Files
plugin-library/Assets/11.PointCloudTools/Runtime/Script/PointSystem/Gizmo/SphereColliderGizmo.cs

75 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SphereColliderGizmo : MonoBehaviour {
void Start() {
}
// Update is called once per frame
void OnRenderObject() {
// 添加SphereCollider处理
var sphereColliders = gameObject.GetComponents<SphereCollider>();
if (sphereColliders != null) {
CreateLineMaterial();
lineMaterial.SetPass(0);
GL.PushMatrix();
GL.MultMatrix(transform.localToWorldMatrix);
foreach (var col in sphereColliders) {
float radius = col.radius;
Vector3 scale = transform.lossyScale;
// 计算最大缩放值
float maxScale = Mathf.Max(scale.x, scale.y, scale.z);
float scaledRadius = radius * maxScale;
Vector3 center = col.center;
// 绘制三个方向的圆环
DrawCircle(center, Vector3.up, Vector3.forward, scaledRadius);
DrawCircle(center, Vector3.forward, Vector3.up, scaledRadius);
DrawCircle(center, Vector3.right, Vector3.up, scaledRadius);
}
GL.PopMatrix();
}
// 原来的BoxCollider代码保持不变...
var colliders = gameObject.GetComponents<BoxCollider>();
// ... 后续BoxCollider的绘制代码保持不变 ...
}
// 新增辅助方法绘制圆形
void DrawCircle(Vector3 center, Vector3 normal, Vector3 axis, float radius) {
int segments = 32;
float angle = 0f;
GL.Begin(GL.LINE_STRIP);
GL.Color(Color.red);
for (int i = 0; i <= segments; i++) {
Vector3 point = center;
point += (axis * Mathf.Cos(angle) + Vector3.Cross(normal, axis) * Mathf.Sin(angle)) * radius;
GL.Vertex(point);
angle += Mathf.PI * 2f / segments;
}
GL.End();
}
static Material lineMaterial;
static void CreateLineMaterial() {
if (!lineMaterial) {
// Unity has a built-in shader that is useful for drawing
// simple colored things.
Shader shader = Shader.Find("Hidden/Internal-Colored");
lineMaterial = new Material(shader);
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
// Turn on alpha blending
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
// Turn backface culling off
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
// Turn off depth writes
lineMaterial.SetInt("_ZWrite", 0);
}
}
}