UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Utilities/MeshGizmo.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
using System.Collections.Generic;
using System.Reflection;
using System;
namespace UnityEngine.Rendering
{
/// <summary>
/// Helper to build and render a mesh for Gizmos, it is a lot more faster than drawing a ton of gizmos separately
/// </summary>
class MeshGizmo : IDisposable
{
public static readonly int vertexCountPerCube = 24;
public Mesh mesh;
List<Vector3> vertices;
List<int> indices;
List<Color> colors;
Material wireMaterial;
Material dottedWireMaterial;
Material solidMaterial;
public MeshGizmo(int capacity = 0)
{
vertices = new List<Vector3>(capacity);
indices = new List<int>(capacity);
colors = new List<Color>(capacity);
mesh = new Mesh { indexFormat = IndexFormat.UInt32, hideFlags = HideFlags.HideAndDontSave };
#if UNITY_EDITOR
wireMaterial = (Material)UnityEditor.EditorGUIUtility.LoadRequired("SceneView/HandleLines.mat");
dottedWireMaterial = (Material)UnityEditor.EditorGUIUtility.LoadRequired("SceneView/HandleDottedLines.mat");
solidMaterial = UnityEditor.HandleUtility.handleMaterial;
#endif
}
public void Clear()
{
vertices.Clear();
indices.Clear();
colors.Clear();
}
public void AddWireCube(Vector3 center, Vector3 size, Color color)
{
var halfSize = size / 2.0f;
Vector3 p0 = new Vector3(halfSize.x, halfSize.y, halfSize.z);
Vector3 p1 = new Vector3(-halfSize.x, halfSize.y, halfSize.z);
Vector3 p2 = new Vector3(-halfSize.x, -halfSize.y, halfSize.z);
Vector3 p3 = new Vector3(halfSize.x, -halfSize.y, halfSize.z);
Vector3 p4 = new Vector3(halfSize.x, halfSize.y, -halfSize.z);
Vector3 p5 = new Vector3(-halfSize.x, halfSize.y, -halfSize.z);
Vector3 p6 = new Vector3(-halfSize.x, -halfSize.y, -halfSize.z);
Vector3 p7 = new Vector3(halfSize.x, -halfSize.y, -halfSize.z);
AddEdge(center + p0, center + p1);
AddEdge(center + p1, center + p2);
AddEdge(center + p2, center + p3);
AddEdge(center + p3, center + p0);
AddEdge(center + p4, center + p5);
AddEdge(center + p5, center + p6);
AddEdge(center + p6, center + p7);
AddEdge(center + p7, center + p4);
AddEdge(center + p0, center + p4);
AddEdge(center + p1, center + p5);
AddEdge(center + p2, center + p6);
AddEdge(center + p3, center + p7);
void AddEdge(Vector3 p1, Vector3 p2)
{
vertices.Add(p1);
vertices.Add(p2);
indices.Add(indices.Count);
indices.Add(indices.Count);
colors.Add(color);
colors.Add(color);
}
}
void DrawMesh(Matrix4x4 trs, Material mat, MeshTopology topology, CompareFunction depthTest, string gizmoName)
{
mesh.Clear();
mesh.SetVertices(vertices);
mesh.SetColors(colors);
mesh.SetIndices(indices, topology, 0);
mat.SetFloat("_HandleZTest", (int)depthTest);
var cmd = CommandBufferPool.Get(gizmoName ?? "Mesh Gizmo Rendering");
cmd.DrawMesh(mesh, trs, mat, 0, 0);
Graphics.ExecuteCommandBuffer(cmd);
}
public void RenderWireframe(Matrix4x4 trs, CompareFunction depthTest = CompareFunction.LessEqual, string gizmoName = null)
=> DrawMesh(trs, wireMaterial, MeshTopology.Lines, depthTest, gizmoName);
public void Dispose()
{
CoreUtils.Destroy(mesh);
}
}
}