private void ResetHandleSettings() { if (selectedIndex == -1) { return; } handleScale = Vector3.one; Vector3 point = spline.GetControlPoint(selectedIndex); if (selectedIndex % 3 == 0) { Vector3 normal = spline.GetControlNormal(selectedIndex); Vector3 guidePos = Vector3.zero; if (selectedIndex == 0) { guidePos = spline.GetControlPoint(selectedIndex + 1); } else { guidePos = spline.GetControlPoint(selectedIndex - 1); } Vector3 toGuide = (guidePos - point).normalized; Vector3 right = Vector3.Cross(normal, toGuide).normalized; normal = Vector3.Cross(-right, toGuide).normalized; spline.Normals[selectedIndex] = spline.transform.InverseTransformDirection(normal); handleRotation = Quaternion.LookRotation(toGuide, normal); if (spline.GetControlPointMode(selectedIndex) == BezierControlPointMode.Free) { handleRotation = Quaternion.LookRotation(normal); Quaternion offsetRot = Quaternion.AngleAxis(90f, handleRotation * Vector3.right); handleRotation = offsetRot * handleRotation; } } else { int nodeIndex = 0; if ((selectedIndex - 1) % 3 == 0) // after node { nodeIndex = selectedIndex - 1; } else { nodeIndex = selectedIndex + 1; } Vector3 normal = spline.GetControlNormal(nodeIndex); Vector3 cp = spline.GetControlPoint(nodeIndex); handleRotation = Quaternion.LookRotation(point - cp, normal); } if (Tools.pivotRotation == PivotRotation.Global) { handleRotation = Quaternion.identity; } }
protected virtual void OnSceneGUI() { spline = target as SplinePath; handleTransform = spline.transform; if (currentTool != Tools.current || currentPivotRotation != Tools.pivotRotation) { currentTool = Tools.current; currentPivotRotation = Tools.pivotRotation; ResetHandleSettings(); } Vector3 p0 = ShowPoint(0); for (int i = 1; i < spline.ControlPointCount; i += 3) { Vector3 p1 = ShowPoint(i); Vector3 p2 = ShowPoint(i + 1); Vector3 p3 = ShowPoint(i + 2); Handles.color = Color.gray; Handles.DrawLine(p0, p1); Handles.DrawLine(p2, p3); Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); p0 = p3; } Handles.color = Color.green.SetA(0.3f); Handles.SphereHandleCap(0, spline.GetPoint(0f), Quaternion.identity, 0.1f, EventType.Repaint); Handles.color = Color.red.SetA(0.3f); Handles.SphereHandleCap(0, spline.GetPoint(1f), Quaternion.identity, 0.1f, EventType.Repaint); if (spline.NormalType == NormalType.Perpendicular) { for (int i = 0; i < spline.Normals.Length; i++) { if (i % 3 == 0) { Vector3 pos = spline.GetControlPoint(i); Vector3 normal = spline.GetControlNormal(i); Handles.color = Color.red; Handles.DrawLine(pos, pos + normal * 0.8f); } } } int numIterations = 10 * spline.ControlPointCount; for (int i = 1; i < numIterations; i++) { float alpha = i / (float)numIterations; Vector3 pos = spline.GetPoint(alpha); Vector3 normal = spline.GetNormal(alpha); Handles.color = Color.green; Handles.DrawLine(pos, pos + normal * 0.4f); } }