void OnSceneGUI()
        {
            Event e = Event.current;

            bool eventHasBeenUsed = false;

            if (m_IsMoving)
            {
                if (e.type == EventType.Ignore ||
                    e.type == EventType.MouseUp)
                {
                    eventHasBeenUsed = true;
                    OnFinishVertexModification();
                }
            }

            bool sceneViewInUse = EditorHandleUtility.SceneViewInUse(e);

            if (e.type == EventType.KeyDown)
            {
                if (e.keyCode == KeyCode.Backspace && m_currentHandle > -1 && m_currentHandle < m_Points.Count)
                {
                    UndoUtility.RecordObject(m_Target, "Delete Bezier Point");
                    m_Points.RemoveAt(m_currentHandle);
                    UpdateMesh(true);
                }
                else if (e.keyCode == KeyCode.Escape)
                {
                    SetIsEditing(false);
                }
            }

            int count = m_Points.Count;

            Matrix4x4 handleMatrix = Handles.matrix;

            Handles.matrix = m_Target.transform.localToWorldMatrix;

            EditorGUI.BeginChangeCheck();

            for (int index = 0; index < count; index++)
            {
                if (index < count - 1 || m_CloseLoop)
                {
                    Handles.DrawBezier(m_Points[index].position,
                                       m_Points[(index + 1) % count].position,
                                       m_Points[index].tangentOut,
                                       m_Points[(index + 1) % count].tangentIn,
                                       Color.green,
                                       EditorGUIUtility.whiteTexture,
                                       1f);
                }

                if (!m_IsEditing)
                {
                    continue;
                }

                // If the index is selected show the full transform gizmo, otherwise use free move handles
                if (m_currentHandle == index)
                {
                    BezierPoint point = m_Points[index];

                    if (!m_currentHandle.isTangent)
                    {
                        Vector3 prev = point.position;

                        prev = Handles.PositionHandle(prev, Quaternion.identity);

                        if (!Math.Approx3(prev, point.position))
                        {
                            if (!m_IsMoving)
                            {
                                OnBeginVertexModification();
                            }

                            prev = EditorSnapping.MoveSnap(prev);

                            Vector3 dir = prev - point.position;
                            point.position    = prev;
                            point.tangentIn  += dir;
                            point.tangentOut += dir;
                        }

                        // rotation
                        int     prev_index = index > 0 ? index - 1 : (m_CloseLoop ? count - 1 : -1);
                        int     next_index = index < count - 1 ? index + 1 : (m_CloseLoop ? 0 : -1);
                        Vector3 rd         = BezierPoint.GetLookDirection(m_Points, index, prev_index, next_index);

                        Quaternion look = Quaternion.LookRotation(rd);
                        float      size = HandleUtility.GetHandleSize(point.position);
                        Matrix4x4  pm   = Handles.matrix;
                        Handles.matrix = pm * Matrix4x4.TRS(point.position, look, Vector3.one);
                        point.rotation = Handles.Disc(point.rotation, Vector3.zero, Vector3.forward, size, false, 0f);
                        Handles.matrix = pm;
                    }
                    else
                    {
                        Handles.color = bezierTangentHandleColor;

                        if (m_currentHandle.tangent == BezierTangentDirection.In && (m_CloseLoop || index > 0))
                        {
                            EditorGUI.BeginChangeCheck();
                            point.tangentIn = Handles.PositionHandle(point.tangentIn, Quaternion.identity);
                            if (EditorGUI.EndChangeCheck())
                            {
                                if (!m_IsMoving)
                                {
                                    OnBeginVertexModification();
                                }

                                point.tangentIn = EditorSnapping.MoveSnap(point.tangentIn);
                                point.EnforceTangentMode(BezierTangentDirection.In, m_TangentMode);
                            }
                            Handles.color = Color.blue;
                            Handles.DrawLine(m_Points[index].position, m_Points[index].tangentIn);
                        }

                        if (m_currentHandle.tangent == BezierTangentDirection.Out && (m_CloseLoop || index < count - 1))
                        {
                            EditorGUI.BeginChangeCheck();
                            point.tangentOut = Handles.PositionHandle(point.tangentOut, Quaternion.identity);
                            if (EditorGUI.EndChangeCheck())
                            {
                                if (!m_IsMoving)
                                {
                                    OnBeginVertexModification();
                                }

                                point.tangentOut = EditorSnapping.MoveSnap(point.tangentOut);
                                point.EnforceTangentMode(BezierTangentDirection.Out, m_TangentMode);
                            }
                            Handles.color = Color.red;
                            Handles.DrawLine(m_Points[index].position, m_Points[index].tangentOut);
                        }
                    }

                    m_Points[index] = point;
                }
            }

            if (!m_IsEditing)
            {
                return;
            }

            EventType eventType = e.type;

            if (!eventHasBeenUsed)
            {
                eventHasBeenUsed = eventType == EventType.Used;
            }

            for (int index = 0; index < count; index++)
            {
                Vector3     prev;
                BezierPoint point = m_Points[index];

                // Position Handle
                float size = HandleUtility.GetHandleSize(point.position) * k_HandleSize;
                Handles.color = bezierPositionHandleColor;

                if (m_currentHandle == index && !m_currentHandle.isTangent)
                {
                    Handles.DotHandleCap(0, point.position, Quaternion.identity, size, e.type);
                }
                else
                {
                    prev = point.position;
                    prev = FreeMoveHandle(prev, size, Vector3.zero, Handles.DotHandleCap);
                    if (!eventHasBeenUsed && eventType == EventType.MouseUp && e.type == EventType.Used)
                    {
                        eventHasBeenUsed = true;
                        m_currentHandle  = (BezierHandle)index;
                        Repaint();
                        SceneView.RepaintAll();
                    }
                    else if (!Math.Approx3(prev, point.position))
                    {
                        if (!m_IsMoving)
                        {
                            OnBeginVertexModification();
                        }

                        point.SetPosition(EditorSnapping.MoveSnap(prev));
                    }
                }

                // Tangent handles
                Handles.color = bezierTangentHandleColor;

                // Tangent In Handle
                if (m_CloseLoop || index > 0)
                {
                    size = HandleUtility.GetHandleSize(point.tangentIn) * k_HandleSize;
                    Handles.DrawLine(point.position, point.tangentIn);

                    if (index == m_currentHandle && m_currentHandle.isTangent && m_currentHandle.tangent == BezierTangentDirection.In)
                    {
                        Handles.DotHandleCap(0, point.tangentIn, Quaternion.identity, size, e.type);
                    }
                    else
                    {
                        prev = point.tangentIn;
                        prev = FreeMoveHandle(prev, size, Vector3.zero, Handles.DotHandleCap);

                        if (!eventHasBeenUsed && eventType == EventType.MouseUp && e.type == EventType.Used)
                        {
                            eventHasBeenUsed = true;
                            m_currentHandle.SetIndexAndTangent(index, BezierTangentDirection.In);
                            Repaint();
                            SceneView.RepaintAll();
                        }
                        else if (!Math.Approx3(prev, point.tangentIn))
                        {
                            if (!m_IsMoving)
                            {
                                OnBeginVertexModification();
                            }
                            point.tangentIn = EditorSnapping.MoveSnap(prev);
                            point.EnforceTangentMode(BezierTangentDirection.In, m_TangentMode);
                        }
                    }
                }

                // Tangent Out
                if (m_CloseLoop || index < count - 1)
                {
                    size = HandleUtility.GetHandleSize(point.tangentOut) * k_HandleSize;
                    Handles.DrawLine(point.position, point.tangentOut);

                    if (index == m_currentHandle && m_currentHandle.isTangent && m_currentHandle.tangent == BezierTangentDirection.Out)
                    {
                        Handles.DotHandleCap(0, point.tangentOut, Quaternion.identity, size, e.type);
                    }
                    else
                    {
                        prev = point.tangentOut;
                        prev = FreeMoveHandle(prev, size, Vector3.zero, Handles.DotHandleCap);

                        if (!eventHasBeenUsed && eventType == EventType.MouseUp && e.type == EventType.Used)
                        {
                            eventHasBeenUsed = true;
                            m_currentHandle.SetIndexAndTangent(index, BezierTangentDirection.Out);
                            Repaint();
                            SceneView.RepaintAll();
                        }
                        else if (!Math.Approx3(prev, point.tangentOut))
                        {
                            if (!m_IsMoving)
                            {
                                OnBeginVertexModification();
                            }
                            point.tangentOut = EditorSnapping.MoveSnap(prev);
                            point.EnforceTangentMode(BezierTangentDirection.Out, m_TangentMode);
                        }
                    }
                }

                m_Points[index] = point;
            }

            // Do control point insertion
            if (!eventHasBeenUsed && m_ControlPoints != null && m_ControlPoints.Count > 1)
            {
                int   index = -1;
                float distanceToLine;

                Vector3 p = EditorHandleUtility.ClosestPointToPolyLine(m_ControlPoints, out index, out distanceToLine, false, null);

                if (!IsHoveringHandlePoint(e.mousePosition) && distanceToLine < PreferenceKeys.k_MaxPointDistanceFromControl)
                {
                    Handles.color = Color.green;
                    Handles.DotHandleCap(-1, p, Quaternion.identity, HandleUtility.GetHandleSize(p) * .05f, e.type);
                    Handles.color = Color.white;

                    if (!eventHasBeenUsed && eventType == EventType.MouseDown && e.button == 0)
                    {
                        UndoUtility.RecordObject(m_Target, "Add Point");
                        Vector3 dir = m_ControlPoints[(index + 1) % m_ControlPoints.Count] - m_ControlPoints[index];
                        m_Points.Insert((index / m_Columns) + 1, new BezierPoint(p, p - dir, p + dir, Quaternion.identity));
                        UpdateMesh(true);
                        e.Use();
                    }

                    SceneView.RepaintAll();
                }
            }

            if (e.type == EventType.MouseUp && !sceneViewInUse)
            {
                m_currentHandle.SetIndex(-1);
            }

            Handles.matrix = handleMatrix;

            if (EditorGUI.EndChangeCheck())
            {
                UpdateMesh(false);
            }
        }
        void DoExistingPointsGUI()
        {
            Transform trs = polygon.transform;
            int       len = polygon.m_Points.Count;

            Vector3 up      = trs.up;
            Vector3 right   = trs.right;
            Vector3 forward = trs.forward;
            Vector3 center  = Vector3.zero;

            Event evt = Event.current;

            bool used = evt.type == EventType.Used;

            if (!used &&
                (evt.type == EventType.MouseDown &&
                 evt.button == 0 &&
                 !EditorHandleUtility.IsAppendModifier(evt.modifiers)))
            {
                m_SelectedIndex = -1;
            }

            if (evt.type == EventType.Repaint && polygon.polyEditMode == PolyShape.PolyEditMode.Path)
            {
                Vector3 currentPos = polygon.transform.TransformPoint(m_CurrentPosition);
                Handles.color = k_HandleColor;
                Handles.DotHandleCap(-1, currentPos, Quaternion.identity, HandleUtility.GetHandleSize(currentPos) * k_HandleSize, evt.type);
                Handles.color = Color.white;
            }

            if (polygon.polyEditMode == PolyShape.PolyEditMode.Height)
            {
                if (!used && evt.type == EventType.MouseUp && evt.button == 0 && !EditorHandleUtility.IsAppendModifier(evt.modifiers))
                {
                    evt.Use();
                    SetPolyEditMode(PolyShape.PolyEditMode.Edit);
                }

                bool sceneInUse = EditorHandleUtility.SceneViewInUse(evt);
                Ray  r          = HandleUtility.GUIPointToWorldRay(evt.mousePosition);

                Vector3 origin  = polygon.transform.TransformPoint(Math.Average(polygon.m_Points));
                float   extrude = polygon.extrude;

                if (evt.type == EventType.MouseMove && !sceneInUse)
                {
                    Vector3 p = Math.GetNearestPointRayRay(origin, up, r.origin, r.direction);
                    extrude = EditorSnapping.MoveSnap(s_HeightMouseOffset + Vector3.Distance(origin, p) * Mathf.Sign(Vector3.Dot(p - origin, up)));
                }

                Vector3 extrudePoint = origin + (extrude * up);

                if (m_DrawHeightHandles)
                {
                    Handles.color = k_HandleColor;
                    Handles.DotHandleCap(-1, origin, Quaternion.identity, HandleUtility.GetHandleSize(origin) * k_HandleSize, evt.type);
                    Handles.color = k_HandleColorGreen;
                    Handles.DrawLine(origin, extrudePoint);
                    Handles.DotHandleCap(-1, extrudePoint, Quaternion.identity, HandleUtility.GetHandleSize(extrudePoint) * k_HandleSize, evt.type);
                    Handles.color = Color.white;
                }

                if (!sceneInUse && polygon.extrude != extrude)
                {
                    OnBeginVertexMovement();
                    polygon.extrude = extrude;
                    RebuildPolyShapeMesh(false);
                }
            }
            else
            {
                // vertex dots
                for (int ii = 0; ii < len; ii++)
                {
                    Vector3 point = trs.TransformPoint(polygon.m_Points[ii]);

                    center.x += point.x;
                    center.y += point.y;
                    center.z += point.z;

                    float size = HandleUtility.GetHandleSize(point) * k_HandleSize;

                    Handles.color = ii == m_SelectedIndex ? k_HandleSelectedColor : k_HandleColor;

                    EditorGUI.BeginChangeCheck();

                    point = Handles.Slider2D(point, up, right, forward, size, Handles.DotHandleCap, Vector2.zero, true);

                    if (EditorGUI.EndChangeCheck())
                    {
                        UndoUtility.RecordObject(polygon, "Move Polygon Shape Point");
                        polygon.m_Points[ii] = GetPointInLocalSpace(point);
                        OnBeginVertexMovement();
                        RebuildPolyShapeMesh(false);
                    }

                    // "clicked" a button
                    if (!used && evt.type == EventType.Used)
                    {
                        if (ii == 0 && polygon.m_Points.Count > 2 && polygon.polyEditMode == PolyShape.PolyEditMode.Path)
                        {
                            m_NextMouseUpAdvancesMode = true;
                            return;
                        }
                        else
                        {
                            used            = true;
                            m_SelectedIndex = ii;
                        }
                    }
                }

                Handles.color = Color.white;

                // height setting
                if (polygon.polyEditMode != PolyShape.PolyEditMode.Path && polygon.m_Points.Count > 2)
                {
                    center.x /= (float)len;
                    center.y /= (float)len;
                    center.z /= (float)len;

                    Vector3 extrude = center + (up * polygon.extrude);
                    m_DistanceFromHeightHandle = Vector2.Distance(HandleUtility.WorldToGUIPoint(extrude), evt.mousePosition);

                    EditorGUI.BeginChangeCheck();

                    if (m_DrawHeightHandles)
                    {
                        Handles.color = k_HandleColor;
                        Handles.DotHandleCap(-1, center, Quaternion.identity, HandleUtility.GetHandleSize(center) * k_HandleSize, evt.type);
                        Handles.DrawLine(center, extrude);
                        Handles.color = k_HandleColorGreen;
                        extrude       = Handles.Slider(extrude, up, HandleUtility.GetHandleSize(extrude) * k_HandleSize, Handles.DotHandleCap, 0f);
                        Handles.color = Color.white;
                    }

                    if (EditorGUI.EndChangeCheck())
                    {
                        UndoUtility.RecordObject(polygon, "Set Polygon Shape Height");
                        polygon.extrude = EditorSnapping.MoveSnap(Vector3.Distance(extrude, center) * Mathf.Sign(Vector3.Dot(up, extrude - center)));
                        OnBeginVertexMovement();
                        RebuildPolyShapeMesh(false);
                    }
                }
            }
        }
        protected override void DoToolGUI()
        {
            if (!isEditing)
            {
                m_Position = Vector3.zero;
            }

            EditorHandleUtility.PushMatrix();

            Handles.matrix = Matrix4x4.TRS(m_HandlePosition, m_HandleRotation, Vector3.one);

            EditorGUI.BeginChangeCheck();

            Handles.color = Color.blue;

            m_Position = Handles.Slider2D(m_Position,
                                          Vector3.forward,
                                          Vector3.right,
                                          Vector3.up,
                                          HandleUtility.GetHandleSize(m_Position) * .2f,
                                          Handles.RectangleHandleCap,
                                          0f,
                                          false);

            Handles.color = Color.green;

            m_Position = Handles.Slider(m_Position, Vector3.up);

            Handles.color = Color.red;

            m_Position = Handles.Slider(m_Position, Vector3.right);

            Handles.color = Color.white;

            if (EditorGUI.EndChangeCheck())
            {
                if (!isEditing)
                {
                    BeginEdit("Translate Textures");
                }

                m_Position = EditorSnapping.MoveSnap(m_Position);

                // invert `y` because to users it's confusing that "up" in UV space visually moves the texture down
                var delta = new Vector4(m_Position.x, -m_Position.y, 0f, 0f);

                foreach (var value in elementSelection)
                {
                    var selection = value as TranslateTextureSelection;

                    if (selection == null)
                    {
                        continue;
                    }

                    // Account for object scale
                    delta *= k_Vector3Magnitude / selection.mesh.transform.lossyScale.magnitude;

                    var origins   = selection.origins;
                    var positions = selection.textures;

                    // Translating faces is treated as a special case because we want the textures in scene to visually
                    // match the movement of the translation handle. When UVs are scaled, they have the appearance of
                    // moving faster or slower (even though they are translating the correct distances). To avoid this,
                    // we cache the UV scale of each face and modify the translation delta accordingly. This isn't perfect,
                    // as it will not be able to find the scale for sheared or otherwise distorted face UVs. However, for
                    // most cases it maps quite well.
                    if (ProBuilderEditor.selectMode == SelectMode.TextureFace)
                    {
                        foreach (var face in selection.faceAndScale)
                        {
                            var faceDelta = new Vector4(delta.x / face.item2.x, delta.y / face.item2.y, 0f, 0f);

                            foreach (var index in face.item1.distinctIndexes)
                            {
                                positions[index] = origins[index] + faceDelta;
                            }
                        }
                    }
                    else
                    {
                        foreach (var group in value.elementGroups)
                        {
                            foreach (var index in group.indices)
                            {
                                positions[index] = origins[index] + delta;
                            }
                        }
                    }

                    selection.mesh.mesh.SetUVs(k_TextureChannel, positions);
                }
            }

            EditorHandleUtility.PopMatrix();
        }
        void DoPointPlacement()
        {
            Event     evt       = Event.current;
            EventType eventType = evt.type;

            if (m_PlacingPoint)
            {
                Ray ray = HandleUtility.GUIPointToWorldRay(evt.mousePosition);

                if (eventType == EventType.MouseDrag)
                {
                    float hitDistance = Mathf.Infinity;

                    if (plane.Raycast(ray, out hitDistance))
                    {
                        evt.Use();
                        polygon.m_Points[m_SelectedIndex] = GetPointInLocalSpace(ray.GetPoint(hitDistance));
                        RebuildPolyShapeMesh(false);
                        SceneView.RepaintAll();
                    }
                }

                if (eventType == EventType.MouseUp ||
                    eventType == EventType.Ignore ||
                    eventType == EventType.KeyDown ||
                    eventType == EventType.KeyUp)
                {
                    evt.Use();
                    m_PlacingPoint  = false;
                    m_SelectedIndex = -1;
                    SceneView.RepaintAll();
                }
            }
            else if (polygon.polyEditMode == PolyShape.PolyEditMode.Path)
            {
                if (eventType == EventType.MouseDown && HandleUtility.nearestControl == m_ControlId)
                {
                    if (polygon.m_Points.Count < 1)
                    {
                        SetupInputPlane(evt.mousePosition);
                    }

                    float hitDistance = Mathf.Infinity;

                    Ray ray = HandleUtility.GUIPointToWorldRay(evt.mousePosition);

                    if (plane.Raycast(ray, out hitDistance))
                    {
                        UndoUtility.RecordObject(polygon, "Add Polygon Shape Point");

                        Vector3 hit = ray.GetPoint(hitDistance);

                        if (polygon.m_Points.Count < 1)
                        {
                            // this monstrosity exists so that grid and incremental snap work when possible, and
                            // incremental is enabled when grid is not available.
                            polygon.transform.position = m_Polygon.isOnGrid
                                ? EditorSnapping.MoveSnap(hit)
                                : EditorSnapping.snapMode == SnapMode.Relative
                                    ? ProBuilderSnapping.Snap(hit, EditorSnapping.incrementalSnapMoveValue)
                                    : hit;

                            Vector3 cameraFacingPlaneNormal = plane.normal;
                            if (Vector3.Dot(cameraFacingPlaneNormal, SceneView.lastActiveSceneView.camera.transform.forward) > 0f)
                            {
                                cameraFacingPlaneNormal *= -1;
                            }

                            polygon.transform.rotation = Quaternion.LookRotation(cameraFacingPlaneNormal) * Quaternion.Euler(new Vector3(90f, 0f, 0f));
                        }

                        Vector3 point = GetPointInLocalSpace(hit);

                        if (polygon.m_Points.Count > 2 && Math.Approx3(polygon.m_Points[0], point))
                        {
                            m_NextMouseUpAdvancesMode = true;
                            return;
                        }

                        polygon.m_Points.Add(point);

                        m_PlacingPoint  = true;
                        m_SelectedIndex = polygon.m_Points.Count - 1;
                        RebuildPolyShapeMesh(polygon);

                        evt.Use();
                    }
                }
                else
                {
                    float hitDistance = Mathf.Infinity;
                    Ray   ray         = HandleUtility.GUIPointToWorldRay(evt.mousePosition);

                    if (plane.Raycast(ray, out hitDistance))
                    {
                        Vector3 hit = ray.GetPoint(hitDistance);
                        m_CurrentPosition = GetPointInLocalSpace(hit);
                    }
                }
            }
            else if (polygon.polyEditMode == PolyShape.PolyEditMode.Edit)
            {
                if (polygon.m_Points.Count < 3)
                {
                    SetPolyEditMode(PolyShape.PolyEditMode.Path);
                    return;
                }

                if (m_DistanceFromHeightHandle > PreferenceKeys.k_MaxPointDistanceFromControl)
                {
                    // point insertion
                    Vector2 mouse       = evt.mousePosition;
                    Ray     ray         = HandleUtility.GUIPointToWorldRay(mouse);
                    float   hitDistance = Mathf.Infinity;
                    if (plane.Raycast(ray, out hitDistance))
                    {
                        Vector3 hit   = ray.GetPoint(hitDistance);
                        Vector3 point = GetPointInLocalSpace(hit);

                        int polyCount = polygon.m_Points.Count;

                        float   distToLineInGUI;
                        int     index;
                        Vector3 pInGUI = EditorHandleUtility.ClosestPointToPolyLine(polygon.m_Points, out index, out distToLineInGUI, true, polygon.transform);

                        Vector3 aToPoint = point - polygon.m_Points[index - 1];
                        Vector3 aToB     = polygon.m_Points[index % polyCount] - polygon.m_Points[index - 1];

                        float   ratio = Vector3.Dot(aToPoint, aToB.normalized) / aToB.magnitude;
                        Vector3 wp    = Vector3.Lerp(polygon.m_Points[index - 1], polygon.m_Points[index % polyCount], ratio);
                        wp = polygon.transform.TransformPoint(wp);

                        Vector2 aInGUI           = HandleUtility.WorldToGUIPoint(polygon.transform.TransformPoint(polygon.m_Points[index - 1]));
                        Vector2 bInGUI           = HandleUtility.WorldToGUIPoint(polygon.transform.TransformPoint(polygon.m_Points[index % polyCount]));
                        float   distanceToVertex = Mathf.Min(Vector2.Distance(mouse, aInGUI), Vector2.Distance(mouse, bInGUI));

                        if (distanceToVertex > PreferenceKeys.k_MaxPointDistanceFromControl && distToLineInGUI < PreferenceKeys.k_MaxPointDistanceFromControl)
                        {
                            m_MouseCursor = MouseCursor.ArrowPlus;

                            if (evt.type == EventType.Repaint)
                            {
                                Handles.color = Color.green;
                                Handles.DotHandleCap(-1, wp, Quaternion.identity,
                                                     HandleUtility.GetHandleSize(wp) * k_HandleSize, evt.type);
                            }

                            if (evt.type == EventType.MouseDown && HandleUtility.nearestControl == m_ControlId)
                            {
                                evt.Use();

                                UndoUtility.RecordObject(polygon, "Insert Point");
                                polygon.m_Points.Insert(index, point);
                                m_SelectedIndex = index;
                                m_PlacingPoint  = true;
                                RebuildPolyShapeMesh(true);
                                OnBeginVertexMovement();
                            }

                            Handles.color = Color.white;
                        }

                        if (evt.type != EventType.Repaint)
                        {
                            SceneView.RepaintAll();
                        }
                    }
                }
            }
        }
Beispiel #5
0
        protected override void DoToolGUI()
        {
            if (!isEditing)
            {
                m_Rotation = 0f;
            }

            EditorGUI.BeginChangeCheck();

            var size = HandleUtility.GetHandleSize(m_HandlePosition);

            EditorHandleUtility.PushMatrix();

            Handles.matrix = Matrix4x4.TRS(m_HandlePosition, m_HandleRotation, Vector3.one);

            Handles.color = Color.blue;
            m_Euler.z     = m_Rotation;
            m_Quaternion  = Quaternion.Euler(m_Euler);
            m_Quaternion  = Handles.Disc(m_Quaternion, Vector3.zero, Vector3.forward, size, false, EditorSnapping.snapMode == SnapMode.Relative ? EditorSnapping.incrementalSnapRotateValue : 0f);
            m_Euler       = m_Quaternion.eulerAngles;
            m_Rotation    = m_Euler.z;

            EditorHandleUtility.PopMatrix();

            if (EditorGUI.EndChangeCheck())
            {
                if (!isEditing)
                {
                    BeginEdit("Rotate Textures");
                }

                if (EditorSnapping.snapMode == SnapMode.Relative)
                {
                    m_Rotation = EditorSnapping.RotateSnap(m_Rotation);
                }

                foreach (var mesh in elementSelection)
                {
                    if (!(mesh is MeshAndTextures))
                    {
                        continue;
                    }
                    var mat = (MeshAndTextures)mesh;

                    var origins   = mat.origins;
                    var positions = mat.textures;

                    foreach (var group in mat.elementGroups)
                    {
                        foreach (var index in group.indices)
                        {
                            positions[index] = mat.postApplyMatrix.MultiplyPoint(
                                Math.RotateAroundPoint(
                                    mat.preApplyMatrix.MultiplyPoint3x4(origins[index]), Vector2.zero, -m_Rotation));
                        }
                    }

                    mesh.mesh.mesh.SetUVs(k_TextureChannel, positions);
                }
            }
        }