9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
702 lines
27 KiB
C#
702 lines
27 KiB
C#
using System;
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using UnityEngine.InputSystem.Utilities;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.LowLevel;
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////REVIEW: for vector2 visualizers of sticks, it could be useful to also visualize deadzones and raw values
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namespace UnityEngine.InputSystem.Samples
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{
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internal static class VisualizationHelpers
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{
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public enum Axis { X, Y, Z }
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public abstract class Visualizer
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{
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public abstract void OnDraw(Rect rect);
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public abstract void AddSample(object value, double time);
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}
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public abstract class ValueVisualizer<TValue> : Visualizer
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where TValue : struct
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{
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public RingBuffer<TValue> samples;
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public RingBuffer<GUIContent> samplesText;
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protected ValueVisualizer(int numSamples = 10)
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{
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samples = new RingBuffer<TValue>(numSamples);
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samplesText = new RingBuffer<GUIContent>(numSamples);
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}
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public override void AddSample(object value, double time)
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{
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var v = default(TValue);
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if (value != null)
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{
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if (!(value is TValue val))
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throw new ArgumentException(
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$"Expecting value of type '{typeof(TValue).Name}' but value of type '{value?.GetType().Name}' instead",
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nameof(value));
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v = val;
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}
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samples.Append(v);
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samplesText.Append(new GUIContent(v.ToString()));
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}
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}
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// Visualizes integer and real type primitives.
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public class ScalarVisualizer<TValue> : ValueVisualizer<TValue>
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where TValue : struct
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{
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public TValue limitMin;
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public TValue limitMax;
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public TValue min;
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public TValue max;
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public ScalarVisualizer(int numSamples = 10)
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: base(numSamples)
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{
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}
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public override void OnDraw(Rect rect)
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{
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// For now, only draw the current value.
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DrawRectangle(rect, new Color(1, 1, 1, 0.1f));
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if (samples.count == 0)
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return;
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var sample = samples[samples.count - 1];
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if (Compare(sample, default) == 0)
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return;
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if (Compare(limitMin, default) != 0)
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{
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// Two-way visualization with positive and negative side.
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throw new NotImplementedException();
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}
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else
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{
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// One-way visualization with only positive side.
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var ratio = Divide(sample, limitMax);
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var fillRect = rect;
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fillRect.width = rect.width * ratio;
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DrawRectangle(fillRect, new Color(0, 1, 0, 0.75f));
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var valuePos = new Vector2(fillRect.xMax, fillRect.y + fillRect.height / 2);
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DrawText(samplesText[samples.count - 1], valuePos, ValueTextStyle);
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}
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}
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public override void AddSample(object value, double time)
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{
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base.AddSample(value, time);
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if (value != null)
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{
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var val = (TValue)value;
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if (Compare(min, val) > 0)
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min = val;
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if (Compare(max, val) < 0)
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max = val;
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}
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}
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private static unsafe int Compare(TValue left, TValue right)
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{
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var leftPtr = UnsafeUtility.AddressOf(ref left);
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var rightPtr = UnsafeUtility.AddressOf(ref right);
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if (typeof(TValue) == typeof(int))
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return ((int*)leftPtr)->CompareTo(*(int*)rightPtr);
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if (typeof(TValue) == typeof(float))
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return ((float*)leftPtr)->CompareTo(*(float*)rightPtr);
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throw new NotImplementedException("Scalar value type: " + typeof(TValue).Name);
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}
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private static unsafe void Subtract(ref TValue left, TValue right)
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{
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var leftPtr = UnsafeUtility.AddressOf(ref left);
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var rightPtr = UnsafeUtility.AddressOf(ref right);
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if (typeof(TValue) == typeof(int))
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*(int*)leftPtr = *(int*)leftPtr - *(int*)rightPtr;
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if (typeof(TValue) == typeof(float))
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*(float*)leftPtr = *(float*)leftPtr - *(float*)rightPtr;
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throw new NotImplementedException("Scalar value type: " + typeof(TValue).Name);
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}
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private static unsafe float Divide(TValue left, TValue right)
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{
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var leftPtr = UnsafeUtility.AddressOf(ref left);
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var rightPtr = UnsafeUtility.AddressOf(ref right);
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if (typeof(TValue) == typeof(int))
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return (float)*(int*)leftPtr / *(int*)rightPtr;
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if (typeof(TValue) == typeof(float))
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return *(float*)leftPtr / *(float*)rightPtr;
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throw new NotImplementedException("Scalar value type: " + typeof(TValue).Name);
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}
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}
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// Visualizes .current device value
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public class CurrentDeviceVisualizer : Visualizer
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{
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private InputDevice m_CurrentDevice = null;
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public override void OnDraw(Rect rect)
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{
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// For now, only draw the current value.
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DrawRectangle(rect, new Color(1, 1, 1, 0.1f));
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var name = m_CurrentDevice != null ? m_CurrentDevice.name : "null";
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DrawText(name, new Vector2(rect.xMin + 4, (rect.yMin + rect.yMax) / 2.0f), ValueTextStyle);
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}
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public override void AddSample(object value, double time)
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{
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var device = (InputDevice)value;
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if (device is Gamepad)
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m_CurrentDevice = Gamepad.current;
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else if (device is Mouse)
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m_CurrentDevice = Mouse.current;
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else if (device is Pen)
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m_CurrentDevice = Pen.current;
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else if (device is Pointer) // should be last, because it's a base class for Mouse and Pen
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m_CurrentDevice = Pointer.current;
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else
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throw new ArgumentException(
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$"Expected device type that implements .current, but got '{device.name}' (deviceId: {device.deviceId}) instead ");
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}
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}
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////TODO: allow asymmetric center (i.e. center not being a midpoint of rectangle)
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////TODO: enforce proper proportion between X and Y; it's confusing that X and Y can have different units yet have the same length
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public class Vector2Visualizer : ValueVisualizer<Vector2>
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{
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// Our value space extends radially from the center, i.e. we have
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// 360 discrete directions. Sampling at that granularity doesn't work
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// super well in visualizations so we quantize to 3 degree increments.
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public Vector2[] maximums = new Vector2[360 / 3];
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public Vector2 limits = new Vector2(1, 1);
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private GUIContent limitsXText;
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private GUIContent limitsYText;
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public Vector2Visualizer(int numSamples = 10)
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: base(numSamples)
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{
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}
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public override void AddSample(object value, double time)
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{
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base.AddSample(value, time);
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if (value != null)
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{
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// Keep track of radial maximums.
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var vector = (Vector2)value;
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var angle = Vector2.SignedAngle(Vector2.right, vector);
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if (angle < 0)
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angle = 360 + angle;
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var angleInt = Mathf.FloorToInt(angle) / 3;
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if (vector.sqrMagnitude > maximums[angleInt].sqrMagnitude)
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maximums[angleInt] = vector;
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// Extend limits if value is out of range.
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var limitX = Mathf.Max(Mathf.Abs(vector.x), limits.x);
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var limitY = Mathf.Max(Mathf.Abs(vector.y), limits.y);
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if (!Mathf.Approximately(limitX, limits.x))
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{
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limits.x = limitX;
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limitsXText = null;
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}
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if (!Mathf.Approximately(limitY, limits.y))
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{
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limits.y = limitY;
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limitsYText = null;
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}
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}
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}
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public override void OnDraw(Rect rect)
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{
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DrawRectangle(rect, new Color(1, 1, 1, 0.1f));
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DrawAxis(Axis.X, rect, new Color(0, 1, 0, 0.75f));
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DrawAxis(Axis.Y, rect, new Color(0, 1, 0, 0.75f));
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var sampleCount = samples.count;
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if (sampleCount == 0)
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return;
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// If limits aren't (1,1), show the actual values.
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if (limits != new Vector2(1, 1))
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{
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if (limitsXText == null)
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limitsXText = new GUIContent(limits.x.ToString());
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if (limitsYText == null)
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limitsYText = new GUIContent(limits.y.ToString());
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var limitsXSize = ValueTextStyle.CalcSize(limitsXText);
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var limitsXPos = new Vector2(rect.x - limitsXSize.x, rect.y - 5);
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var limitsYPos = new Vector2(rect.xMax, rect.yMax);
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DrawText(limitsXText, limitsXPos, ValueTextStyle);
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DrawText(limitsYText, limitsYPos, ValueTextStyle);
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}
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// Draw maximums.
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var numMaximums = 0;
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var firstMaximumPos = default(Vector2);
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var lastMaximumPos = default(Vector2);
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for (var i = 0; i < 360 / 3; ++i)
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{
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var value = maximums[i];
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if (value == default)
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continue;
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var valuePos = PixelPosForValue(value, rect);
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if (numMaximums > 0)
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DrawLine(lastMaximumPos, valuePos, new Color(1, 1, 1, 0.25f));
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else
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firstMaximumPos = valuePos;
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lastMaximumPos = valuePos;
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++numMaximums;
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}
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if (numMaximums > 1)
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DrawLine(lastMaximumPos, firstMaximumPos, new Color(1, 1, 1, 0.25f));
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// Draw samples.
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var alphaStep = 1f / sampleCount;
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var alpha = 1f;
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for (var i = sampleCount - 1; i >= 0; --i) // Go newest to oldest.
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{
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var value = samples[i];
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var valueRect = RectForValue(value, rect);
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DrawRectangle(valueRect, new Color(1, 0, 0, alpha));
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alpha -= alphaStep;
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}
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// Print value of most recent sample. Draw last so
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// we draw over the other stuff.
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var lastSample = samples[sampleCount - 1];
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var lastSamplePos = PixelPosForValue(lastSample, rect);
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lastSamplePos.x += 3;
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lastSamplePos.y += 3;
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DrawText(samplesText[sampleCount - 1], lastSamplePos, ValueTextStyle);
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}
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private Rect RectForValue(Vector2 value, Rect rect)
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{
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var pos = PixelPosForValue(value, rect);
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return new Rect(pos.x - 1, pos.y - 1, 2, 2);
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}
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private Vector2 PixelPosForValue(Vector2 value, Rect rect)
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{
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var center = rect.center;
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var x = Mathf.Abs(value.x) / limits.x * Mathf.Sign(value.x);
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var y = Mathf.Abs(value.y) / limits.y * Mathf.Sign(value.y) * -1; // GUI Y is upside down.
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var xInPixels = x * rect.width / 2;
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var yInPixels = y * rect.height / 2;
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return new Vector2(center.x + xInPixels,
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center.y + yInPixels);
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}
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}
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// Y axis is time, X axis can be multiple visualizations.
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public class TimelineVisualizer : Visualizer
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{
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public bool showLegend { get; set; }
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public bool showLimits { get; set; }
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public TimeUnit timeUnit { get; set; } = TimeUnit.Seconds;
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public GUIContent valueUnit { get; set; }
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////REVIEW: should this be per timeline?
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public int timelineCount => m_Timelines != null ? m_Timelines.Length : 0;
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public int historyDepth { get; set; } = 100;
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public Vector2 limitsY
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{
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get => m_LimitsY;
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set
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{
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m_LimitsY = value;
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m_LimitsYMin = null;
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m_LimitsYMax = null;
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}
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}
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public TimelineVisualizer(float totalTimeUnitsShown = 4)
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{
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m_TotalTimeUnitsShown = totalTimeUnitsShown;
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}
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public override void OnDraw(Rect rect)
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{
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var endTime = Time.realtimeSinceStartup;
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var startTime = endTime - m_TotalTimeUnitsShown;
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var endFrame = InputState.updateCount;
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var startFrame = endFrame - (int)m_TotalTimeUnitsShown;
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for (var i = 0; i < timelineCount; ++i)
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{
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var timeline = m_Timelines[i];
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var sampleCount = timeUnit == TimeUnit.Frames
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? timeline.frameSamples.count
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: timeline.timeSamples.count;
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// Set up clip rect so that we can do stuff like render lines to samples
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// falling outside the render rectangle and have them get clipped.
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GUI.BeginGroup(rect);
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var plotType = timeline.plotType;
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var lastPos = default(Vector2);
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var timeUnitsPerPixel = rect.width / m_TotalTimeUnitsShown;
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var color = m_Timelines[i].color;
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for (var n = sampleCount - 1; n >= 0; --n)
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{
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var sample = timeUnit == TimeUnit.Frames
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? timeline.frameSamples[n].value
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: timeline.timeSamples[n].value;
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////TODO: respect limitsY
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float y;
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if (sample.isEmpty)
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y = 0.5f;
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else
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y = sample.ToSingle();
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y /= limitsY.y;
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var deltaTime = timeUnit == TimeUnit.Frames
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? timeline.frameSamples[n].frame - startFrame
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: timeline.timeSamples[n].time - startTime;
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var pos = new Vector2(deltaTime * timeUnitsPerPixel, rect.height - y * rect.height);
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if (plotType == PlotType.LineGraph)
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{
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if (n != sampleCount - 1)
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{
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DrawLine(lastPos, pos, color, 2);
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if (pos.x < 0)
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break;
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}
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}
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else if (plotType == PlotType.BarChart)
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{
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////TODO: make rectangles have a progressively stronger hue or saturation
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var barRect = new Rect(pos.x, pos.y, timeUnitsPerPixel, y * limitsY.y * rect.height);
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DrawRectangle(barRect, color);
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}
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lastPos = pos;
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}
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GUI.EndGroup();
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}
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if (showLegend && timelineCount > 0)
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{
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var legendRect = rect;
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legendRect.x += rect.width + 2;
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legendRect.width = 400;
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legendRect.height = ValueTextStyle.CalcHeight(m_Timelines[0].name, 400);
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for (var i = 0; i < m_Timelines.Length; ++i)
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{
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var colorTagRect = legendRect;
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colorTagRect.width = 5;
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var labelRect = legendRect;
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labelRect.x += 8;
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labelRect.width -= 8;
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DrawRectangle(colorTagRect, m_Timelines[i].color);
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DrawText(m_Timelines[i].name, labelRect.position, ValueTextStyle);
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legendRect.y += labelRect.height + 2;
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}
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}
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if (showLimits)
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{
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if (m_LimitsYMax == null)
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m_LimitsYMax = new GUIContent(m_LimitsY.y.ToString());
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if (m_LimitsYMin == null)
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m_LimitsYMin = new GUIContent(m_LimitsY.x.ToString());
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DrawText(m_LimitsYMax, new Vector2(rect.x + rect.width, rect.y), ValueTextStyle);
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DrawText(m_LimitsYMin, new Vector2(rect.x + rect.width, rect.y + rect.height), ValueTextStyle);
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}
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}
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public override void AddSample(object value, double time)
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{
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if (timelineCount == 0)
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throw new InvalidOperationException("Must have set up a timeline first");
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AddSample(0, PrimitiveValue.FromObject(value), (float)time);
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}
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public int AddTimeline(string name, Color color, PlotType plotType = default)
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{
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var timeline = new Timeline
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{
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name = new GUIContent(name),
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color = color,
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plotType = plotType,
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};
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if (timeUnit == TimeUnit.Frames)
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timeline.frameSamples = new RingBuffer<FrameSample>(historyDepth);
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else
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timeline.timeSamples = new RingBuffer<TimeSample>(historyDepth);
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var index = timelineCount;
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Array.Resize(ref m_Timelines, timelineCount + 1);
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m_Timelines[index] = timeline;
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return index;
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}
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public int GetTimeline(string name)
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{
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for (var i = 0; i < timelineCount; ++i)
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if (string.Compare(m_Timelines[i].name.text, name, StringComparison.InvariantCultureIgnoreCase) == 0)
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return i;
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return -1;
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}
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// Add a time-based sample.
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public void AddSample(int timelineIndex, PrimitiveValue value, float time)
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{
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m_Timelines[timelineIndex].timeSamples.Append(new TimeSample
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{
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value = value,
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time = time
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});
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}
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// Add a frame-based sample.
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public ref PrimitiveValue GetOrCreateSample(int timelineIndex, int frame)
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{
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ref var timeline = ref m_Timelines[timelineIndex];
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ref var samples = ref timeline.frameSamples;
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var count = samples.count;
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if (count > 0)
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{
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if (samples[count - 1].frame == frame)
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return ref samples[count - 1].value;
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Debug.Assert(samples[count - 1].frame < frame, "Frame numbers must be ascending");
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}
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return ref samples.Append(new FrameSample {frame = frame}).value;
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}
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private float m_TotalTimeUnitsShown;
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private Vector2 m_LimitsY = new Vector2(-1, 1);
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private GUIContent m_LimitsYMin;
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private GUIContent m_LimitsYMax;
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private Timeline[] m_Timelines;
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private struct TimeSample
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{
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public PrimitiveValue value;
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public float time;
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}
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private struct FrameSample
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{
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public PrimitiveValue value;
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public int frame;
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}
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private struct Timeline
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{
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public GUIContent name;
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public Color color;
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public RingBuffer<TimeSample> timeSamples;
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public RingBuffer<FrameSample> frameSamples;
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public PrimitiveValue minValue;
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public PrimitiveValue maxValue;
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public PlotType plotType;
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}
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public enum PlotType
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{
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LineGraph,
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BarChart,
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}
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public enum TimeUnit
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{
|
|
Seconds,
|
|
Frames,
|
|
}
|
|
}
|
|
|
|
public static void DrawAxis(Axis axis, Rect rect, Color color = default, float width = 1)
|
|
{
|
|
Vector2 start, end, tickOffset;
|
|
switch (axis)
|
|
{
|
|
case Axis.X:
|
|
start = new Vector2(rect.x, rect.y + rect.height / 2);
|
|
end = new Vector2(start.x + rect.width, rect.y + rect.height / 2);
|
|
tickOffset = new Vector2(0, 3);
|
|
break;
|
|
|
|
case Axis.Y:
|
|
start = new Vector2(rect.x + rect.width / 2, rect.y);
|
|
end = new Vector2(start.x, rect.y + rect.height);
|
|
tickOffset = new Vector2(3, 0);
|
|
break;
|
|
|
|
case Axis.Z:
|
|
// From bottom left corner to upper right corner.
|
|
start = new Vector2(rect.x, rect.yMax);
|
|
end = new Vector2(rect.xMax, rect.y);
|
|
tickOffset = new Vector2(1.5f, 1.5f);
|
|
break;
|
|
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
////TODO: label limits
|
|
|
|
DrawLine(start, end, color, width);
|
|
DrawLine(start - tickOffset, start + tickOffset, color, width);
|
|
DrawLine(end - tickOffset, end + tickOffset, color, width);
|
|
}
|
|
|
|
public static void DrawRectangle(Rect rect, Color color)
|
|
{
|
|
var savedColor = GUI.color;
|
|
GUI.color = color;
|
|
GUI.DrawTexture(rect, OnePixTex);
|
|
GUI.color = savedColor;
|
|
}
|
|
|
|
public static void DrawText(string text, Vector2 pos, GUIStyle style)
|
|
{
|
|
var content = new GUIContent(text);
|
|
DrawText(content, pos, style);
|
|
}
|
|
|
|
public static void DrawText(GUIContent text, Vector2 pos, GUIStyle style)
|
|
{
|
|
var content = new GUIContent(text);
|
|
var size = style.CalcSize(content);
|
|
var rect = new Rect(pos.x, pos.y, size.x, size.y);
|
|
style.Draw(rect, content, false, false, false, false);
|
|
}
|
|
|
|
// Adapted from http://wiki.unity3d.com/index.php?title=DrawLine
|
|
public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color = default, float width = 1)
|
|
{
|
|
// Save the current GUI matrix, since we're going to make changes to it.
|
|
var matrix = GUI.matrix;
|
|
|
|
// Store current GUI color, so we can switch it back later,
|
|
// and set the GUI color to the color parameter
|
|
var savedColor = GUI.color;
|
|
GUI.color = color;
|
|
|
|
// Determine the angle of the line.
|
|
var angle = Vector3.Angle(pointB - pointA, Vector2.right);
|
|
|
|
// Vector3.Angle always returns a positive number.
|
|
// If pointB is above pointA, then angle needs to be negative.
|
|
if (pointA.y > pointB.y)
|
|
angle = -angle;
|
|
|
|
// Use ScaleAroundPivot to adjust the size of the line.
|
|
// We could do this when we draw the texture, but by scaling it here we can use
|
|
// non-integer values for the width and length (such as sub 1 pixel widths).
|
|
// Note that the pivot point is at +.5 from pointA.y, this is so that the width of the line
|
|
// is centered on the origin at pointA.
|
|
GUIUtility.ScaleAroundPivot(new Vector2((pointB - pointA).magnitude, width), new Vector2(pointA.x, pointA.y + 0.5f));
|
|
|
|
// Set the rotation for the line.
|
|
// The angle was calculated with pointA as the origin.
|
|
GUIUtility.RotateAroundPivot(angle, pointA);
|
|
|
|
// Finally, draw the actual line.
|
|
// We're really only drawing a 1x1 texture from pointA.
|
|
// The matrix operations done with ScaleAroundPivot and RotateAroundPivot will make this
|
|
// render with the proper width, length, and angle.
|
|
GUI.DrawTexture(new Rect(pointA.x, pointA.y, 1, 1), OnePixTex);
|
|
|
|
// We're done. Restore the GUI matrix and GUI color to whatever they were before.
|
|
GUI.matrix = matrix;
|
|
GUI.color = savedColor;
|
|
}
|
|
|
|
private static Texture2D s_OnePixTex;
|
|
private static GUIStyle s_ValueTextStyle;
|
|
|
|
internal static GUIStyle ValueTextStyle
|
|
{
|
|
get
|
|
{
|
|
if (s_ValueTextStyle == null)
|
|
{
|
|
s_ValueTextStyle = new GUIStyle();
|
|
s_ValueTextStyle.fontSize -= 2;
|
|
s_ValueTextStyle.normal.textColor = Color.white;
|
|
}
|
|
return s_ValueTextStyle;
|
|
}
|
|
}
|
|
|
|
internal static Texture2D OnePixTex
|
|
{
|
|
get
|
|
{
|
|
if (s_OnePixTex == null)
|
|
s_OnePixTex = new Texture2D(1, 1);
|
|
return s_OnePixTex;
|
|
}
|
|
}
|
|
|
|
public struct RingBuffer<TValue>
|
|
{
|
|
public TValue[] array;
|
|
public int head;
|
|
public int count;
|
|
|
|
public RingBuffer(int size)
|
|
{
|
|
array = new TValue[size];
|
|
head = 0;
|
|
count = 0;
|
|
}
|
|
|
|
public ref TValue Append(TValue value)
|
|
{
|
|
int index;
|
|
var bufferSize = array.Length;
|
|
if (count < bufferSize)
|
|
{
|
|
Debug.Assert(head == 0, "Head can't have moved if buffer isn't full yet");
|
|
index = count;
|
|
++count;
|
|
}
|
|
else
|
|
{
|
|
// Buffer is full. Bump head.
|
|
index = (head + count) % bufferSize;
|
|
++head;
|
|
}
|
|
array[index] = value;
|
|
return ref array[index];
|
|
}
|
|
|
|
public ref TValue this[int index]
|
|
{
|
|
get
|
|
{
|
|
if (index < 0 || index >= count)
|
|
throw new ArgumentOutOfRangeException(nameof(index));
|
|
return ref array[(head + index) % array.Length];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|