A* Pathfinding Project  4.3.7
The A* Pathfinding Project for Unity 3D
CommandBuilder Struct Reference

Classes

struct  BoxData
 
struct  Builder
 
struct  CircleData
 
struct  LineData
 
struct  ScopeColor
 
struct  ScopeMatrix
 

Public Types

enum  Command {
  PushColor, PushColorInline, PopColor, PushMatrix,
  PushSetMatrix, PopMatrix, Line, Circle,
  Box
}
 

Public Member Functions

 CommandBuilder (RetainedGizmos gizmos, Hasher hasher, RedrawScope redrawScope, bool isGizmos)
 
unsafe void Add< T > (T value)
 
void Bezier (float3 a, float3 b, Color color)
 
void Box (float3 center, float3 size)
 
void CircleXZ (float3 center, float radius, float startAngle=0f, float endAngle=2 *Mathf.PI)
 
void CircleXZ (float3 center, float radius, Color color, float startAngle=0f, float endAngle=2 *Mathf.PI)
 
void CrossXZ (float3 position, Color color, float size=1)
 
void Cylinder (float3 bottom, float3 top, float radius, Color color)
 
void Cylinder (float3 position, float3 up, float height, float radius, Color color)
 
void DiscardAndDispose ()
 
void Dispose ()
 
ScopeMatrix InLocalSpace (Transform transform)
 
void Line (float3 a, float3 b)
 
void Line (float3 a, float3 b, Color color)
 
void Mesh (Vector3[] vertices, List< int > triangles, Color[] colors)
 
void Polyline (List< Vector3 > points, Color color, bool cycle=false)
 
void PopColor ()
 
void PopMatrix ()
 
void PushColor (Color color)
 
void PushMatrix (Matrix4x4 matrix)
 
void PushSetMatrix (Matrix4x4 matrix)
 
void Ray (float3 origin, float3 direction)
 
void Ray (float3 origin, float3 direction, Color color)
 
void Ray (Ray ray)
 
void Ray (Ray ray, Color color)
 
void Reserve (int additionalSpace)
 
void Reserve< A > ()
 
void Reserve< A, B > ()
 
void Reserve< A, B, C > ()
 
void WireCube (float3 center, float3 size, Color color)
 Draws a wire cube. More...
 
void WireCube (Bounds bounds, Color color)
 Draws a wire cube. More...
 
ScopeColor WithColor (Color color)
 
ScopeMatrix WithMatrix (Matrix4x4 matrix)
 

Static Public Member Functions

static float2 CameraDepthToPixelSize (Camera camera)
 Helper for determining how large a pixel is at a given depth. More...
 

Public Attributes

unsafe UnsafeAppendBuffer * buffer
 
int dataIndex
 
RetainedGizmos gizmos
 
int threadIndex
 

Static Package Functions

static void Build (RetainedGizmos gizmos, Hasher hasher, NativeArray< UnsafeAppendBuffer > buffers, Camera camera, bool isGizmos)
 

Member Enumeration Documentation

◆ Command

enum Command
strong
Enumerator
PushColor 
PushColorInline 
PopColor 
PushMatrix 
PushSetMatrix 
PopMatrix 
Line 
Circle 
Box 

Constructor & Destructor Documentation

◆ CommandBuilder()

CommandBuilder ( RetainedGizmos  gizmos,
Hasher  hasher,
RedrawScope  redrawScope,
bool  isGizmos 
)

Member Function Documentation

◆ Add< T >()

unsafe void Add< T > ( value)
Type Constraints
T :struct 

◆ Bezier()

void Bezier ( float3  a,
float3  b,
Color  color 
)

◆ Box()

void Box ( float3  center,
float3  size 
)

◆ Build()

static void Build ( RetainedGizmos  gizmos,
Hasher  hasher,
NativeArray< UnsafeAppendBuffer >  buffers,
Camera  camera,
bool  isGizmos 
)
staticpackage

◆ CameraDepthToPixelSize()

static float2 CameraDepthToPixelSize ( Camera  camera)
static

Helper for determining how large a pixel is at a given depth.

A a distance D from the camera a pixel corresponds to roughly value.x * D + value.y world units. Where value is the return value from this function.

◆ CircleXZ() [1/2]

void CircleXZ ( float3  center,
float  radius,
float  startAngle = 0f,
float  endAngle = 2 * Mathf.PI 
)

◆ CircleXZ() [2/2]

void CircleXZ ( float3  center,
float  radius,
Color  color,
float  startAngle = 0f,
float  endAngle = 2 * Mathf.PI 
)

◆ CrossXZ()

void CrossXZ ( float3  position,
Color  color,
float  size = 1 
)

◆ Cylinder() [1/2]

void Cylinder ( float3  bottom,
float3  top,
float  radius,
Color  color 
)

◆ Cylinder() [2/2]

void Cylinder ( float3  position,
float3  up,
float  height,
float  radius,
Color  color 
)

◆ DiscardAndDispose()

void DiscardAndDispose ( )

◆ Dispose()

void Dispose ( )

◆ InLocalSpace()

ScopeMatrix InLocalSpace ( Transform  transform)

◆ Line() [1/2]

void Line ( float3  a,
float3  b 
)

◆ Line() [2/2]

void Line ( float3  a,
float3  b,
Color  color 
)

◆ Mesh()

void Mesh ( Vector3 []  vertices,
List< int >  triangles,
Color []  colors 
)

◆ Polyline()

void Polyline ( List< Vector3 >  points,
Color  color,
bool  cycle = false 
)

◆ PopColor()

void PopColor ( )

◆ PopMatrix()

void PopMatrix ( )

◆ PushColor()

void PushColor ( Color  color)

◆ PushMatrix()

void PushMatrix ( Matrix4x4  matrix)

◆ PushSetMatrix()

void PushSetMatrix ( Matrix4x4  matrix)

◆ Ray() [1/4]

void Ray ( float3  origin,
float3  direction 
)

◆ Ray() [2/4]

void Ray ( float3  origin,
float3  direction,
Color  color 
)

◆ Ray() [3/4]

void Ray ( Ray  ray)

◆ Ray() [4/4]

void Ray ( Ray  ray,
Color  color 
)

◆ Reserve()

void Reserve ( int  additionalSpace)

◆ Reserve< A >()

void Reserve< A > ( )
Type Constraints
A :struct 

◆ Reserve< A, B >()

void Reserve< A, B > ( )
Type Constraints
A :struct 
B :struct 

◆ Reserve< A, B, C >()

void Reserve< A, B, C > ( )
Type Constraints
A :struct 
B :struct 
C :struct 

◆ WireCube() [1/2]

void WireCube ( float3  center,
float3  size,
Color  color 
)

Draws a wire cube.

◆ WireCube() [2/2]

void WireCube ( Bounds  bounds,
Color  color 
)

Draws a wire cube.

◆ WithColor()

ScopeColor WithColor ( Color  color)

◆ WithMatrix()

ScopeMatrix WithMatrix ( Matrix4x4  matrix)

Member Data Documentation

◆ buffer

unsafe UnsafeAppendBuffer* buffer

◆ dataIndex

int dataIndex

◆ gizmos

◆ threadIndex

int threadIndex

The documentation for this struct was generated from the following file: