X10D/X10D.Unity/src/DebugEx/DebugEx.Circle.cs

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2022-06-01 18:00:36 +00:00
using UnityEngine;
using X10D.Drawing;
using X10D.Numerics;
using X10D.Unity.Numerics;
using Quaternion = System.Numerics.Quaternion;
namespace X10D.Unity;
public static partial class DebugEx
{
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="center">The center point of the circle.</param>
/// <param name="radius">The radius of the circle.</param>
/// <param name="sides">The number of sides to generate.</param>
public static void DrawCircle(Vector2 center, float radius, int sides)
{
DrawCircle(center, radius, sides, Color.white, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="center">The center point of the circle.</param>
/// <param name="radius">The radius of the circle.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
public static void DrawCircle(Vector2 center, float radius, int sides, in Color color)
{
DrawCircle(center, radius, sides, color, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="center">The center point of the circle.</param>
/// <param name="radius">The radius of the circle.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
public static void DrawCircle(Vector2 center, float radius, int sides, in Color color, float duration)
{
DrawCircle(center, radius, sides, Vector2.zero, color, duration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="center">The center point of the circle.</param>
/// <param name="radius">The radius of the circle.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
/// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
/// </param>
public static void DrawCircle(Vector2 center, float radius, int sides, in Color color, float duration, bool depthTest)
{
DrawCircle(center, radius, sides, Vector2.zero, color, duration, depthTest);
}
/// <summary>
/// Draws a circle.
/// </summary>
/// <param name="center">The center point of the circle.</param>
/// <param name="radius">The radius of the circle.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
/// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
/// </param>
public static void DrawCircle(Vector2 center, float radius, int sides, in Vector3 offset, in Color color, float duration,
bool depthTest)
{
DrawCircle(new CircleF(center.ToSystemVector(), radius), sides, offset, color, duration, depthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
public static void DrawCircle(in Circle circle, int sides)
{
DrawCircle((CircleF)circle, sides, Vector2.zero, Color.white, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
public static void DrawCircle(in Circle circle, int sides, in Vector3 offset)
{
DrawCircle((CircleF)circle, sides, offset, Color.white, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
public static void DrawCircle(in Circle circle, int sides, in Color color)
{
DrawCircle((CircleF)circle, sides, Vector2.zero, color, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
/// <param name="color">The color of the circle.</param>
public static void DrawCircle(in Circle circle, int sides, in Vector3 offset, in Color color)
{
DrawCircle((CircleF)circle, sides, offset, color, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
public static void DrawCircle(in Circle circle, int sides, in Color color, float duration)
{
DrawCircle((CircleF)circle, sides, Vector2.zero, color, duration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
public static void DrawCircle(in Circle circle, int sides, in Vector3 offset, in Color color, float duration)
{
DrawCircle((CircleF)circle, sides, offset, color, duration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
/// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
/// </param>
public static void DrawCircle(in Circle circle, int sides, in Color color, float duration, bool depthTest)
{
DrawCircle((CircleF)circle, sides, Vector2.zero, color, duration, depthTest);
}
/// <summary>
/// Draws a circle.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
/// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
/// </param>
public static void DrawCircle(in Circle circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
{
DrawCircle((CircleF)circle, sides, offset, color, duration, depthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
public static void DrawCircle(in CircleF circle, int sides)
{
DrawCircle(circle, sides, Color.white, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
public static void DrawCircle(in CircleF circle, int sides, in Vector3 offset)
{
DrawCircle(circle, sides, offset, Color.white, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
public static void DrawCircle(in CircleF circle, int sides, in Color color)
{
DrawCircle(circle, sides, Vector2.zero, color, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
/// <param name="color">The color of the circle.</param>
public static void DrawCircle(in CircleF circle, int sides, in Vector3 offset, in Color color)
{
DrawCircle(circle, sides, offset, color, DefaultDrawDuration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
public static void DrawCircle(in CircleF circle, int sides, in Color color, float duration)
{
DrawCircle(circle, sides, Vector2.zero, color, duration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
public static void DrawCircle(in CircleF circle, int sides, in Vector3 offset, in Color color, float duration)
{
DrawCircle(circle, sides, offset, color, duration, DefaultDepthTest);
}
/// <summary>
/// Draws a circle with the specified color and duration.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
/// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
/// </param>
public static void DrawCircle(in CircleF circle, int sides, in Color color, float duration, bool depthTest)
{
DrawCircle(circle, sides, Vector2.zero, color, duration, depthTest);
}
/// <summary>
/// Draws a circle.
/// </summary>
/// <param name="circle">The circle to draw.</param>
/// <param name="sides">The number of sides to generate.</param>
/// <param name="offset">The drawing offset of the circle.</param>
/// <param name="color">The color of the circle.</param>
/// <param name="duration">
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param>
/// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
/// </param>
public static void DrawCircle(in CircleF circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
{
DrawPolyhedron(CreateCircle(circle.Radius, sides, Vector3.zero), offset, color, duration, depthTest);
}
private static Polyhedron CreateCircle(float radius, int sides, in Vector3 axis)
{
const float max = 2.0f * MathF.PI;
float step = max / sides;
var points = new List<System.Numerics.Vector3>();
for (var theta = 0f; theta < max; theta += step)
{
float x = radius * MathF.Cos(theta);
float y = radius * MathF.Sin(theta);
var vector = new System.Numerics.Vector3(x, y, 0);
if (axis != Vector3.zero)
{
vector = Quaternion.CreateFromAxisAngle(axis.ToSystemVector(), MathF.PI / 2.0f).Multiply(vector);
}
points.Add(vector);
}
return new Polyhedron(points);
}
}