Example #1
0
    /*
     * Create a disc handle for radius at t using the specified parameters
     * */
    private static void CylinderHandle(ref float radius, ref float height, Vector3 center, Quaternion orientation, string label, Color col, bool isCapsule)
    {
        // clamp values
        radius = Mathf.Abs(radius);
        height = Mathf.Abs(height);

        float oldRadius = radius;

        // TODO: do something with label?

        // set handle color
        Color oldColor = Handles.color;

        CustomHandleUtilities.SetHandleColor(col);

        // compute disc handle locations based on orientation
        Vector3 right   = orientation * Vector3.right * radius;
        Vector3 up      = orientation * Vector3.up * height * 0.5f;
        Vector3 forward = orientation * Vector3.forward * radius;

        // create a disc handle at each end of the cylinder
        Vector3 upperPoint = center + (orientation * Vector3.up) * (height * 0.5f - (isCapsule?radius:0f));
        Vector3 lowerPoint = center + (orientation * Vector3.up) * (height * -0.5f + (isCapsule?radius:0f));

        if (!isCapsule)
        {
            DiscHandles.WireDisc(ref radius, upperPoint, orientation, label, col);
            DiscHandles.WireDisc(ref radius, lowerPoint, orientation, label, col);
        }
        else
        {
            Handles.DrawWireDisc(upperPoint, up, radius);
            Handles.DrawWireDisc(lowerPoint, up, radius);
            DiscHandles.WireDisc(ref radius, center, orientation, label, col);
        }

        // draw a line connecting the handles to visualize the height
        Handles.DrawLine(upperPoint + forward, lowerPoint + forward);
        Handles.DrawLine(upperPoint - forward, lowerPoint - forward);
        Handles.DrawLine(upperPoint + right, lowerPoint + right);
        Handles.DrawLine(upperPoint - right, lowerPoint - right);

        // create a linear handles to adjust height
        LinearHandles.ValueSlider(ref height, center - up, up);
        LinearHandles.ValueSlider(ref height, center + up, -up);

        // create caps if requested
        if (isCapsule)
        {
            Handles.DrawWireArc(center - up + up.normalized * radius, right, forward, 180f, radius);
            Handles.DrawWireArc(center - up + up.normalized * radius, forward, right, -180f, radius);
            Handles.DrawWireArc(center + up - up.normalized * radius, right, forward, -180f, radius);
            Handles.DrawWireArc(center + up - up.normalized * radius, forward, right, 180f, radius);

            // ensure that height and radius values are valid
            if (radius > height * 0.5f)
            {
                // user was operating a radius handle
                if (radius > oldRadius)
                {
                    radius = height * 0.5f;
                }
                // user was operating a height handle
                else
                {
                    height = radius * 2f;
                }
            }
        }

        // reset handle color
        CustomHandleUtilities.SetHandleColor(oldColor);
    }
    // invocation using float values and specifying an alpha value
    public static void JointLimit(ref float xMin, ref float xMax, ref float yMax, ref float zMax,
                                  Vector3 origin, Quaternion orientation, Vector3 axis, Vector3 secondaryAxis,
                                  float scale, float alpha)
    {
        // ConfigurableJoint defaults to Vector3.right if axis is Vector3.zero - contrary to documentation
        axis = (axis.sqrMagnitude > 0f)?axis:Vector3.right;

        // if secondaryAxis is Vector3.zero, then it defaults to Vector.up
        secondaryAxis = (secondaryAxis.sqrMagnitude > 0f)?secondaryAxis:Vector3.up;

        // if both secondaryAxis and axis are the same
        secondaryAxis = (Mathf.Abs(Vector3.Dot(axis, secondaryAxis)) == 1f)?Vector3.right:secondaryAxis;

        // normalize axes
        axis.Normalize();
        secondaryAxis.Normalize();

        // on a ConfigurableJoint, secondary axis is used for nothing if it the same as primary axis
        bool isSecondaryAxisValid = !(Mathf.Abs(Vector3.Dot(axis, secondaryAxis)) == 1f);

        // on a ConfigurableJoint, secondary axis is re-orthogonalized from Vector3.up or Vector3.forward (if axis is Vector3.up)
        if (!isSecondaryAxisValid)
        {
            secondaryAxis = (Mathf.Abs(Vector3.Dot(axis, Vector3.up)) == 1f)?Vector3.forward:Vector3.up;
        }
        // compute the third axis
        Vector3 tertiaryAxis = Vector3.Cross(axis, secondaryAxis);

        // orthogonalize secondary axis
        secondaryAxis = Vector3.Cross(tertiaryAxis, axis);

        // colors for each handle
        Color xLimitColor = Color.red; xLimitColor.a = alpha;
        Color yLimitColor = Color.green; yLimitColor.a = alpha;
        Color zLimitColor = Color.blue; zLimitColor.a = alpha;

        CustomHandleUtilities.SetHandleColor(xLimitColor);
        Handles.ArrowCap(0, origin, Quaternion.LookRotation(orientation * axis), scale * 0.2f);
        CustomHandleUtilities.SetHandleColor(yLimitColor);
        Handles.ArrowCap(0, origin, Quaternion.LookRotation(orientation * secondaryAxis), scale * 0.2f);
        CustomHandleUtilities.SetHandleColor(zLimitColor);
        Handles.ArrowCap(0, origin, Quaternion.LookRotation(orientation * tertiaryAxis), scale * 0.2f);

        // xMin/xMax Handles
        Quaternion handleOffset      = Quaternion.LookRotation(tertiaryAxis, axis); // offset from orientation into handle's plane
        Quaternion handleOrientation = orientation * handleOffset;                  // composite orientation of the handle
        float      val = -xMin;

        DiscHandles.Arc(ref val, origin, scale, handleOrientation, "", xLimitColor, false, false);
        xMin = Mathf.Min(-val, xMax);
        val  = -xMax;
        DiscHandles.Arc(ref val, origin, scale, handleOrientation, "", xLimitColor, false, false);
        xMax = Mathf.Max(-val, xMin);
        CustomHandleUtilities.SetHandleColor(xLimitColor, xLimitColor.a * 0.1f);
        Vector3 xHandle1 = orientation * Quaternion.AngleAxis(-xMin, axis) * handleOffset * Vector3.forward;
        Vector3 xHandle2 = orientation * Quaternion.AngleAxis(-xMax, axis) * handleOffset * Vector3.forward;

        // yMax Handles
        handleOffset      = Quaternion.LookRotation(tertiaryAxis, secondaryAxis);
        handleOrientation = orientation * handleOffset;
        val = yMax;
        DiscHandles.Arc(ref val, origin, scale, handleOrientation, "", yLimitColor, false, false);
        yMax = Mathf.Max(val, 0f);
        val *= -1f;
        DiscHandles.Arc(ref val, origin, scale, handleOrientation, "", yLimitColor, false, false);
        yMax = Mathf.Max(-val, 0f);
        Vector3 yHandle1 = orientation * Quaternion.AngleAxis(-yMax, secondaryAxis) * handleOffset * Vector3.forward;
        Vector3 yHandle2 = orientation * Quaternion.AngleAxis(yMax, secondaryAxis) * handleOffset * Vector3.forward;

        // a quaternion to describe the orientation of each handle
        Quaternion qX1 = Quaternion.LookRotation(xHandle1, tertiaryAxis);
        Quaternion qX2 = Quaternion.LookRotation(xHandle2, tertiaryAxis);
        Quaternion qY1 = Quaternion.LookRotation(yHandle1, tertiaryAxis);
        Quaternion qY2 = Quaternion.LookRotation(yHandle2, tertiaryAxis);

        // draw lines to shade the cone
        Vector3[] pts = new Vector3[5];
        pts[0] = qX1 * Vector3.forward * scale;
        pts[1] = qY1 * Vector3.forward * scale;
        pts[2] = qX2 * Vector3.forward * scale;
        pts[3] = qY2 * Vector3.forward * scale;
        pts[4] = qX1 * Vector3.forward * scale;

        // use a catmull-rom spline to define the cone
        int last = pts.Length - 1;

        for (int current = 0; current < last; current++)
        {
            int previous = (current == 0)?last:current - 1;
            int start    = current;
            int end      = (current == last)?0:current + 1;
            int next     = (end == last)?0:end + 1;

            // determine slice count based on arc length between points
            int slices = (int)(CustomHandleUtilities.GetIntegratorStep(origin, scale) * 50f * Vector3.Angle(pts[start], pts[end]));

            // adding one guarantees yielding at least the end point
            int     stepCount        = slices + 1;
            float   oneOverStepCount = 1f / stepCount;
            Vector3 currentPt        = pts[current];
            Vector3 previousPt       = currentPt;
            for (int step = 1; step <= stepCount; step++)
            {
                // compute current color
                Color col = Color.Lerp(xLimitColor, yLimitColor, (current == 1 || current == 3)?1f - step * oneOverStepCount:step * oneOverStepCount);
                // lines to fill cone
                CustomHandleUtilities.SetHandleColor(col, col.a * 0.25f);
                currentPt = Interpolate.CatmullRom(pts[previous], pts[start], pts[end], pts[next], step, stepCount).normalized *scale;
                Handles.DrawLine(origin, origin + Interpolate.CatmullRom(pts[previous], pts[start], pts[end], pts[next], step, stepCount).normalized *scale);
                // lines to draw outer arc
                CustomHandleUtilities.SetHandleColor(col);
                Handles.DrawLine(origin + previousPt, origin + currentPt);
                // increment
                previousPt = currentPt;
            }
        }

        // zMax Handles
        handleOrientation = orientation * Quaternion.LookRotation(axis, tertiaryAxis);
        Quaternion oppositeHandleOrientation = orientation * Quaternion.AngleAxis(180f, tertiaryAxis) * Quaternion.LookRotation(axis, tertiaryAxis);

        val = zMax;
        DiscHandles.Arc(ref val, origin, scale * 0.5f, handleOrientation, "", zLimitColor, true, false);
        zMax = Mathf.Max(val, 0f);
        val *= -1f;
        DiscHandles.Arc(ref val, origin, scale * 0.5f, handleOrientation, "", zLimitColor, true, false);
        zMax = Mathf.Max(-val, 0f);
        val  = zMax;
        DiscHandles.Arc(ref val, origin, scale * 0.5f, oppositeHandleOrientation, "", zLimitColor, true, false);
        zMax = Mathf.Max(val, 0f);
        val *= -1f;
        DiscHandles.Arc(ref val, origin, scale * 0.5f, oppositeHandleOrientation, "", zLimitColor, true, false);
        zMax = Mathf.Max(-val, 0f);
    }