127 lines
3.4 KiB
C#
127 lines
3.4 KiB
C#
// Magica Cloth 2.
|
|
// Copyright (c) 2023 MagicaSoft.
|
|
// https://magicasoft.jp
|
|
#if MC2_DEBUG
|
|
using UnityEngine;
|
|
#endif
|
|
|
|
namespace MagicaCloth2
|
|
{
|
|
/// <summary>
|
|
/// クロスのデバッグ表示設定
|
|
/// </summary>
|
|
[System.Serializable]
|
|
public class ClothDebugSettings
|
|
{
|
|
public enum DebugAxis
|
|
{
|
|
None,
|
|
Normal,
|
|
All,
|
|
}
|
|
|
|
//=====================================================================
|
|
// ■公開するもの
|
|
//=====================================================================
|
|
public bool enable = false;
|
|
public bool ztest = false;
|
|
public bool position = true;
|
|
public DebugAxis axis = DebugAxis.None;
|
|
public bool shape = false;
|
|
public bool baseLine = false;
|
|
public bool depth = false;
|
|
public bool collider = true;
|
|
public bool animatedPosition = false;
|
|
public DebugAxis animatedAxis = DebugAxis.None;
|
|
public bool animatedShape = false;
|
|
public bool inertiaCenter = true;
|
|
//public bool basicPosition = false;
|
|
//public DebugAxis basicAxis = DebugAxis.None;
|
|
//public bool basicShape = false;
|
|
|
|
//=====================================================================
|
|
// ■デバッグ用
|
|
//=====================================================================
|
|
#if MC2_DEBUG
|
|
//[Space]
|
|
//[Header("[MC2_DEBUG]")]
|
|
[Header("<<< MC2_DEBUG >>>")]
|
|
[Range(0.003f, 0.1f)]
|
|
public float pointSize = 0.01f;
|
|
public bool referOldPos = false;
|
|
public bool radius = true;
|
|
public bool localNumber = false;
|
|
public bool particleNumber = false;
|
|
public bool triangleNumber = false;
|
|
public bool friction = false;
|
|
public bool staticFriction = false;
|
|
public bool attribute = false;
|
|
//public bool verticalDistanceConstraint = false;
|
|
//public bool horizontalDistanceConstraint = false;
|
|
public bool collisionNormal = false;
|
|
public bool cellCube = false;
|
|
public int vertexMinIndex = 0;
|
|
public int vertexMaxIndex = 100000;
|
|
public int triangleMinIndex = 0;
|
|
public int triangleMaxIndex = 100000;
|
|
#endif
|
|
|
|
//=========================================================================================
|
|
public bool CheckParticleDrawing(int index)
|
|
{
|
|
#if MC2_DEBUG
|
|
return index >= vertexMinIndex && index <= vertexMaxIndex;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
public bool CheckTriangleDrawing(int index)
|
|
{
|
|
#if MC2_DEBUG
|
|
return index >= triangleMinIndex && index <= triangleMaxIndex;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
public bool CheckRadiusDrawing()
|
|
{
|
|
#if MC2_DEBUG
|
|
return radius;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
public float GetPointSize()
|
|
{
|
|
#if MC2_DEBUG
|
|
return pointSize;
|
|
#else
|
|
return 0.01f;
|
|
#endif
|
|
}
|
|
|
|
public float GetLineSize()
|
|
{
|
|
//return 0.03f; // 固定
|
|
return 0.05f; // 固定
|
|
}
|
|
|
|
public float GetInertiaCenterRadius()
|
|
{
|
|
return 0.01f; // 固定
|
|
}
|
|
|
|
public bool IsReferOldPos()
|
|
{
|
|
#if MC2_DEBUG
|
|
return referOldPos;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
}
|
|
}
|