using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using Unity.Mathematics; using UnityEngine; namespace NativeQuadTree { /// /// Editor drawing of the NativeQuadTree /// public unsafe partial struct NativeQuadTree where T : unmanaged { public static void Draw(NativeQuadTree tree, NativeList> results, AABB2D range, Color[][] texture) { var widthMult = texture.Length / tree.bounds.Extents.x * 2 / 2 / 2; var heightMult = texture[0].Length / tree.bounds.Extents.y * 2 / 2 / 2; var widthAdd = tree.bounds.Center.x + tree.bounds.Extents.x; var heightAdd = tree.bounds.Center.y + tree.bounds.Extents.y; for (int i = 0; i < tree.nodes->Capacity; i++) { var node = UnsafeUtility.ReadArrayElement(tree.nodes->Ptr, i); if(node.count > 0) { for (int k = 0; k < node.count; k++) { var element = UnsafeUtility.ReadArrayElement>(tree.elements->Ptr, node.firstChildIndex + k); texture[(int) ((element.pos.x + widthAdd) * widthMult)] [(int) ((element.pos.y + heightAdd) * heightMult)] = Color.red; } } } if (results.IsCreated) { foreach (var element in results) { texture[(int)((element.pos.x + widthAdd) * widthMult)] [(int)((element.pos.y + heightAdd) * heightMult)] = Color.green; } } DrawBounds(texture, range, tree); } static void DrawBounds(Color[][] texture, AABB2D bounds, NativeQuadTree tree) { var widthMult = texture.Length / tree.bounds.Extents.x * 2 / 2 / 2; var heightMult = texture[0].Length / tree.bounds.Extents.y * 2 / 2 / 2; var widthAdd = tree.bounds.Center.x + tree.bounds.Extents.x; var heightAdd = tree.bounds.Center.y + tree.bounds.Extents.y; var top = new float2(bounds.Center.x, bounds.Center.y - bounds.Extents.y); var left = new float2(bounds.Center.x - bounds.Extents.x, bounds.Center.y); for (int leftToRight = 0; leftToRight < bounds.Extents.x * 2; leftToRight++) { var poxX = left.x + leftToRight; texture[(int) ((poxX + widthAdd) * widthMult)][(int) ((bounds.Center.y + heightAdd + bounds.Extents.y) * heightMult)] = Color.blue; texture[(int) ((poxX + widthAdd) * widthMult)][(int) ((bounds.Center.y + heightAdd - bounds.Extents.y) * heightMult)] = Color.blue; } for (int topToBottom = 0; topToBottom < bounds.Extents.y * 2; topToBottom++) { var posY = top.y + topToBottom; texture[(int) ((bounds.Center.x + widthAdd + bounds.Extents.x) * widthMult)][(int) ((posY + heightAdd) * heightMult)] = Color.blue; texture[(int) ((bounds.Center.x + widthAdd - bounds.Extents.x) * widthMult)][(int) ((posY + heightAdd) * heightMult)] = Color.blue; } } } }