コード例 #1
0
        // Draw the path when path objected is not selected (if enabled in settings)
        void OnDrawGizmos()
        {
            // Only draw path gizmo if the path object is not selected
            // (editor script is resposible for drawing when selected)
            GameObject selectedObj = UnityEditor.Selection.activeGameObject;

            if (selectedObj == gameObject || VertexPath == null)
            {
                return;
            }

            VertexPath.UpdateTransform(transform);

            if (!GlobalEditorDisplaySettings.visibleWhenNotSelected)
            {
                return;
            }

            Gizmos.color = GlobalEditorDisplaySettings.BezierPath;

            for (int i = 0; i < VertexPath.NumPoints; i++)
            {
                int nextI = i + 1;
                if (nextI >= VertexPath.NumPoints)
                {
                    if (!VertexPath.isClosedLoop)
                    {
                        break;
                    }

                    nextI %= VertexPath.NumPoints;
                }
                Gizmos.DrawLine(VertexPath.GetPoint(i), VertexPath.GetPoint(nextI));
            }
        }
コード例 #2
0
 // Get the current vertex path
 public VertexPath GetVertexPath(Transform transform)
 {
     // create new vertex path if path was modified since this vertex path was created
     if (!vertexPathUpToDate || _vertexPath == null)
     {
         vertexPathUpToDate = true;
         _vertexPath        = new VertexPath(BezierPath, transform, vertexPathMaxAngleError, vertexPathMinVertexSpacing);
     }
     return(_vertexPath);
 }
コード例 #3
0
        void DrawBezierPathSceneEditor()
        {
            bool   displayControlPoints = Data.displayControlPoints && (BezierPath.ControlPointMode != BezierPath.ControlMode.Automatic || !GlobalDisplaySettings.hideAutoControls);
            Bounds bounds = BezierPath.CalculateBoundsWithTransform(creator.transform);

            if (Event.current.type == EventType.Repaint)
            {
                for (int i = 0; i < BezierPath.NumSegments; i++)
                {
                    Vector3[] points = BezierPath.GetPointsInSegment(i);
                    for (int j = 0; j < points.Length; j++)
                    {
                        points[j] = MathUtility.TransformPoint(points[j], creator.transform, BezierPath.Space);
                    }

                    if (Data.showPerSegmentBounds)
                    {
                        Bounds segmentBounds = PathUtility.CalculateSegmentBounds(points[0], points[1], points[2], points[3]);
                        Handles.color = GlobalDisplaySettings.segmentBounds;
                        Handles.DrawWireCube(segmentBounds.center, segmentBounds.size);
                    }

                    // Draw lines between control points
                    if (displayControlPoints)
                    {
                        Handles.color = (BezierPath.ControlPointMode == BezierPath.ControlMode.Automatic) ? GlobalDisplaySettings.handleDisabled : GlobalDisplaySettings.controlLine;
                        Handles.DrawLine(points[1], points[0]);
                        Handles.DrawLine(points[2], points[3]);
                    }

                    // Draw VertexPath
                    bool  highlightSegment = (i == selectedSegmentIndex && Event.current.shift && draggingHandleIndex == -1 && mouseOverHandleIndex == -1);
                    Color segmentCol       = (highlightSegment) ? GlobalDisplaySettings.highlightedPath : GlobalDisplaySettings.BezierPath;
                    Handles.DrawBezier(points[0], points[3], points[1], points[2], segmentCol, null, 2);
                }

                if (Data.showPathBounds)
                {
                    Handles.color = GlobalDisplaySettings.bounds;
                    Handles.DrawWireCube(bounds.center, bounds.size);
                }

                // Draw normals
                if (Data.showNormals)
                {
                    if (!hasUpdatedNormalsVertexPath)
                    {
                        normalsVertexPath           = new VertexPath(BezierPath, creator.transform, normalsSpacing);
                        hasUpdatedNormalsVertexPath = true;
                    }

                    if (editingNormalsOld != Data.showNormals)
                    {
                        editingNormalsOld = Data.showNormals;
                        Repaint();
                    }

                    Vector3[] normalLines = new Vector3[normalsVertexPath.NumPoints * 2];
                    Handles.color = GlobalDisplaySettings.normals;
                    for (int i = 0; i < normalsVertexPath.NumPoints; i++)
                    {
                        normalLines[i * 2]     = normalsVertexPath.GetPoint(i);
                        normalLines[i * 2 + 1] = normalsVertexPath.GetPoint(i) + normalsVertexPath.GetNormal(i) * GlobalDisplaySettings.normalsLength;
                    }
                    Handles.DrawLines(normalLines);
                }
            }

            if (Data.displayAnchorPoints)
            {
                for (int i = 0; i < BezierPath.NumPoints; i += 3)
                {
                    DrawHandle(i);
                }
            }
            if (displayControlPoints)
            {
                for (int i = 1; i < BezierPath.NumPoints - 1; i += 3)
                {
                    DrawHandle(i);
                    DrawHandle(i + 1);
                }
            }
        }