Beispiel #1
0
        static Vector3[] PlanarHandle(int id, PlaneAxes planarAxes, Vector3[] points, Vector3 position, Quaternion rotation, float handleSize, bool selectLockingAxisOnClick = false)
        {
            int axis1index = 0;
            int axis2index = 0;
            var isStatic   = (!Tools.hidden && EditorApplication.isPlaying && GameObjectUtility.ContainsStatic(Selection.gameObjects));
            var axes       = Axes.None;

            switch (planarAxes)
            {
            case PlaneAxes.XZ: { axis1index = 0; axis2index = 2; axes = Axes.XZ; break; }

            case PlaneAxes.XY: { axis1index = 0; axis2index = 1; axes = Axes.XY; break; }

            case PlaneAxes.YZ: { axis1index = 1; axis2index = 2; axes = Axes.YZ; break; }
            }

            int axisNormalIndex = 3 - axis2index - axis1index;
            var prevColor       = SceneHandles.color;

            var handleTransform             = Matrix4x4.TRS(position, rotation, Vector3.one);
            var sceneView                   = SceneView.currentDrawingSceneView;
            var cameraToTransformToolVector = handleTransform.inverse.MultiplyPoint(sceneView.camera.transform.position).normalized;

            /*
             * if (Mathf.Abs (cameraToTransformToolVector[axisNormalIndex]) < 0.05f && GUIUtility.hotControl != id)
             * {
             *  Handles.color = prevColor;
             *  return points;
             * }*/

            if (EditorGUIUtility.hotControl == 0)
            {
                s_PlanarHandlesOctant[axis1index] = (cameraToTransformToolVector[axis1index] < -0.01f ? -1 : 1);
                s_PlanarHandlesOctant[axis2index] = (cameraToTransformToolVector[axis2index] < -0.01f ? -1 : 1);
            }

            var handleOffset = s_PlanarHandlesOctant;

            handleOffset[axisNormalIndex] = 0;
            handleOffset = rotation * (handleOffset * handleSize * 0.5f);

            var axis1      = Vector3.zero;
            var axis2      = Vector3.zero;
            var axisNormal = Vector3.zero;

            axis1[axis1index]           = 1;
            axis2[axis2index]           = 1;
            axisNormal[axisNormalIndex] = 1;
            axis1      = rotation * axis1;
            axis2      = rotation * axis2;
            axisNormal = rotation * axisNormal;

            s_Vertices[0] = position + handleOffset + (axis1 + axis2) * handleSize * 0.5f;
            s_Vertices[1] = position + handleOffset + (-axis1 + axis2) * handleSize * 0.5f;
            s_Vertices[2] = position + handleOffset + (-axis1 - axis2) * handleSize * 0.5f;
            s_Vertices[3] = position + handleOffset + (axis1 - axis2) * handleSize * 0.5f;

            var innerColor = SceneHandles.color;
            var outerColor = Color.black;

            innerColor = new Color(innerColor.r, innerColor.g, innerColor.b, 0.1f);
            if (!isStatic && !SceneHandles.disabled)
            {
                SceneHandles.DrawSolidRectangleWithOutline(s_Vertices, innerColor, outerColor);
            }

            points = Slider2DHandle(id, points, position, handleOffset, axisNormal, axis1, axis2, handleSize * 0.5f, RectangleHandleCap, axes, selectLockingAxisOnClick);

            SceneHandles.color = prevColor;

            return(points);
        }
Beispiel #2
0
 static Vector3 PlanarHandle(int id, PlaneAxes planarAxes, Vector3 position, Quaternion rotation, float handleSize, bool selectLockingAxisOnClick = false)
 {
     return(PlanarHandle(id, planarAxes, new Vector3[] { position }, position, rotation, handleSize, selectLockingAxisOnClick)[0]);
 }