sdsandbox-rl-scripts/Scripts/DrawLidar.cs

73 lines
2.0 KiB
C#
Executable File

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DrawLidar : MonoBehaviour
{
public Lidar lidar;
public GameObject car;
static Material lineMaterial;
void OnPostRender()
{
if (GlobalState.drawLidar == true)
{
if (car == null) { return; }
if (lidar == null)
{
lidar = car.GetComponentInChildren<Lidar>();
return;
}
else if (lidar.enabled == false) { return; }
Draw();
}
}
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);
}
}
public void Draw()
{
CreateLineMaterial();
lineMaterial.SetPass(0); // Apply the line material
GL.Begin(GL.LINES); // Draw lines
if (lidar.pointArr == null)
return;
Vector3 lidarPos = lidar.transform.position;
foreach (LidarPoint p in lidar.pointArr.points)
{
if (p == null)
continue;
GL.Color(new Color(1, 0, 0, 0.8F));
Vector3 ppoint = new Vector3(p.x, p.y, p.z) + lidarPos;
GL.Vertex3(lidarPos.x, lidarPos.y, lidarPos.z);
GL.Vertex3(ppoint.x, ppoint.y, ppoint.z);
}
GL.End();
}
}