Unity3d BoxCollider线框绘制工具

发表于2018-12-21
评论0 2.6k浏览
有时候想在移动设备或程序运行时看看碰撞体的范围,于是写了这个工具来调试使用,性能不是很高,但是支持显示动态增删的BoxCollider,仅供调试使用。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoxColliderGizmo : MonoBehaviour {
    void Start() {
    }
	// Update is called once per frame
    void OnRenderObject() {
		var colliders = gameObject.GetComponents<BoxCollider>();
        if (colliders == null) {
            return;
        }
        CreateLineMaterial();
        lineMaterial.SetPass(0);
        GL.PushMatrix();
        GL.MultMatrix(transform.localToWorldMatrix);
        for (int i = 0; i < colliders.Length; i++) {
            var col = colliders[i];
            var c = col.center;
            var size = col.size;
            float rx = size.x / 2f;
            float ry = size.y / 2f;
            float rz = size.z / 2f;
            Vector3 p0, p1, p2, p3;
            Vector3 p4, p5, p6, p7;
            p0 = c + new Vector3(-rx,-ry,rz);
            p1 = c + new Vector3(rx, -ry, rz);
            p2 = c + new Vector3(rx, -ry, -rz);
            p3 = c + new Vector3(-rx, -ry, -rz);
            p4 = c + new Vector3(-rx, ry, rz);
            p5 = c + new Vector3(rx, ry, rz);
            p6 = c + new Vector3(rx, ry, -rz);
            p7 = c + new Vector3(-rx, ry, -rz);
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p0);
            GL.Vertex(p1);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p1);
            GL.Vertex(p2);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p2);
            GL.Vertex(p3);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p0);
            GL.Vertex(p3);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p4);
            GL.Vertex(p5);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p5);
            GL.Vertex(p6);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p6);
            GL.Vertex(p7);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p4);
            GL.Vertex(p7);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p0);
            GL.Vertex(p4);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p1);
            GL.Vertex(p5);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p2);
            GL.Vertex(p6);
            GL.End();
            GL.Begin(GL.LINES);
            GL.Color(Color.red);
            GL.Vertex(p3);
            GL.Vertex(p7);
            GL.End();
        }
        GL.PopMatrix();
	}
    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);
        }
    }
}

把代码放在想要显示的物体上就行了,只会显示它自身的,不会显示子物体的,只会显示盒碰撞体,不显示网格碰撞体。

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