【m】11.PointCloudTools 上传
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoxColliderGizmo : MonoBehaviour {
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void Start() {
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}
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// Update is called once per frame
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void OnRenderObject() {
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var colliders = gameObject.GetComponents<BoxCollider >();
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if (colliders == null) {
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return;
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}
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CreateLineMaterial();
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lineMaterial.SetPass(0);
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GL.PushMatrix();
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GL.MultMatrix(transform.localToWorldMatrix);
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for (int i = 0; i < colliders.Length; i++) {
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var col = colliders[i];
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var c = col.center;
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var size = col.size;
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float rx = size.x / 2f;
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float ry = size.y / 2f;
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float rz = size.z / 2f;
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Vector3 p0, p1, p2, p3;
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Vector3 p4, p5, p6, p7;
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p0 = c + new Vector3(-rx,-ry,rz);
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p1 = c + new Vector3(rx, -ry, rz);
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p2 = c + new Vector3(rx, -ry, -rz);
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p3 = c + new Vector3(-rx, -ry, -rz);
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p4 = c + new Vector3(-rx, ry, rz);
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p5 = c + new Vector3(rx, ry, rz);
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p6 = c + new Vector3(rx, ry, -rz);
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p7 = c + new Vector3(-rx, ry, -rz);
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p0);
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GL.Vertex(p1);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p1);
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GL.Vertex(p2);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p2);
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GL.Vertex(p3);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p0);
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GL.Vertex(p3);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p4);
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GL.Vertex(p5);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p5);
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GL.Vertex(p6);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p6);
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GL.Vertex(p7);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p4);
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GL.Vertex(p7);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p0);
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GL.Vertex(p4);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p1);
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GL.Vertex(p5);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p2);
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GL.Vertex(p6);
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GL.End();
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GL.Begin(GL.LINES);
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GL.Color(Color.red);
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GL.Vertex(p3);
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GL.Vertex(p7);
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GL.End();
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}
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GL.PopMatrix();
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}
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static Material lineMaterial;
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static void CreateLineMaterial() {
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if (!lineMaterial) {
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// Unity has a built-in shader that is useful for drawing
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// simple colored things.
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Shader shader = Shader.Find("Hidden/Internal-Colored");
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lineMaterial = new Material(shader);
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lineMaterial.hideFlags = HideFlags.HideAndDontSave;
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// Turn on alpha blending
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lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
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lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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// Turn backface culling off
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lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
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// Turn off depth writes
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lineMaterial.SetInt("_ZWrite", 0);
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}
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}
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}
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