i++) { Line(points[i], points[i+1]); } if (cycle && points.Length > 1) Line(points[points.Length - 1], points[0]); PopColor(); } /// \copydocref{Polyline(NativeArray,bool)} /// Color of the object public void Polyline (NativeArray points, Color color) { Polyline(points, false, color); } /// \copydocref{WireBox(float3,float3)} /// Color of the object public void WireBox (float3 center, float3 size, Color color) { Reserve(); Add(Command.WireBox | Command.PushColorInline); Add(ConvertColor(color)); Add(new BoxData { center = center, size = size }); } /// \copydocref{WireBox(float3,quaternion,float3)} /// Color of the object public void WireBox (float3 center, quaternion rotation, float3 size, Color color) { PushColor(color); PushMatrix(float4x4.TRS(center, rotation, size)); WireBox(float3.zero, new float3(1, 1, 1)); PopMatrix(); PopColor(); } /// \copydocref{WireBox(Bounds)} public void WireBox (Bounds bounds, Color color) { WireBox(bounds.center, bounds.size, color); } /// \copydocref{WireMesh(Mesh)} public void WireMesh (Mesh mesh, Color color) { #if UNITY_2020_1_OR_NEWER if (mesh == null) throw new System.ArgumentNullException(); PushColor(color); // Use a burst compiled function to draw the lines // This is significantly faster than pure C# (about 5x). var meshDataArray = Mesh.AcquireReadOnlyMeshData(mesh); var meshData = meshDataArray[0]; JobWireMesh.JobWireMeshFunctionPointer(ref meshData, ref this); meshDataArray.Dispose(); #else Debug.LogError("The WireMesh method is only suppored in Unity 2020.1 or later"); #endif PopColor(); } /// \copydocref{WireMesh(NativeArray,NativeArray)} public void WireMesh (NativeArray vertices, NativeArray triangles, Color color) { PushColor(color); #if UNITY_2020_1_OR_NEWER unsafe { JobWireMesh.WireMesh((float3*)vertices.GetUnsafeReadOnlyPtr(), (int*)triangles.GetUnsafeReadOnlyPtr(), vertices.Length, triangles.Length, ref this); } #else Debug.LogError("The WireMesh method is only suppored in Unity 2020.1 or later"); #endif PopColor(); } /// \copydocref{Cross(float3,float)} public void Cross (float3 position, float size, Color color) { PushColor(color); size *= 0.5f; Line(position - new float3(size, 0, 0), position + new float3(size, 0, 0)); Line(position - new float3(0, size, 0), position + new float3(0, size, 0)); Line(position - new float3(0, 0, size), position + new float3(0, 0, size)); PopColor(); } /// \copydocref{Cross(float3,float)} public void Cross (float3 position, Color color) { Cross(position, 1, color); } /// \copydocref{CrossXZ(float3,float)} [System.Obsolete("Use Draw.xz.Cross instead")] public void CrossXZ (float3 position, float size, Color color) { PushColor(color); size *= 0.5f; Line(position - new float3(size, 0, 0), position + new float3(size, 0, 0)); Line(position - new float3(0, 0, size), position + new float3(0, 0, size)); PopColor(); } /// \copydocref{CrossXZ(float3,float)} [System.Obsolete("Use Draw.xz.Cross instead")] public void CrossXZ (float3 position, Color color) { CrossXZ(position, 1, color); } /// \copydocref{CrossXY(float3,float)} [System.Obsolete("Use Draw.xy.Cross instead")] public void CrossXY (float3 position, float size, Color color) { PushColor(color); size *= 0.5f; Line(position - new float3(size, 0, 0), position + new float3(size, 0, 0)); Line(position - new float3(0, size, 0), position + new float3(0, size, 0)); PopColor(); } /// \copydocref{CrossXY(float3,float)} [System.Obsolete("Use Draw.xy.Cross instead")] public void CrossXY (float3 position, Color color) { CrossXY(position, 1, color); } /// \copydocref{Bezier(float3,float3,float3,float3)} /// Color of the object public void Bezier (float3 p0, float3 p1, float3 p2, float3 p3, Color color) { PushColor(color); float3 prev = p0; for (int i = 1; i <= 20; i++) { float t = i/20.0f; float3 p = EvaluateCubicBezier(p0, p1, p2, p3, t); Line(prev, p); prev = p; } PopColor(); } /// \copydocref{Arrow(float3,float3)} /// Color of the object public void Arrow (float3 from, float3 to, Color color) { ArrowRelativeSizeHead(from, to, DEFAULT_UP, 0.2f, color); } /// \copydocref{Arrow(float3,float3,float3,float)} /// Color of the object public void Arrow (float3 from, float3 to, float3 up, float headSize, Color color) { PushColor(color); var length_sq = math.lengthsq(to - from); if (length_sq > 0.000001f) { ArrowRelativeSizeHead(from, to, up, headSize * math.rsqrt(length_sq)); } PopColor(); } /// \copydocref{ArrowRelativeSizeHead(float3,float3,float3,float)} /// Color of the object public void ArrowRelativeSizeHead (float3 from, float3 to, float3 up, float headFraction, Color color) { PushColor(color); Line(from, to); var dir = to - from; var normal = math.cross(dir, up); // Pick a different up direction if the direction happened to be colinear with that one. if (math.all(normal == 0)) normal = math.cross(new float3(1, 0, 0), dir); // Pick a different up direction if up=(1,0,0) and thus the above check would have generated a zero vector again if (math.all(normal == 0)) normal = math.cross(new float3(0, 1, 0), dir); normal = math.normalizesafe(normal) * math.length(dir); Line(to, to - (dir + normal) * headFraction); Line(to, to - (dir - normal) * headFraction); PopColor(); } /// \copydocref{ArrowheadArc(float3,float3,float,float)} /// Color of the object public void ArrowheadArc (float3 origin, float3 direction, float offset, float width, Color color) { if (!math.any(direction)) return; if (offset < 0) throw new System.ArgumentOutOfRangeException(nameof(offset)); if (offset == 0) return; PushColor(color); var rot = Quaternion.LookRotation(direction, DEFAULT_UP); PushMatrix(Matrix4x4.TRS(origin, rot, Vector3.one)); var a1 = math.PI * 0.5f - width * (0.5f * Mathf.Deg2Rad); var a2 = math.PI * 0.5f + width * (0.5f * Mathf.Deg2Rad); CircleXZInternal(float3.zero, offset, a1, a2); var p1 = new float3(math.cos(a1), 0, math.sin(a1)) * offset; var p2 = new float3(math.cos(a2), 0, math.sin(a2)) * offset; const float sqrt2 = 1.4142f; var p3 = new float3(0, 0, sqrt2 * offset); Line(p1, p3); Line(p3, p2); PopMatrix(); PopColor(); } /// \copydocref{ArrowheadArc(float3,float3,float,float)} /// Color of the object public void ArrowheadArc (float3 origin, float3 direction, float offset, Color color) { ArrowheadArc(origin, direction, offset, 60, color); } /// \copydocref{WireGrid(float3,quaternion,int2,float2)} /// Color of the object public void WireGrid (float3 center, quaternion rotation, int2 cells, float2 totalSize, Color color) { PushColor(color); cells = math.max(cells, new int2(1, 1)); PushMatrix(float4x4.TRS(center, rotation, new Vector3(totalSize.x, 0, totalSize.y))); int w = cells.x; int h = cells.y; for (int i = 0; i <= w; i++) Line(new float3(i/(float)w - 0.5f, 0, -0.5f), new float3(i/(float)w - 0.5f, 0, 0.5f)); for (int i = 0; i <= h; i++) Line(new float3(-0.5f, 0, i/(float)h - 0.5f), new float3(0.5f, 0, i/(float)h - 0.5f)); PopMatrix(); PopColor(); } /// \copydocref{WireRectangle(float3,quaternion,float2)} public void WireRectangle (float3 center, quaternion rotation, float2 size, Color color) { WirePlane(center, rotation, size, color); } /// \copydocref{WireRectangle(Rect)} [System.Obsolete("Use Draw.xy.WireRectangle instead")] public void WireRectangle (Rect rect, Color color) { xy.WireRectangle(rect, color); } /// \copydocref{WirePlane(float3,float3,float2)} /// Color of the object public void WirePlane (float3 center, float3 normal, float2 size, Color color) { PushColor(color); if (math.any(normal)) { WirePlane(center, Quaternion.LookRotation(calculateTangent(normal), normal), size); } PopColor(); } /// \copydocref{WirePlane(float3,quaternion,float2)} /// Color of the object public void WirePlane (float3 center, quaternion rotation, float2 size, Color color) { Reserve(); Add(Command.WirePlane | Command.PushColorInline); Add(ConvertColor(color)); Add(new PlaneData { center = center, rotation = rotation, size = size }); } /// \copydocref{SolidBox(float3,float3)} /// Color of the object public void SolidBox (float3 center, float3 size, Color color) { Reserve(); Add(Command.Box | Command.PushColorInline); Add(ConvertColor(color)); Add(new BoxData { center = center, size = size }); } /// \copydocref{SolidBox(Bounds)} /// Color of the object public void SolidBox (Bounds bounds, Color color) { SolidBox(bounds.center, bounds.size, color); } /// \copydocref{SolidBox(float3,quaternion,float3)} /// Color of the object public void SolidBox (float3 center, quaternion rotation, float3 size, Color color) { PushColor(color); PushMatrix(float4x4.TRS(center, rotation, size)); SolidBox(float3.zero, Vector3.one); PopMatrix(); PopColor(); } } }