#Trying to use Debug.DrawLine need help

1 messages · Page 1 of 1 (latest)

small nacelle
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HI there i am trying to use this but i have issue

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when i do using System.Diagnostics.Debug then

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 using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;

using System.Diagnostics.Debug;
using UnityEngine;
//using UnityEngine.Debug;
public class Points : MonoBehaviour
{
    [System.Serializable]
    public struct Point2D
    {
        public Point2D (float x, float y)   { this.x = x; this.y = y; }
        public float x; 
        public float y;
    }


    [System.Serializable]
    public struct Vector2D
    {

        public Vector2D(float x, float y) { this.x = x; this.y = y; }
        public float x;
        public float y;


    }
    [System.Serializable]
    public struct Vector3D
    {

        public Vector3D(float x, float y, float z) { this.x = x; this.y = y; this.z = z; }
        public Vector3D(Vector2D v2) { this.x = v2.x; this.y = v2.y; this.z = 0; }
        public float x;
        public float y;
        public float z;

    }

    [System.Serializable]
    public struct Matrix2D
    {
        public Matrix2D(Vector2D xAxis, Vector2D yAxis, Vector2D tAxis)
        {
            this.xAxis = new Vector3D(xAxis);
            this.yAxis = new Vector3D(yAxis);
            this.tAxis = new Vector3D(tAxis);
        }
        // matrix multiplication photo note Mat102 folder
        public Vector3D multiply(Vector3D vector)
        {
            float x = xAxis.x * vector.x + yAxis.x * vector.y + tAxis.x * vector.z;
            float y = xAxis.y * vector.x + yAxis.y * vector.y + tAxis.y * vector.z;
            float z = xAxis.z * vector.x + yAxis.z * vector.y + tAxis.z * vector.z;

            return new Vector3D(x, y, z);
        }

        public Vector3D xAxis;
        public Vector3D yAxis;
        public Vector3D tAxis; // z
    }
    

    public GameObject pointRendererPrefab;
    //[SerializeField]
    public List<Point2D> points = new List<Point2D>();
    //[SerializeField]
    public List<Matrix2D> pointTransformations = new List<Matrix2D>();
    //[SerializeField]
    List<GameObject> pointsRenderers = new List<GameObject>();
    
  
    private void Start()
    {
        for (int i = 0; i < points.Count; i++)
        {
            pointsRenderers.Add(GameObject.Instantiate(pointRendererPrefab));
        }
    }

    private void Update()
    {
        for (int i = 0; i < points.Count; i++)
        {
            
                Point2D point = points[i];
                GameObject pointRenderer = pointsRenderers[i];
            Matrix2D pointTransformation = pointTransformations[i];    

                 Vector3D pointInVector = new Vector3D(point.x, point.y, 1 );
                Vector3D pointTransformed = pointTransformation.multiply( pointInVector );
            Vector3D xAxis = new Vector3D(pointTransformation.xAxis.x, pointTransformation.xAxis.y, pointTransformation.xAxis.z);
            Vector3D yAxis = new Vector3D(pointTransformation.yAxis.x, pointTransformation.yAxis.y, pointTransformation.yAxis.z);


            Debug.DrawLine(Vector3D.zero, xAxis, Color.red);
            Debug.DrawLine(Vector3D.zero, yAxis, Color.green);



            // Do matrix multiplication to transfer my points into it's transformed space.


            pointRenderer.transform.position = new Vector3(pointTransformed.x, pointTransformed.y, 0f);

        }
        
    }

}
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thats the code

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i am trying to do Debug.DrawLine like htis

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it was what the system suggested also yeah it was Vector3

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i am trying to recreate what my teacher does here

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i replaced it with vector 3 but hese lines still

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Debug.DrawLine(Vector3.zero, xAxis, Color.red);
Debug.DrawLine(Vector3.zero, yAxis, Color.green);

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you were right !

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system.diagnostics was interfering

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i commented it out and now it shows

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whice one said that ?

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ah damn it was the original one yeah

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Okay now i know this too

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so when i am using for example

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Using Unity

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it also includes those stuff like debug

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anyway ?

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i assume if i wanted only a specific part i would have to do
using UnityEngine.Debug

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okay i remember it was the same with using the math libraries

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Thank you so much this took me 40 minutes trying to undrestand, i need to read errors more carefully

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thank you !
btw another newbee thing sometimes this happens withoum me clicking anything

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how can i have it on normal