Add Popcron.Gizmos license.

Made sure to add the MIT license to their folder.
This commit is contained in:
NotAKidoS 2022-09-14 08:34:44 -05:00
parent 29060f71c1
commit 7aaec9c512
10 changed files with 21 additions and 0 deletions

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using UnityEngine;
namespace Popcron
{
public class CubeDrawer : Drawer
{
public CubeDrawer()
{
}
public override int Draw(ref Vector3[] buffer, params object[] values)
{
Vector3 position = (Vector3)values[0];
Quaternion rotation = (Quaternion)values[1];
Vector3 size = (Vector3)values[2];
size *= 0.5f;
Vector3 point1 = new Vector3(position.x - size.x, position.y - size.y, position.z - size.z);
Vector3 point2 = new Vector3(position.x + size.x, position.y - size.y, position.z - size.z);
Vector3 point3 = new Vector3(position.x + size.x, position.y + size.y, position.z - size.z);
Vector3 point4 = new Vector3(position.x - size.x, position.y + size.y, position.z - size.z);
Vector3 point5 = new Vector3(position.x - size.x, position.y - size.y, position.z + size.z);
Vector3 point6 = new Vector3(position.x + size.x, position.y - size.y, position.z + size.z);
Vector3 point7 = new Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
Vector3 point8 = new Vector3(position.x - size.x, position.y + size.y, position.z + size.z);
point1 = rotation * (point1 - position);
point1 += position;
point2 = rotation * (point2 - position);
point2 += position;
point3 = rotation * (point3 - position);
point3 += position;
point4 = rotation * (point4 - position);
point4 += position;
point5 = rotation * (point5 - position);
point5 += position;
point6 = rotation * (point6 - position);
point6 += position;
point7 = rotation * (point7 - position);
point7 += position;
point8 = rotation * (point8 - position);
point8 += position;
//square
buffer[0] = point1;
buffer[1] = point2;
buffer[2] = point2;
buffer[3] = point3;
buffer[4] = point3;
buffer[5] = point4;
buffer[6] = point4;
buffer[7] = point1;
//other square
buffer[8] = point5;
buffer[9] = point6;
buffer[10] = point6;
buffer[11] = point7;
buffer[12] = point7;
buffer[13] = point8;
buffer[14] = point8;
buffer[15] = point5;
//connectors
buffer[16] = point1;
buffer[17] = point5;
buffer[18] = point2;
buffer[19] = point6;
buffer[20] = point3;
buffer[21] = point7;
buffer[22] = point4;
buffer[23] = point8;
return 24;
}
}
}

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using UnityEngine;
namespace Popcron
{
public class LineDrawer : Drawer
{
public LineDrawer()
{
}
public override int Draw(ref Vector3[] buffer, params object[] args)
{
buffer[0] = (Vector3)args[0];
buffer[1] = (Vector3)args[1];
return 2;
}
}
}

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using UnityEngine;
namespace Popcron
{
public class PolygonDrawer : Drawer
{
public PolygonDrawer()
{
}
public override int Draw(ref Vector3[] buffer, params object[] values)
{
Vector3 position = (Vector3)values[0];
int points = (int)values[1];
float radius = (float)values[2];
float offset = (float)values[3];
Quaternion rotation = (Quaternion)values[4];
float step = 360f / points;
offset *= Mathf.Deg2Rad;
for (int i = 0; i < points; i++)
{
float cx = Mathf.Cos(Mathf.Deg2Rad * step * i + offset) * radius;
float cy = Mathf.Sin(Mathf.Deg2Rad * step * i + offset) * radius;
Vector3 current = new Vector3(cx, cy);
float nx = Mathf.Cos(Mathf.Deg2Rad * step * (i + 1) + offset) * radius;
float ny = Mathf.Sin(Mathf.Deg2Rad * step * (i + 1) + offset) * radius;
Vector3 next = new Vector3(nx, ny);
buffer[i * 2] = position + (rotation * current);
buffer[(i * 2) + 1] = position + (rotation * next);
}
return points * 2;
}
}
}

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using UnityEngine;
namespace Popcron
{
public class SquareDrawer : Drawer
{
public SquareDrawer()
{
}
public override int Draw(ref Vector3[] buffer, params object[] values)
{
Vector2 position = default;
if (values[0] is Vector2 p2)
{
position = p2;
}
else if (values[0] is Vector3 p3)
{
position = p3;
}
Quaternion rotation = (Quaternion)values[1];
Vector2 size = default;
if (values[2] is Vector2 s2)
{
size = s2;
}
else if (values[2] is Vector3 s3)
{
size = s3;
}
size *= 0.5f;
Vector2 point1 = new Vector3(position.x - size.x, position.y - size.y);
Vector2 point2 = new Vector3(position.x + size.x, position.y - size.y);
Vector2 point3 = new Vector3(position.x + size.x, position.y + size.y);
Vector2 point4 = new Vector3(position.x - size.x, position.y + size.y);
point1 = rotation * (point1 - position);
point1 += position;
point2 = rotation * (point2 - position);
point2 += position;
point3 = rotation * (point3 - position);
point3 += position;
point4 = rotation * (point4 - position);
point4 += position;
//square
buffer[0] = point1;
buffer[1] = point2;
buffer[2] = point2;
buffer[3] = point3;
buffer[4] = point3;
buffer[5] = point4;
//loop back to start
buffer[6] = point4;
buffer[7] = point1;
return 8;
}
}
}