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- using System;
- using UnityEngine;
- namespace Leap.Unity
- {
- public static class Utils
- {
- public static void IgnoreCollisions(GameObject first, GameObject second, bool ignore = true)
- {
- if (first == null || second == null)
- {
- return;
- }
- Collider[] componentsInChildren = first.GetComponentsInChildren<Collider>();
- Collider[] componentsInChildren2 = second.GetComponentsInChildren<Collider>();
- for (int i = 0; i < componentsInChildren.Length; i++)
- {
- for (int j = 0; j < componentsInChildren2.Length; j++)
- {
- if (componentsInChildren[i] != componentsInChildren2[j] && componentsInChildren[i].enabled && componentsInChildren2[j].enabled)
- {
- Physics.IgnoreCollision(componentsInChildren[i], componentsInChildren2[j], ignore);
- }
- }
- }
- }
- public static void DrawCircle(Vector3 center, Vector3 normal, float radius, Color color, int quality = 32, float duration = 0f, bool depthTest = true)
- {
- Vector3 forward = Vector3.Slerp(normal, -normal, 0.5f);
- Utils.DrawArc(360f, center, forward, normal, radius, color, quality, duration, depthTest);
- }
- public static void DrawArc(float arc, Vector3 center, Vector3 forward, Vector3 normal, float radius, Color color, int quality = 32, float duration = 0f, bool depthTest = true)
- {
- Vector3 normalized = Vector3.Cross(normal, forward).normalized;
- float num = arc / (float)quality;
- Vector3 start = center + forward * radius;
- Vector3 vector = default(Vector3);
- float num2 = 0f;
- while (Mathf.Abs(num2) <= Mathf.Abs(arc))
- {
- float num3 = Mathf.Cos(num2 * 0.017453292f);
- float num4 = Mathf.Sin(num2 * 0.017453292f);
- vector.x = center.x + radius * (num3 * forward.x + num4 * normalized.x);
- vector.y = center.y + radius * (num3 * forward.y + num4 * normalized.y);
- vector.z = center.z + radius * (num3 * forward.z + num4 * normalized.z);
- Debug.DrawLine(start, vector, color, duration, depthTest);
- start = vector;
- num2 += num;
- }
- }
- public static void DrawCone(Vector3 origin, Vector3 direction, float angle, float height, Color color, int quality = 4, float duration = 0f, bool depthTest = true)
- {
- float num = height / (float)quality;
- for (float num2 = num; num2 <= height; num2 += num)
- {
- Utils.DrawCircle(origin + direction * num2, direction, Mathf.Tan(angle * 0.017453292f) * num2, color, quality * 8, duration, depthTest);
- }
- }
- }
- }
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