public static void DrawAngle(UnityEngine.Vector3 center, UnityEngine.Vector3 direction, UnityEngine.Vector3 axis, float angle)
        {
            var rotation   = UnityEngine.Quaternion.AngleAxis(angle, axis);
            var centerSize = UnityEditor.HandleUtility.GetHandleSize(center);
            var maxSize    = direction.magnitude;
            var xdir       = direction / maxSize;
            //var ydir		= UnityEngine.Vector3.Cross(xdir, axis);
            var handleSize = Mathf.Min(centerSize, maxSize);
            var drawAngle  = UnityEngine.Mathf.Clamp(angle, -360, 360);
            var realLength = Mathf.Max(1, Mathf.CeilToInt((anglePoints.Length / 360.0f) * Mathf.Abs(drawAngle)));

            var pointSize = centerSize * 0.04f;

            SceneHandles.color = SceneHandles.StateColor(SceneHandles.measureColor);
            SceneHandles.DrawAAPolyLine(center + (xdir * pointSize), center + direction);
            SceneHandles.DrawAAPolyLine(center + (rotation * (xdir * pointSize)), center + (rotation * direction));

            SceneHandles.DrawWireDisc(center, Vector3.forward, pointSize);

            direction = xdir * handleSize;
            if (UnityEngine.Mathf.Abs(angle) > 0.0f)
            {
                var angleStep = drawAngle / realLength;
                var curAngle  = 0.0f;
                for (int i = 0; i < realLength; i++)
                {
                    anglePoints[i] = center + (UnityEngine.Quaternion.AngleAxis(curAngle, axis) * direction);
                    curAngle      += angleStep;
                }
                SceneHandles.DrawDottedLines(anglePoints.Take(realLength).ToArray(), 4.0f);

                rotation = UnityEngine.Quaternion.AngleAxis(angle, axis);
                var right     = rotation * Vector3.right;
                var endPoint  = center + (rotation * direction);
                var arrowSize = handleSize * 0.2f;                  // UnityEditor.HandleUtility.GetHandleSize(endPoint) * 0.2f;

                if (angle < 0.0f)
                {
                    DrawFlatArrow(endPoint, -right, arrowSize);
                }
                else
                {
                    DrawFlatArrow(endPoint, right, arrowSize);
                }
            }

            Vector3 facing;
            Vector3 position;

            if (handleSize == maxSize)
            {
                facing   = rotation * xdir;
                position = center + (facing * handleSize);
            }
            else
            {
                var halfRotation = UnityEngine.Quaternion.AngleAxis(drawAngle / 2.0f, axis);
                facing   = halfRotation * xdir;
                position = center;
            }

            DrawLabel(position, facing, 5, angle + "°");
        }