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https://github.com/oliverbooth/X10D
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feat: add DebugUtility.DrawFunction
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@ -23,6 +23,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- X10D: Added `TextWriter.WriteLineNoAlloc(long[, ReadOnlySpan<char>[, IFormatProvider]])`.
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- X10D: Added `TextWriter.WriteLineNoAlloc(long[, ReadOnlySpan<char>[, IFormatProvider]])`.
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- X10D: Added `TextWriter.WriteLineNoAlloc(ulong[, ReadOnlySpan<char>[, IFormatProvider]])`.
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- X10D: Added `TextWriter.WriteLineNoAlloc(ulong[, ReadOnlySpan<char>[, IFormatProvider]])`.
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- X10D.Unity: Added `RaycastHit.GetComponent` and `RaycastHit.TryGetComponent`.
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- X10D.Unity: Added `RaycastHit.GetComponent` and `RaycastHit.TryGetComponent`.
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- X10D.Unity: Added `DebugUtility.DrawFunction`, and `DebugUtility.DrawUnjoinedPolyhedron` on which it relies.
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### Changed
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### Changed
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@ -1,4 +1,5 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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using X10D.Drawing;
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using X10D.Drawing;
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using X10D.Unity.Drawing;
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using X10D.Unity.Drawing;
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using Color = UnityEngine.Color;
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using Color = UnityEngine.Color;
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@ -34,6 +35,9 @@ namespace X10D.Unity.Tests
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var sphere = new Sphere(System.Numerics.Vector3.Zero, 0.5f);
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var sphere = new Sphere(System.Numerics.Vector3.Zero, 0.5f);
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DebugUtility.DrawSphere(sphere, 25, new Vector2(0.0f, -1.5f), Color.white);
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DebugUtility.DrawSphere(sphere, 25, new Vector2(0.0f, -1.5f), Color.white);
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DebugUtility.DrawFunction(x => MathF.Sin(x + UnityEngine.Time.time % (2 * MathF.PI)), -10, 10, 0.1f, Vector3.up * 4,
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Color.yellow, 0.0f, false);
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DebugUtility.Assert(true);
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DebugUtility.Assert(true);
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}
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}
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}
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}
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69
X10D.Unity/src/DebugUtility/DebugUtility.Function.cs
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69
X10D.Unity/src/DebugUtility/DebugUtility.Function.cs
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@ -0,0 +1,69 @@
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using UnityEngine;
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using X10D.Drawing;
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using X10D.Numerics;
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using X10D.Unity.Numerics;
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using Quaternion = System.Numerics.Quaternion;
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namespace X10D.Unity;
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public static partial class DebugUtility
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{
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/// <summary>
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/// Draws a function plot.
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/// </summary>
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/// <param name="function">The function to plot.</param>
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/// <param name="xMin">The minimum X value.</param>
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/// <param name="xMax">The maximum X value.</param>
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public static void DrawFunction(Func<float, float> function, float xMin, float xMax)
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{
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DrawFunction(function, xMin, xMax, 0.1f, Vector3.zero, Color.white, 0.0f, false);
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}
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/// <summary>
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/// Draws a function plot.
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/// </summary>
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/// <param name="function">The function to plot.</param>
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/// <param name="xMin">The minimum X value.</param>
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/// <param name="xMax">The maximum X value.</param>
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/// <param name="step">The X increment.</param>
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/// <param name="offset">The drawing offset of the circle.</param>
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/// <param name="color">The color of the circle.</param>
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/// <param name="duration">
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/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the circle be obscured by objects closer to the camera.
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/// </param>
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/// <exception cref="ArgumentNullException"><paramref name="function" /> is <see langword="null" />.</exception>
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public static void DrawFunction(Func<float, float> function, float xMin, float xMax, float step, in Vector3 offset,
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in Color color, float duration,
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bool depthTest)
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{
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if (function is null)
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{
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throw new ArgumentNullException(nameof(function));
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}
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DrawUnjoinedPolyhedron(CreateFunction(function, xMin, xMax, step, Vector3.zero), offset, color, duration, depthTest);
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}
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private static Polyhedron CreateFunction(Func<float, float> function, float xMin, float xMax, float step, in Vector3 axis)
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{
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var points = new List<System.Numerics.Vector3>();
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for (float x = xMin; x < xMax; x += step)
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{
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float y = function(x);
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var vector = new System.Numerics.Vector3(x, y, 0);
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if (axis != Vector3.zero)
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{
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vector = Quaternion.CreateFromAxisAngle(axis.ToSystemVector(), MathF.PI / 2.0f).Multiply(vector);
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}
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points.Add(vector);
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}
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return new Polyhedron(points);
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}
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}
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@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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using X10D.Drawing;
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using X10D.Drawing;
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using X10D.Unity.Numerics;
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using X10D.Unity.Numerics;
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@ -126,4 +126,47 @@ public static partial class DebugUtility
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DrawLine(start, end, color, duration, depthTest);
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DrawLine(start, end, color, duration, depthTest);
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}
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}
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}
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}
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/// <summary>
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/// Draws a polyhedron.
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/// </summary>
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/// <param name="polyhedron">The polyhedron to draw.</param>
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/// <param name="offset">The drawing offset of the polyhedron.</param>
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/// <param name="color">The color to use for drawing.</param>
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/// <param name="duration">
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/// The duration of the polyhedron's visibility, in seconds. If 0 is passed, the polyhedron is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the box be obscured by objects closer to the camera.
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/// </param>
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/// <exception cref="ArgumentNullException"><paramref name="polyhedron" /> is <see langword="null" />.</exception>
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public static void DrawUnjoinedPolyhedron(Polyhedron polyhedron, in Vector3 offset, in Color color, float duration,
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bool depthTest)
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{
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if (polyhedron is null)
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{
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throw new ArgumentNullException(nameof(polyhedron));
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}
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IReadOnlyList<System.Numerics.Vector3> points = polyhedron.Vertices;
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if (points.Count < 2)
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{
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return;
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}
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for (var i = 0; i < points.Count; i++)
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{
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if (i >= points.Count - 2)
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{
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break;
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}
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int j = i + 1;
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Vector3 start = points[i].ToUnityVector() + offset;
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Vector3 end = points[j].ToUnityVector() + offset;
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DrawLine(start, end, color, duration, depthTest);
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}
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}
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}
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}
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