public static void DrawLength(UnityEngine.Vector3 from, UnityEngine.Vector3 to, float forceValue) { var prevColor = SceneHandles.color; SceneHandles.color = SceneHandles.StateColor(SceneHandles.measureColor); var invMatrix = SceneHandles.inverseMatrix; var camera = UnityEngine.Camera.current; var camPos = invMatrix.MultiplyPoint(camera.transform.position); var camDir = (SceneHandleUtility.ProjectPointLine(camPos, from, to) - camPos).normalized; var delta = (to - from); var length = delta.magnitude; var forward = delta / length; var right = Vector3.Cross(forward, camDir); var fromSize = UnityEditor.HandleUtility.GetHandleSize(from); var toSize = UnityEditor.HandleUtility.GetHandleSize(to); var center = (to + from) * 0.5f; SceneHandles.DrawLine(from, to); DrawFlatArrow(from, forward, camDir, fromSize * 0.2f); DrawFlatArrow(to, -forward, camDir, toSize * 0.2f); // SceneHandles.DrawLine(from - right, from + right); // SceneHandles.DrawLine(to - right, to + right); DrawUnitLabel(center, right, 2, forceValue); SceneHandles.color = prevColor; }
public static void DrawFlatArrow(UnityEngine.Vector3 center, UnityEngine.Vector3 direction, float handleSize) { var invMatrix = SceneHandles.inverseMatrix; var camera = UnityEngine.Camera.current; var camPos = invMatrix.MultiplyPoint(camera.transform.position); var camDir = (SceneHandleUtility.ProjectPointLine(camPos, center, center + direction) - camPos).normalized; DrawFlatArrow(center, direction, camDir, handleSize); }
public static void DrawLengths(Bounds bounds, Axes activeAxes = Axes.XYZ, Axes visibleAxes = Axes.XYZ, Axes selectedAxes = Axes.None) { // TODO: what if camera is inside of bounds? // TODO: what if length is outside of camera, but other option is inside of camera view? // TODO: don't make the side lines move around when resizing, be smarter about handlesize // -> maybe limit the projected line to the screen? var invMatrix = SceneHandles.inverseMatrix; var prevColor = SceneHandles.color; var color = prevColor; var color2 = color; color2.a *= 0.5f; var camera = UnityEngine.Camera.current; var camPos = invMatrix.MultiplyPoint(camera.transform.position); var lengthX = bounds.size.x; var lengthY = bounds.size.y; var lengthZ = bounds.size.z; var absLengthX = Mathf.Abs(lengthX); var absLengthY = Mathf.Abs(lengthY); var absLengthZ = Mathf.Abs(lengthZ); var delta = (bounds.center - camPos) * 2; var dotX = delta.x < 0 ? -1 : 1; var dotY = delta.y < 0 ? -1 : 1; var dotZ = delta.z < 0 ? -1 : 1; var insideX = (delta.x >= -absLengthX && delta.x <= absLengthX); var insideY = (delta.y >= -absLengthY && delta.y <= absLengthY); var insideZ = (delta.z >= -absLengthZ && delta.z <= absLengthZ); bool showX = !(insideY && insideZ); bool showY = !(insideX && insideZ); bool showZ = !(insideX && insideY); Vector3 fromX, toX; Vector3 fromY, toY; Vector3 fromZ, toZ; var min = bounds.min; var max = bounds.max; // min/max of bounds can potentially be inverted min.x = Mathf.Min(min.x, max.x); min.y = Mathf.Min(min.y, max.y); min.z = Mathf.Min(min.z, max.z); fromX = min; toX = fromX + new Vector3(absLengthX, 0, 0); fromY = min; toY = fromY + new Vector3(0, absLengthY, 0); fromZ = min; toZ = fromZ + new Vector3(0, 0, absLengthZ); var signZ = Vector3.one; if (showZ) { bool swapX = (dotX > 0) ^ insideY; bool swapY = (dotY < 0) ^ insideY; signZ.x = swapX ? 1 : -1; signZ.y = swapY ? 1 : -1; var ofsX = swapX ? absLengthX : 0; fromZ.x += ofsX; toZ.x += ofsX; var ofsY = swapY ? absLengthY : 0; fromZ.y += ofsY; toZ.y += ofsY; } var signY = Vector3.one; if (showY) { bool swapX = (dotX > 0) ^ insideZ; bool swapZ = (dotZ < 0); signY.x = swapX ? 1 : -1; signY.z = swapZ ? 1 : -1; var ofsX = swapX ? absLengthX : 0; fromY.x += ofsX; toY.x += ofsX; var ofsZ = swapZ ? absLengthZ : 0; fromY.z += ofsZ; toY.z += ofsZ; } var signX = Vector3.one; if (showX) { bool swapY = (dotY > 0) ^ insideZ; bool swapZ = (dotZ < 0); signX.y = swapY ? 1 : -1; signX.z = swapZ ? 1 : -1; var ofsY = swapY ? absLengthY : 0; fromX.y += ofsY; toX.y += ofsY; var ofsZ = swapZ ? absLengthZ : 0; fromX.z += ofsZ; toX.z += ofsZ; } var lineHandleX = SceneHandleUtility.ProjectPointLine(camPos, fromX, toX); var lineHandleY = SceneHandleUtility.ProjectPointLine(camPos, fromY, toY); var lineHandleZ = SceneHandleUtility.ProjectPointLine(camPos, fromZ, toZ); var lineOfsX = (UnityEditor.HandleUtility.GetHandleSize(lineHandleX) * 0.25f); var lineOfsY = (UnityEditor.HandleUtility.GetHandleSize(lineHandleY) * 0.25f); var lineOfsZ = (UnityEditor.HandleUtility.GetHandleSize(lineHandleZ) * 0.25f); var angleX = lineHandleX - camPos; var angleY = lineHandleY - camPos; var angleZ = lineHandleZ - camPos; var directionX = Mathf.Abs(angleX.y) <= Mathf.Abs(angleX.z); var directionY = Mathf.Abs(angleY.x) <= Mathf.Abs(angleY.z); var directionZ = Mathf.Abs(angleZ.y) <= Mathf.Abs(angleZ.x); var disabled = SceneHandles.disabled; const int labelPadding = 2; if (showX && ((visibleAxes & Axes.X) == Axes.X)) { var axisDisabled = ((activeAxes & Axes.X) != Axes.X) || disabled; var selected = ((selectedAxes & Axes.X) == Axes.X) && !axisDisabled; var offsetY = new Vector3(0, (lineOfsY * signX.y), 0); var offsetZ = new Vector3(0, 0, (lineOfsZ * signX.z)); var offset = directionX ? offsetY : offsetZ; var fromOfs = fromX + offset; var toOfs = toX + offset; var camDir = SceneHandleUtility.ProjectPointLine(camPos, fromOfs, toOfs) - camPos; var fromSize = Mathf.Min(absLengthX / 3.0f, UnityEditor.HandleUtility.GetHandleSize(fromOfs) * 0.2f); var toSize = Mathf.Min(absLengthX / 3.0f, UnityEditor.HandleUtility.GetHandleSize(toOfs) * 0.2f); var center = (toOfs + fromOfs) * 0.5f; SceneHandles.color = SceneHandles.StateColor(color2, axisDisabled, selected); SceneHandles.DrawLine(fromX, fromOfs); SceneHandles.DrawLine(toX, toOfs); SceneHandles.color = SceneHandles.StateColor(color, axisDisabled, selected); SceneHandles.DrawLine(fromOfs, toOfs); DrawFlatArrow(fromOfs, Vector3.right, camDir, fromSize); DrawFlatArrow(toOfs, -Vector3.right, camDir, toSize); DrawUnitLabel(center, offset, labelPadding, lengthX, "X"); } if (showY && ((visibleAxes & Axes.Y) == Axes.Y)) { var axisDisabled = ((activeAxes & Axes.Y) != Axes.Y) || disabled; var selected = ((selectedAxes & Axes.Y) == Axes.Y) && !axisDisabled; var offsetX = new Vector3((lineOfsX * signY.x), 0, 0); var offsetZ = new Vector3(0, 0, (lineOfsZ * signY.z)); var offset = directionY ? offsetX : offsetZ; var fromOfs = fromY + offset; var toOfs = toY + offset; var camDir = SceneHandleUtility.ProjectPointLine(camPos, fromOfs, toOfs) - camPos; var fromSize = Mathf.Min(absLengthY / 3.0f, UnityEditor.HandleUtility.GetHandleSize(fromOfs) * 0.2f); var toSize = Mathf.Min(absLengthY / 3.0f, UnityEditor.HandleUtility.GetHandleSize(toOfs) * 0.2f); var center = (toOfs + fromOfs) * 0.5f; SceneHandles.color = SceneHandles.StateColor(color2, axisDisabled, selected); SceneHandles.DrawLine(fromY, fromOfs); SceneHandles.DrawLine(toY, toOfs); SceneHandles.color = SceneHandles.StateColor(color, axisDisabled, selected); SceneHandles.DrawLine(fromOfs, toOfs); DrawFlatArrow(fromOfs, Vector3.up, camDir, fromSize); DrawFlatArrow(toOfs, -Vector3.up, camDir, toSize); DrawUnitLabel(center, offset, labelPadding, lengthY, "Y"); } if (showZ && ((visibleAxes & Axes.Z) == Axes.Z)) { var axisDisabled = ((activeAxes & Axes.Z) != Axes.Z) || disabled; var selected = ((selectedAxes & Axes.Z) == Axes.Z) && !axisDisabled; var offsetX = new Vector3((lineOfsX * signZ.x), 0, 0); var offsetY = new Vector3(0, (lineOfsY * signZ.y), 0); var offset = directionZ ? offsetY : offsetX; var fromOfs = fromZ + offset; var toOfs = toZ + offset; var camDir = SceneHandleUtility.ProjectPointLine(camPos, fromOfs, toOfs) - camPos; var fromSize = Mathf.Min(absLengthZ / 3.0f, UnityEditor.HandleUtility.GetHandleSize(fromOfs) * 0.2f); var toSize = Mathf.Min(absLengthZ / 3.0f, UnityEditor.HandleUtility.GetHandleSize(toOfs) * 0.2f); var center = (toOfs + fromOfs) * 0.5f; SceneHandles.color = SceneHandles.StateColor(color2, axisDisabled, selected); SceneHandles.DrawLine(fromZ, fromOfs); SceneHandles.DrawLine(toZ, toOfs); SceneHandles.color = SceneHandles.StateColor(color, axisDisabled, selected); SceneHandles.DrawLine(fromOfs, toOfs); DrawFlatArrow(fromOfs, Vector3.forward, camDir, fromSize); DrawFlatArrow(toOfs, -Vector3.forward, camDir, toSize); DrawUnitLabel(center, offset, labelPadding, lengthZ, "Z"); } SceneHandles.color = prevColor; }