コード例 #1
0
        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;
        }
コード例 #2
0
        public static Vector3 Edge2DHandleOffset(int id, Vector3 from, Vector3 to, Vector3 slideDir1, Vector3 slideDir2, CapFunction capFunction = null, Axes axes = Axes.None, Vector3?snappingSteps = null, bool setCursor = true, bool renderEdge = true)
        {
            var midPoint  = (from + to) * 0.5f;
            var handleDir = Vector3.Cross(slideDir1, slideDir2);

            return(SceneHandles.Edge2DHandleOffset(id, from, to, midPoint, handleDir, slideDir1, slideDir2, 0, capFunction, axes, snappingSteps, setCursor: setCursor, renderEdge: renderEdge));
        }
コード例 #3
0
        public static void RenderShape(Matrix4x4 transformation, Curve2D shape, float height)
        {
            if (Event.current.type != EventType.Repaint)
            {
                return;
            }

            if (shape == null ||
                shape.controlPoints == null ||
                shape.controlPoints.Length == 1)
            {
                return;
            }

            using (new SceneHandles.DrawingScope(transformation))
            {
                for (int j = shape.controlPoints.Length - 1, i = 0; i < shape.controlPoints.Length; j = i, i++)
                {
                    var controlPointJ = shape.controlPoints[j].position;
                    var controlPointI = shape.controlPoints[i].position;
                    var pointJ0       = new Vector3(controlPointJ.x, 0, controlPointJ.y);
                    var pointI0       = new Vector3(controlPointI.x, 0, controlPointI.y);
                    var pointJ1       = new Vector3(controlPointJ.x, height, controlPointJ.y);
                    var pointI1       = new Vector3(controlPointI.x, height, controlPointI.y);

                    SceneHandles.DrawDottedLine(pointJ0, pointI0, 1.0f);
                    SceneHandles.DrawDottedLine(pointJ1, pointI1, 1.0f);
                    SceneHandles.DrawDottedLine(pointI0, pointI1, 1.0f);
                }
            }
        }
コード例 #4
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        public static Rect DrawLabel(UnityEngine.Vector3 position, UnityEngine.Vector3 alignmentDirection, GUIContent content, GUIStyle style)
        {
            if (Event.current.type == EventType.Repaint)
            {
                var matrix = SceneHandles.matrix;
                var pt     = UnityEngine.Camera.current.WorldToViewportPoint(matrix.MultiplyPoint(position));

                // cull if behind camera
                if (pt.z < 0)
                {
                    return(emptyRect);
                }

                var rect = GetLabelRect(position, alignmentDirection, content, style);
                SceneHandles.BeginGUI();
                {
                    GUI.Label(rect, content, style);
                }
                SceneHandles.EndGUI();
                return(rect);
            }
            else
            if (Event.current.type == EventType.Layout)
            {
                return(GetLabelRect(position, alignmentDirection, content, style));
            }
            return(emptyRect);
        }
コード例 #5
0
        public static void DrawIntersectionPoint(Vector3 position)
        {
            var rotation = Quaternion.LookRotation(Camera.current.transform.forward);
            var size     = UnityEditor.HandleUtility.GetHandleSize(position) * 0.05f;

            SceneHandles.DotHandleCap(-1, position, rotation, size, Event.current.type);
        }
コード例 #6
0
        public static void RenderBox(Matrix4x4 transformation, Bounds bounds)
        {
            if (Event.current.type != EventType.Repaint)
            {
                return;
            }

            using (new SceneHandles.DrawingScope(transformation * Matrix4x4.TRS(bounds.center, Quaternion.identity, bounds.extents)))
            {
                SceneHandles.DrawDottedLine(boxVertices[0], boxVertices[1], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[1], boxVertices[2], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[2], boxVertices[3], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[3], boxVertices[0], 1.0f);

                SceneHandles.DrawDottedLine(boxVertices[4], boxVertices[5], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[5], boxVertices[6], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[6], boxVertices[7], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[7], boxVertices[4], 1.0f);

                SceneHandles.DrawDottedLine(boxVertices[0], boxVertices[4], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[1], boxVertices[5], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[2], boxVertices[6], 1.0f);
                SceneHandles.DrawDottedLine(boxVertices[3], boxVertices[7], 1.0f);
            }
        }
コード例 #7
0
        public static Vector3 Edge2DHandleTangentOffset(int id, Vector3 from, Vector3 to, CapFunction capFunction = null, Vector3?snappingSteps = null, bool setCursor = true, bool renderEdge = true)
        {
            var edgeDelta = from - to;
            var grid      = Grid.ActiveGrid;
            var edgeAxis  = grid.GetClosestAxis(edgeDelta);
            var axes      = grid.GetTangentAxesForAxis(edgeAxis, out Vector3 slideDir1, out Vector3 slideDir2);
            var midPoint  = (from + to) * 0.5f;
            var handleDir = Vector3.Cross(slideDir1, slideDir2);

            return(SceneHandles.Edge2DHandleOffset(id, from, to, midPoint, handleDir, slideDir1, slideDir2, 0, capFunction, axes, snappingSteps, setCursor: setCursor, renderEdge: renderEdge));
        }
コード例 #8
0
        public static void RenderSquareXZ(Extents3D extents, float y)
        {
            var v0 = new Vector3(extents.min.x, y, extents.min.z);
            var v1 = new Vector3(extents.min.x, y, extents.max.z);
            var v2 = new Vector3(extents.max.x, y, extents.max.z);
            var v3 = new Vector3(extents.max.x, y, extents.min.z);

            SceneHandles.DrawDottedLine(v0, v1, 1.0f);
            SceneHandles.DrawDottedLine(v1, v2, 1.0f);
            SceneHandles.DrawDottedLine(v2, v3, 1.0f);
            SceneHandles.DrawDottedLine(v3, v0, 1.0f);
        }
コード例 #9
0
        public static Rect DrawLabel(UnityEngine.Vector3 position, UnityEngine.Vector3 alignmentDirection, int padding, string text)
        {
            var matrix = SceneHandles.matrix;
            var pt     = UnityEngine.Camera.current.WorldToViewportPoint(matrix.MultiplyPoint(position));

            // cull if behind camera
            if (pt.z < 0)
            {
                return(new Rect());
            }

            var labelStyle = new LabelStyle(SceneHandles.color, padding);

            if (!labelStyles.TryGetValue(labelStyle, out GUIStyle style))
            {
                style = new UnityEngine.GUIStyle();
                style.normal.textColor = SceneHandles.color;
                style.alignment        = UnityEngine.TextAnchor.UpperLeft;

                // some eyeballed offsets because CalcSize returns a non-centered rect
                style.padding.left      = 4 + padding;
                style.padding.right     = padding;
                style.padding.top       = 1 + padding;
                style.padding.bottom    = 4 + padding;
                labelStyles[labelStyle] = style;
            }


            //SceneHandles.Label(position, text, style); = alignment is broken, positioning of text on coordinate is *weird*

            tempContent.text = text;
            var size      = style.CalcSize(tempContent);
            var halfSize  = size * 0.5f;
            var screenpos = UnityEditor.HandleUtility.WorldToGUIPoint(position);
            var screendir = (UnityEditor.HandleUtility.WorldToGUIPoint(position + alignmentDirection) - screenpos).normalized;

            // align on the rect around the text in the direction of alignmentDirection
            screenpos.x += (screendir.x - 1) * halfSize.x;
            screenpos.y += (screendir.y - 1) * halfSize.y;

            var rect = new Rect(screenpos.x, screenpos.y, size.x, size.y);

            if (Event.current.type == EventType.Repaint)
            {
                SceneHandles.BeginGUI();
                {
                    GUI.Label(rect, tempContent, style);
                }
                SceneHandles.EndGUI();
            }
            return(rect);
        }
コード例 #10
0
        public static void DrawSelectionRectangle(Rect rect)
        {
            var origMatrix = SceneHandles.matrix;

            SceneHandles.matrix = Matrix4x4.identity;
            if (rect.width >= 0 || rect.height >= 0)
            {
                SceneHandles.BeginGUI();
                selectionRect.Draw(rect, GUIContent.none, false, false, false, false);
                SceneHandles.EndGUI();
            }
            SceneHandles.matrix = origMatrix;
        }
コード例 #11
0
        public static float RadiusHandle(Quaternion rotation, Vector3 position, float radius, bool renderDisc = true)
        {
            var isStatic     = (!Tools.hidden && EditorApplication.isPlaying && GameObjectUtility.ContainsStatic(Selection.gameObjects));
            var prevDisabled = SceneHandles.disabled;
            var prevColor    = SceneHandles.color;

            var forward = rotation * Vector3.forward;
            var up      = rotation * Vector3.up;
            var right   = rotation * Vector3.right;

            // Radius handle in zenith
            bool temp = GUI.changed;


            // Radius handles at disc
            temp        = GUI.changed;
            GUI.changed = false;

            var isDisabled = isStatic || prevDisabled || Snapping.AxisLocking[1];

            SceneHandles.color = SceneHandles.StateColor(prevColor, isDisabled, false);

            radius = SizeSlider(position, up, forward, up, right, radius);
            radius = SizeSlider(position, -up, forward, up, right, radius);

            isDisabled         = isStatic || prevDisabled || Snapping.AxisLocking[0];
            SceneHandles.color = SceneHandles.StateColor(prevColor, isDisabled, false);

            radius = SizeSlider(position, right, forward, up, right, radius);
            radius = SizeSlider(position, -right, forward, up, right, radius);

            if (GUI.changed)
            {
                radius = Mathf.Max(0.0f, radius);
            }
            GUI.changed |= temp;

            isDisabled         = isStatic || prevDisabled || (Snapping.AxisLocking[0] && Snapping.AxisLocking[1]);
            SceneHandles.color = SceneHandles.StateColor(prevColor, isDisabled, false);

            // Draw gizmo
            if (radius > 0 && renderDisc)
            {
                SceneHandles.DrawWireDisc(position, forward, radius);
            }


            SceneHandles.disabled = prevDisabled;
            SceneHandles.color    = prevColor;
            return(radius);
        }
コード例 #12
0
        public static void DrawEdgeHandle(int id, Vector3 from, Vector3 to, bool setCursor, bool renderEdge = true, bool setControl = true, MouseCursor?cursor = null)
        {
            var evt = Event.current;

            switch (evt.GetTypeForControl(id))
            {
            case EventType.Layout:
            {
                if (setCursor && setControl)
                {
                    if (InCameraOrbitMode)
                    {
                        break;
                    }
                    UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToLine(from, to) * 0.5f);
                }
                break;
            }

            case EventType.Repaint:
            {
                if (setCursor &&
                    !InCameraOrbitMode)
                {
                    if (!cursor.HasValue)
                    {
                        SetCursor(id, from, to);
                    }
                    else
                    {
                        SetCursor(id, cursor.Value);
                    }
                }

                if (renderEdge)
                {
                    linePoints[0] = from;
                    linePoints[1] = to;
                    if (EditorGUIUtility.keyboardControl == id)
                    {
                        SceneHandles.DrawAAPolyLine(3.5f, linePoints);
                    }
                    else
                    {
                        SceneHandles.DrawAAPolyLine(2.5f, linePoints);
                    }
                }
                break;
            }
            }
        }
コード例 #13
0
        public static Vector3 Edge2DHandleOffset(int id, Vector3 from, Vector3 to, Vector3 position, Vector3 handleDir, Vector3 slideDir1, Vector3 slideDir2, float handleSize, CapFunction capFunction, Axes axes = Axes.None, Vector3?snappingSteps = null)
        {
            var evt = Event.current;

            switch (evt.GetTypeForControl(id))
            {
            case EventType.Layout:
            {
                if (Tools.current == Tool.View ||
                    Tools.current == Tool.None ||
                    evt.alt)
                {
                    break;
                }
                UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToLine(from, to) * 0.5f);
                break;
            }

            case EventType.Repaint:
            {
                var sceneView = SceneView.currentDrawingSceneView;
                if (sceneView &&
                    Tools.current != Tool.View &&
                    Tools.current != Tool.None &&
                    !evt.alt)
                {
                    if (UnityEditor.HandleUtility.nearestControl == id || EditorGUIUtility.hotControl == id)
                    {
                        var rect = sceneView.position;
                        rect.min = Vector2.zero;
                        EditorGUIUtility.AddCursorRect(rect, SceneHandleUtility.GetCursorForEdge(from, to));
                    }
                }
                if (EditorGUIUtility.keyboardControl == id)
                {
                    SceneHandles.DrawAAPolyLine(3.0f, from, to);
                }
                else
                {
                    SceneHandles.DrawAAPolyLine(2.5f, from, to);
                }
                break;
            }
            }


            var points = new Vector3[] { from, to };
            var result = Slider2D.Do(id, points, position, Vector3.zero, handleDir, slideDir1, slideDir2, handleSize, capFunction, axes, snappingSteps: snappingSteps);

            return(result[0] - from);
        }
コード例 #14
0
        public static float Radius2DHandle(Quaternion rotation, Vector3 position, float radius, float minRadius = 0, float maxRadius = float.PositiveInfinity, bool renderDisc = true)
        {
            minRadius = Mathf.Abs(minRadius);
            maxRadius = Mathf.Abs(maxRadius); if (maxRadius < minRadius)
            {
                maxRadius = minRadius;
            }

            var isStatic     = (!Tools.hidden && EditorApplication.isPlaying && GameObjectUtility.ContainsStatic(Selection.gameObjects));
            var prevDisabled = SceneHandles.disabled;
            var prevColor    = SceneHandles.color;

            var forward = rotation * Vector3.forward;
            var up      = rotation * Vector3.up;
            var right   = rotation * Vector3.right;

            bool temp = GUI.changed;

            GUI.changed = false;

            var isDisabled = isStatic || prevDisabled || Snapping.AxisLocking[1];

            SceneHandles.color = SceneHandles.StateColor(prevColor, isDisabled, false);

            radius = Size2DSlider(position, up, forward, up, right, radius);
            radius = Size2DSlider(position, -up, forward, up, right, radius);

            isDisabled         = isStatic || prevDisabled || Snapping.AxisLocking[0];
            SceneHandles.color = SceneHandles.StateColor(prevColor, isDisabled, false);

            radius = Size2DSlider(position, right, forward, up, right, radius);
            radius = Size2DSlider(position, -right, forward, up, right, radius);

            radius = Mathf.Max(minRadius, Mathf.Min(Mathf.Abs(radius), maxRadius));

            GUI.changed |= temp;

            if (radius > 0 && renderDisc)
            {
                isDisabled         = isStatic || prevDisabled || (Snapping.AxisLocking[0] && Snapping.AxisLocking[1]);
                SceneHandles.color = SceneHandles.StateColor(prevColor, isDisabled, false);

                SceneHandles.DrawWireDisc(position, forward, radius);

                SceneHandles.disabled = prevDisabled;
                SceneHandles.color    = prevColor;
            }
            return(radius);
        }
コード例 #15
0
        public static void RenderDistance(Matrix4x4 transformation, Vector3 from, Vector3 to)
        {
            var distance = from - to;

            if (distance.sqrMagnitude == 0)
            {
                return;
            }

            using (new SceneHandles.DrawingScope(transformation))
            {
                SceneHandles.DrawLine(from, to);
                SceneHandles.RenderBorderedDot(from, UnityEditor.HandleUtility.GetHandleSize(from) * HandleRendering.kPointScale);
                SceneHandles.RenderBorderedDot(to, UnityEditor.HandleUtility.GetHandleSize(to) * HandleRendering.kPointScale);
            }
        }
コード例 #16
0
        public static Vector3 Edge1DHandleOffset(int id, Axis axis, Vector3 from, Vector3 to, Vector3 position, Vector3 direction, float snappingStep, float handleSize, CapFunction capFunction)
        {
            var evt = Event.current;

            switch (evt.GetTypeForControl(id))
            {
            case EventType.Layout:
            {
                if (Tools.current == Tool.View ||
                    Tools.current == Tool.None ||
                    evt.alt)
                {
                    break;
                }
                UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToLine(from, to));
                break;
            }

            case EventType.Repaint:
            {
                var sceneView = SceneView.currentDrawingSceneView;
                if (sceneView &&
                    Tools.current != Tool.View &&
                    Tools.current != Tool.None &&
                    !evt.alt)
                {
                    var rect = sceneView.position;
                    rect.min = Vector2.zero;
                    var hovering = UnityEditor.HandleUtility.nearestControl == id &&
                                   UnityEditor.HandleUtility.DistanceToLine(from, to) < 10;      // in case multiple edges share the same id, we want to ignore those that aren't even close
                    if (EditorGUIUtility.hotControl == id || hovering)
                    {
                        EditorGUIUtility.AddCursorRect(rect, SceneHandleUtility.GetCursorForEdge(from, to));
                    }
                }

                SceneHandles.DrawAAPolyLine(3.0f, from, to);
                break;
            }
            }


            var points = new Vector3[] { from, to };
            var result = Slider1DHandle(id, axis, points, position, direction, snappingStep, handleSize, capFunction);

            return(result[0] - from);
        }
コード例 #17
0
        public static void RenderCylinder(Matrix4x4 transformation, Bounds bounds, int segments)
        {
            if (Event.current.type != EventType.Repaint ||
                segments < 3)
            {
                return;
            }

            if (cylinderVertices == null ||
                cylinderVertices.Length < segments * 2)
            {
                cylinderVertices = new Vector3[segments * 2];
            }

            RenderSquareXZ(transformation, bounds);

            if (prevCylinderSegments != segments)
            {
                prevCylinderSegments = segments;
                float angleOffset = ((segments & 1) == 1) ? 0.0f : ((360.0f / segments) * 0.5f);

                var xVector = Vector3.right;
                var zVector = Vector3.forward;
                for (int v = 0; v < segments; v++)
                {
                    var r            = (((v * 360.0f) / (float)segments) + angleOffset) * Mathf.Deg2Rad;
                    var s            = Mathf.Sin(r);
                    var c            = Mathf.Cos(r);
                    var bottomVertex = (xVector * c) + (zVector * s);
                    var topVertex    = bottomVertex;
                    bottomVertex.y                -= 1.0f;
                    topVertex.y                   += 1.0f;
                    cylinderVertices[v]            = bottomVertex;
                    cylinderVertices[v + segments] = topVertex;
                }
            }

            using (new SceneHandles.DrawingScope(transformation * Matrix4x4.TRS(bounds.center, Quaternion.identity, bounds.extents)))
            {
                for (int n0 = segments - 1, n1 = 0; n1 < segments; n0 = n1, n1++)
                {
                    SceneHandles.DrawDottedLine(cylinderVertices[n0], cylinderVertices[n1], 1.0f);
                    SceneHandles.DrawDottedLine(cylinderVertices[segments + n0], cylinderVertices[segments + n1], 1.0f);
                    SceneHandles.DrawDottedLine(cylinderVertices[n1], cylinderVertices[segments + n1], 1.0f);
                }
            }
        }
コード例 #18
0
        public static void RenderSnapping1D(Vector3 min, Vector3 max, Vector3 pivot, Vector3 slideDirection, SnapResult1D snapResult, Axis axis)
        {
            if (Event.current.type != EventType.Repaint)
            {
                return;
            }
            using (new SceneHandles.DrawingScope(Matrix4x4.identity))
            {
                if (max == min && (snapResult & SnapResult1D.Min) != 0)
                {
                    snapResult &= ~SnapResult1D.Max;
                }
                if (pivot == min && (snapResult & SnapResult1D.Min) != 0)
                {
                    snapResult &= ~SnapResult1D.Pivot;
                }
                if (pivot == max && (snapResult & SnapResult1D.Max) != 0)
                {
                    snapResult &= ~SnapResult1D.Pivot;
                }

                var grid = Grid.ActiveGrid;
                var dotX = Mathf.Abs(Vector3.Dot(grid.Forward.normalized, slideDirection));
                var dotZ = Mathf.Abs(Vector3.Dot(grid.Right.normalized, slideDirection));
                var dotY = Mathf.Abs(Vector3.Dot(grid.Up.normalized, slideDirection));

                if ((dotY - dotX) < 0.00001f && (dotY - dotZ) < 0.00001f &&
                    ((1.0f - dotX) < 0.00001f || (1.0f - dotZ) < 0.00001f))
                {
                    var direction = (dotX < dotZ) ? grid.Forward : grid.Right;
                    if ((snapResult & SnapResult1D.Pivot) != 0)
                    {
                        SceneHandles.DrawDottedLine(pivot + (direction * -1000), pivot + (direction * 1000), 4.0f);
                    }
                    if ((snapResult & SnapResult1D.Min) != 0)
                    {
                        SceneHandles.DrawDottedLine(min + (direction * -1000), min + (direction * 1000), 4.0f);
                    }
                    if ((snapResult & SnapResult1D.Max) != 0)
                    {
                        SceneHandles.DrawDottedLine(max + (direction * -1000), max + (direction * 1000), 4.0f);
                    }
                }
            }
        }
コード例 #19
0
        static void InfiniteLine(float x, float y, float z, Axis axis)
        {
            const float kLineSize     = 1000;
            const int   kLineParts    = 10;
            const float kLineMultiply = kLineSize / kLineParts;

            switch (axis)
            {
            case Axis.X:
            {
                for (int i = 1; i < kLineParts; i++)
                {
                    var n0 = (i - 1) * kLineMultiply;
                    var n1 = i * kLineMultiply;
                    SceneHandles.DrawDottedLine(new Vector3(x - n1, y, z), new Vector3(x - n0, y, z), 4.0f);
                    SceneHandles.DrawDottedLine(new Vector3(x + n0, y, z), new Vector3(x + n1, y, z), 4.0f);
                }
                break;
            }

            case Axis.Y:
            {
                for (int i = 1; i < kLineParts; i++)
                {
                    var n0 = (i - 1) * kLineMultiply;
                    var n1 = i * kLineMultiply;
                    SceneHandles.DrawDottedLine(new Vector3(x, y - n1, z), new Vector3(x, y - n0, z), 4.0f);
                    SceneHandles.DrawDottedLine(new Vector3(x, y + n0, z), new Vector3(x, y + n1, z), 4.0f);
                }
                break;
            }

            case Axis.Z:
            {
                for (int i = 1; i < kLineParts; i++)
                {
                    var n0 = (i - 1) * kLineMultiply;
                    var n1 = i * kLineMultiply;
                    SceneHandles.DrawDottedLine(new Vector3(x, y, z - n1), new Vector3(x, y, z - n0), 4.0f);
                    SceneHandles.DrawDottedLine(new Vector3(x, y, z + n0), new Vector3(x, y, z + n1), 4.0f);
                }
                break;
            }
            }
        }
コード例 #20
0
 public static void RenderSquareXZ(Matrix4x4 transformation, Bounds bounds)
 {
     using (new SceneHandles.DrawingScope(transformation))
     {
         var   min = bounds.min;
         var   max = bounds.max;
         float minX = min.x, minY = min.y, minZ = min.z;
         float maxX = max.x, maxZ = max.z;
         var   v0 = new Vector3(minX, minY, minZ);
         var   v1 = new Vector3(minX, minY, maxZ);
         var   v2 = new Vector3(maxX, minY, maxZ);
         var   v3 = new Vector3(maxX, minY, minZ);
         SceneHandles.DrawDottedLine(v0, v1, 1.0f);
         SceneHandles.DrawDottedLine(v1, v2, 1.0f);
         SceneHandles.DrawDottedLine(v2, v3, 1.0f);
         SceneHandles.DrawDottedLine(v3, v0, 1.0f);
     }
 }
コード例 #21
0
        public static void NormalHandleCap(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType)
        {
            switch (eventType)
            {
            case EventType.Layout:
            {
                if (SceneHandles.InCameraOrbitMode)
                {
                    break;
                }
                if (controlID == -1)
                {
                    break;
                }
                UnityEditor.HandleUtility.AddControl(controlID, UnityEditor.HandleUtility.DistanceToCircle(position, size));
                UnityEditor.HandleUtility.AddControl(controlID, UnityEditor.HandleUtility.DistanceToLine(position, position + (rotation * Vector3.forward * size * 10)));
                break;
            }

            case EventType.Repaint:
            {
                RenderBorderedCircle(position, size);
                var prevColor = SceneHandles.color;
                var color     = prevColor;
                color.a = 1.0f;
                var normal = rotation * Vector3.forward;
                SceneHandles.color = color;

                var currentFocusControl = SceneHandleUtility.focusControl;
                if (currentFocusControl == controlID)
                {
                    SceneHandles.ArrowHandleCap(controlID, position, Quaternion.LookRotation(normal), size * 20, Event.current.type);
                }
                else
                {
                    DrawAAPolyLine(3.5f, position, position + (normal * size * 10));
                }

                SceneHandles.color = prevColor;
                break;
            }
            }
        }
コード例 #22
0
        public static void DrawFlatArrow(UnityEngine.Vector3 center, UnityEngine.Vector3 direction, UnityEngine.Vector3 forward, float handleSize)
        {
            var matrix = SceneHandles.matrix;

            SceneHandles.matrix = UnityEngine.Matrix4x4.identity;

            center = matrix.MultiplyPoint(center);
            var xdir = matrix.MultiplyVector(direction).normalized;
            var ydir = Vector3.Cross(xdir, matrix.MultiplyVector(forward)).normalized;

            ydir *= 0.3f * handleSize;
            xdir *= handleSize;

            arrowPoints[0] = center;
            arrowPoints[1] = center + (xdir - ydir);
            arrowPoints[2] = center + (xdir + ydir);
            SceneHandles.DrawAAConvexPolygon(arrowPoints);

            SceneHandles.matrix = matrix;
        }
コード例 #23
0
        public static Vector3 Edge1DHandleOffset(int id, Axis axis, Vector3 from, Vector3 to, Vector3 position, Vector3 direction, float snappingStep, float handleSize, CapFunction capFunction)
        {
            if (snappingStep == 0)
            {
                snappingStep = Snapping.MoveSnappingSteps[(int)axis];
            }
            if (handleSize == 0)
            {
                handleSize = UnityEditor.HandleUtility.GetHandleSize(position) * 0.05f;
            }

            var evt = Event.current;

            switch (evt.GetTypeForControl(id))
            {
            case EventType.Layout:
            {
                if (SceneHandles.InCameraOrbitMode)
                {
                    break;
                }
                UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToLine(from, to));
                break;
            }

            case EventType.Repaint:
            {
                SetCursor(id, from, to);
                linePoints[0] = from;
                linePoints[1] = to;
                SceneHandles.DrawAAPolyLine(3.0f, linePoints);
                break;
            }
            }


            var points = new Vector3[] { from, to };
            var result = Slider1DHandle(id, axis, points, position, direction, snappingStep, handleSize, capFunction);

            return(result[0] - from);
        }
コード例 #24
0
        public static void RenderSquareXZ(Matrix4x4 transformation, Vector3 start, Vector3 end)
        {
            var right   = Vector3.right;
            var forward = Vector3.forward;

            var delta  = (end - start);
            var width  = Vector3.Dot(right, delta) * (Vector3)right;
            var length = Vector3.Dot(forward, delta) * (Vector3)forward;

            var v0 = start;
            var v1 = start + width;
            var v2 = start + width + length;
            var v3 = start + length;

            using (new SceneHandles.DrawingScope(transformation))
            {
                SceneHandles.DrawDottedLine(v0, v1, 1.0f);
                SceneHandles.DrawDottedLine(v1, v2, 1.0f);
                SceneHandles.DrawDottedLine(v2, v3, 1.0f);
                SceneHandles.DrawDottedLine(v3, v0, 1.0f);
            }
        }
コード例 #25
0
            internal static Vector3[] Do(int id, Axis axis, Vector3[] points, Vector3 handleOrigin, Vector3 handleDirection, Vector3 slideDirection, float snappingStep = 0, float handleSize = 0, SceneHandles.CapFunction capFunction = null, bool selectLockingAxisOnClick = false)
            {
                if (snappingStep == 0)
                {
                    snappingStep = Snapping.MoveSnappingSteps[(int)axis];
                }
                if (handleSize == 0)
                {
                    handleSize = UnityEditor.HandleUtility.GetHandleSize(handleOrigin) * 0.05f;
                }

                if (handleDirection.sqrMagnitude == 0)
                {
                    return(points);
                }

                var evt  = Event.current;
                var type = evt.GetTypeForControl(id);

                switch (type)
                {
                case EventType.MouseDown:
                {
                    if (SceneHandles.InCameraOrbitMode)
                    {
                        break;
                    }

                    if (GUIUtility.hotControl != 0)
                    {
                        break;
                    }

                    if ((UnityEditor.HandleUtility.nearestControl != id || evt.button != 0) &&
                        (GUIUtility.keyboardControl != id || evt.button != 2))
                    {
                        break;
                    }

                    GUIUtility.hotControl = GUIUtility.keyboardControl = id;
                    evt.Use();
                    EditorGUIUtility.SetWantsMouseJumping(1);

                    s_CurrentMousePosition = evt.mousePosition;
                    s_StartPoints          = points.ToArray();
                    var handleMatrix = SceneHandles.matrix;

                    s_Snapping1D.Initialize(s_CurrentMousePosition,
                                            handleMatrix.MultiplyPoint(handleOrigin),
                                            handleMatrix.MultiplyVector(slideDirection),
                                            snappingStep, axis);
                    s_Snapping1D.CalculateExtents(SceneHandles.inverseMatrix, s_StartPoints);
                    s_MovedMouse = false;
                    break;
                }

                case EventType.MouseDrag:
                {
                    if (GUIUtility.hotControl != id)
                    {
                        break;
                    }

                    s_MovedMouse = true;

                    if (SceneHandles.disabled || Snapping.IsAxisLocked(axis))
                    {
                        break;
                    }

                    s_CurrentMousePosition += evt.delta;
                    evt.Use();

                    if (!s_Snapping1D.Move(s_CurrentMousePosition))
                    {
                        break;
                    }

                    var handleInverseMatrix = SceneHandles.inverseMatrix;
                    var pointDelta          = handleInverseMatrix.MultiplyVector(s_Snapping1D.WorldSnappedOffset);

                    if (s_StartPoints != null)
                    {
                        points = new Vector3[points.Length];     // if we don't, it's hard to do Undo properly
                        for (int i = 0; i < points.Length; i++)
                        {
                            points[i] = SnappingUtility.Quantize(s_StartPoints[i] + pointDelta);
                        }
                    }
                    //SceneView.RepaintAll();
                    GUI.changed = true;
                    break;
                }

                case EventType.MouseUp:
                {
                    if (GUIUtility.hotControl == id && (evt.button == 0 || evt.button == 2))
                    {
                        GUIUtility.hotControl      = 0;
                        GUIUtility.keyboardControl = 0;
                        //Grid.currentGrid = s_PrevGrid;
                        s_StartPoints = null;
                        evt.Use();
                        EditorGUIUtility.SetWantsMouseJumping(0);
                        if (!s_MovedMouse && selectLockingAxisOnClick)
                        {
                            switch (axis)
                            {
                            case Axis.X: { Snapping.ActiveAxes = Axes.X; break; }

                            case Axis.Y: { Snapping.ActiveAxes = Axes.Y; break; }

                            case Axis.Z: { Snapping.ActiveAxes = Axes.Z; break; }
                            }
                        }
                        SceneView.RepaintAll();
                    }
                    break;
                }

#if UNITY_2020_1_OR_NEWER
                case EventType.MouseMove:
                {
                    if (SceneHandles.InCameraOrbitMode)
                    {
                        break;
                    }

                    var position = handleOrigin;
                    var rotation = Quaternion.LookRotation(handleDirection);

                    if (handleSize > 0)
                    {
                        if (capFunction != null)
                        {
                            capFunction(id, position, rotation, handleSize, type);
                        }
                    }

                    int currentFocusControl = SceneHandleUtility.focusControl;
                    if ((currentFocusControl == id && s_PrevFocusControl != id) ||
                        (currentFocusControl != id && s_PrevFocusControl == id))
                    {
                        s_PrevFocusControl = currentFocusControl;
                        SceneView.RepaintAll();
                    }
                    break;
                }
#endif
                case EventType.Layout:
                {
                    if (SceneHandles.InCameraOrbitMode)
                    {
                        break;
                    }

                    var position = handleOrigin;
                    var rotation = Quaternion.LookRotation(handleDirection);

                    if (handleSize > 0)
                    {
                        if (capFunction != null)
                        {
                            capFunction(id, position, rotation, handleSize, type);
                        }
                        else
                        {
                            UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToCircle(position, handleSize * .2f));
                        }
                    }

                    int currentFocusControl = SceneHandleUtility.focusControl;
                    if ((currentFocusControl == id && s_PrevFocusControl != id) ||
                        (currentFocusControl != id && s_PrevFocusControl == id))
                    {
                        s_PrevFocusControl = currentFocusControl;
                        SceneView.RepaintAll();
                    }
                    break;
                }

                case EventType.Repaint:
                {
                    if (axis != Axis.None)
                    {
                        if (GUIUtility.hotControl == id)
                        {
                            var selectedColor = SceneHandles.StateColor(SceneHandles.MultiplyTransparency(SceneHandles.selectedColor, 0.5f));
                            using (new SceneHandles.DrawingScope(selectedColor))
                                HandleRendering.RenderSnapping1D(s_Snapping1D.Min, s_Snapping1D.Max, s_Snapping1D.WorldSnappedPosition, s_Snapping1D.SlideDirection, s_Snapping1D.SnapResult, axis);
                        }
                    }

                    if (capFunction == null)
                    {
                        break;
                    }

                    var position = handleOrigin;
                    var rotation = Quaternion.LookRotation(handleDirection);
                    var color    = SceneHandles.StateColor(SceneHandles.color, isSelected: (id == s_PrevFocusControl));

                    using (new SceneHandles.DrawingScope(color))
                    {
                        capFunction(id, position, rotation, handleSize, EventType.Repaint);
                    }
                    break;
                }
                }
                return(points);
            }
コード例 #26
0
        public static Bounds BoundsHandle(Bounds bounds, Quaternion rotation, CapFunction sideCapFunction, CapFunction pointCapFunction, Vector3?snappingSteps = null)
        {
            var  hotControl   = GUIUtility.hotControl;
            bool isControlHot = false;

            for (int i = 0; i < s_BoundsControlIds.Length; i++)
            {
                s_BoundsControlIds[i] = GUIUtility.GetControlID(s_BoundsHash, FocusType.Keyboard);
                s_BoundsAxisHot[i]    = s_BoundsControlIds[i] == hotControl;
                isControlHot          = isControlHot || s_BoundsAxisHot[i];
            }

            s_BoundsSlideDirs[0] = rotation * Vector3.right;
            s_BoundsSlideDirs[1] = rotation * Vector3.up;
            s_BoundsSlideDirs[2] = rotation * Vector3.forward;

            var min    = bounds.min;
            var max    = bounds.max;
            var center = bounds.center;

            s_BoundsValues[0] = min.x;
            s_BoundsValues[1] = min.y;
            s_BoundsValues[2] = min.z;

            s_BoundsValues[3] = max.x;
            s_BoundsValues[4] = max.y;
            s_BoundsValues[5] = max.z;


            s_BoundsVertices[0] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[1], s_BoundsValues[2]);
            s_BoundsVertices[1] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[1], s_BoundsValues[2]);
            s_BoundsVertices[2] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[4], s_BoundsValues[2]);
            s_BoundsVertices[3] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[4], s_BoundsValues[2]);

            s_BoundsVertices[4] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[1], s_BoundsValues[5]);
            s_BoundsVertices[5] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[1], s_BoundsValues[5]);
            s_BoundsVertices[6] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[4], s_BoundsValues[5]);
            s_BoundsVertices[7] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[4], s_BoundsValues[5]);


            s_BoundsSidePoint[0] = rotation * new Vector3(s_BoundsValues[0], center.y, center.z);
            s_BoundsSidePoint[1] = rotation * new Vector3(center.x, s_BoundsValues[1], center.z);
            s_BoundsSidePoint[2] = rotation * new Vector3(center.x, center.y, s_BoundsValues[2]);
            s_BoundsSidePoint[3] = rotation * new Vector3(s_BoundsValues[3], center.y, center.z);
            s_BoundsSidePoint[4] = rotation * new Vector3(center.x, s_BoundsValues[4], center.z);
            s_BoundsSidePoint[5] = rotation * new Vector3(center.x, center.y, s_BoundsValues[5]);

            // TODO: add handles in the corners of each quad on the bounds, with an offset from the vertex, to drag from there


            using (new SceneHandles.DrawingScope())
            { var prevDisabled = SceneHandles.disabled;

              var isStatic = (!Tools.hidden && EditorApplication.isPlaying && GameObjectUtility.ContainsStatic(Selection.gameObjects));


              for (int i = 0; i < s_BoundsAxisDisabled.Length; i++)
              {
                  s_BoundsAxisDisabled[i] = isStatic || prevDisabled || Snapping.AxisLocking[i % 3] || (isControlHot && !s_BoundsAxisHot[i]);
              }

              var camera               = Camera.current;
              var cameraLocalPos       = SceneHandles.inverseMatrix.MultiplyPoint(camera.transform.position);
              var cameraLocalForward   = SceneHandles.inverseMatrix.MultiplyVector(camera.transform.forward);
              var isCameraInsideBox    = bounds.Contains(cameraLocalPos);
              var isCameraOrthographic = camera.orthographic;


              var boundsColor    = SceneHandles.yAxisColor;
              var backfacedColor = new Color(boundsColor.r, boundsColor.g, boundsColor.b, boundsColor.a * SceneHandles.backfaceAlphaMultiplier);


              var prevGUIchanged = GUI.changed;

              bool haveChanged = false;

              var selectedAxes = Axes.None;

              // all sides of bounds
              int currentFocusControl = SceneHandleUtility.focusControl;
              for (int i = 0; i < s_BoundsValues.Length; i++)
              {
                  var id = s_BoundsControlIds[i];


                  GUI.changed = false;
                  var localPoint = s_BoundsSidePoint[i];
                  var handleSize = UnityEditor.HandleUtility.GetHandleSize(localPoint);
                  var pointSize  = handleSize * kPointScale;
                  var direction  = s_BoundsSlideDirs[i % 3];
                  var normal     = (i < 3) ? -direction : direction;
                  normal.x *= (bounds.size.x < 0) ? -1 : 1;
                  normal.y *= (bounds.size.y < 0) ? -1 : 1;
                  normal.z *= (bounds.size.z < 0) ? -1 : 1;

                  if (Event.current.type == EventType.Repaint)
                  {
                      s_BoundsBackfaced[i] = false;
                      if (!isCameraInsideBox)
                      {
                          var cosV = isCameraOrthographic ? Vector3.Dot(normal, -cameraLocalForward) :
                                     Vector3.Dot(normal, (cameraLocalPos - localPoint));
                          if (cosV < -0.0001f)
                          {
                              // TODO: do not set backfaced to true when side is infinitely thin
                              s_BoundsBackfaced[i] = !(isControlHot && !s_BoundsAxisHot[i % 3]);
                          }
                      }

                      var sideColor = (s_BoundsBackfaced[i] ? backfacedColor: boundsColor);
                      SceneHandles.color = SceneHandles.StateColor(sideColor, s_BoundsAxisDisabled[i], (currentFocusControl == id));

                      if (currentFocusControl == id)
                      {
                          var sceneView = SceneView.currentDrawingSceneView;
                          if (sceneView)
                          {
                              var rect = sceneView.position;
                              rect.min = Vector2.zero;
                              EditorGUIUtility.AddCursorRect(rect, SceneHandleUtility.GetCursorForDirection(localPoint, normal));
                          }
                          selectedAxes = s_BoundsAxes[i];
                      }

                      if (s_BoundsBackfaced[i])
                      {
                          pointSize *= backfaceSizeMultiplier;
                      }
                  }

                  var steps    = snappingSteps ?? Snapping.MoveSnappingSteps;
                  var newPoint = Slider1DHandle(id, (Axis)(i % 3), localPoint, normal, steps[i % 3], pointSize, sideCapFunction);
                  if (GUI.changed)
                  {
                      s_BoundsValues[i] += Vector3.Dot(direction, newPoint - localPoint);
                      haveChanged        = true;
                  }
              }

              // all edges of bounds
              for (int i = 0; i < s_BoundsEdgeIndices.GetLength(0); i++)
              {
                  var id = GUIUtility.GetControlID(s_BoundsHash, FocusType.Keyboard);

                  GUI.changed = false;
                  var index1 = s_BoundsEdgeIndices[i, 0];
                  var index2 = s_BoundsEdgeIndices[i, 1];
                  var point1 = s_BoundsVertices[index1];
                  var point2 = s_BoundsVertices[index2];

                  var midPoint = (point1 + point2) * 0.5f;

                  var offset1     = s_EdgeDirectionOffsets[i, 0];
                  var offset2     = s_EdgeDirectionOffsets[i, 1];
                  var offset3     = s_EdgeDirectionOffsets[i, 2];
                  var offset1_dir = offset1 % 3;
                  var offset2_dir = offset2 % 3;

                  if (Event.current.type == EventType.Repaint)
                  {
                      var highlight    = (currentFocusControl == id) || (currentFocusControl == s_BoundsControlIds[offset1]) || (currentFocusControl == s_BoundsControlIds[offset2]);
                      var edgeColor    = (s_BoundsBackfaced[offset1] && s_BoundsBackfaced[offset2]) ? backfacedColor : boundsColor;
                      var edgeDisabled = (s_BoundsAxisDisabled[offset1] && s_BoundsAxisDisabled[offset2]);
                      SceneHandles.color = SceneHandles.StateColor(edgeColor, edgeDisabled, highlight);

                      if (currentFocusControl == id)
                      {
                          selectedAxes = s_EdgeAxes[i];
                      }
                  }

                  // only use capFunction (render point) when in ortho mode & aligned with box or when side size is 0
                  bool isSideAlignedWithCamera = false;   // TODO: determine if aligned with camera direction & in ortho mode
                  bool showSidePoint           = !isSideAlignedWithCamera && ((point2 - point1).sqrMagnitude < kShowPointThreshold);

                  float   pointSize;
                  Vector3 offset;
                  if (showSidePoint)
                  {
                      pointSize = UnityEditor.HandleUtility.GetHandleSize(midPoint) * kPointScale;
                      offset    = Edge2DHandleOffset(id, point1, point2, midPoint, s_BoundsSlideDirs[offset3],
                                                     s_BoundsSlideDirs[offset1_dir],
                                                     s_BoundsSlideDirs[offset2_dir], pointSize, pointCapFunction, s_EdgeAxes[i], snappingSteps: snappingSteps);
                  }
                  else
                  {
                      offset = Edge2DHandleOffset(id, point1, point2, midPoint, s_BoundsSlideDirs[offset3],
                                                  s_BoundsSlideDirs[offset1_dir],
                                                  s_BoundsSlideDirs[offset2_dir], 0, null, s_EdgeAxes[i], snappingSteps: snappingSteps);
                  }

                  if (GUI.changed)
                  {
                      offset = Quaternion.Inverse(rotation) * offset;
                      if (Mathf.Abs(offset[offset1_dir]) > 0.000001f ||
                          Mathf.Abs(offset[offset2_dir]) > 0.000001f)
                      {
                          s_BoundsValues[offset1] += offset[offset1_dir];
                          s_BoundsValues[offset2] += offset[offset2_dir];
                          haveChanged              = true;
                      }
                      else
                      {
                          GUI.changed = false;
                      }
                  }
              }

              GUI.changed = prevGUIchanged || haveChanged;

              if (haveChanged)
              {
                  var size = bounds.size;

                  center.x = (s_BoundsValues[3] + s_BoundsValues[0]) * 0.5f;
                  size.x   = (s_BoundsValues[3] - s_BoundsValues[0]);

                  center.y = (s_BoundsValues[4] + s_BoundsValues[1]) * 0.5f;
                  size.y   = (s_BoundsValues[4] - s_BoundsValues[1]);

                  center.z = (s_BoundsValues[5] + s_BoundsValues[2]) * 0.5f;
                  size.z   = (s_BoundsValues[5] - s_BoundsValues[2]);

                  bounds.center = center;
                  bounds.size   = size;
              }

              // TODO: paint XZ intersection with grid plane + 'shadow'

              SceneHandles.disabled = prevDisabled; }

            return(bounds);
        }
コード例 #27
0
        public static void RenderSnapping3D(Grid grid, Extents3D extents, Vector3 pivotPosition, SnapResult3D snapResult, bool ignorePivot = false)
        {
            if (Event.current.type != EventType.Repaint)
            {
                return;
            }
            using (new SceneHandles.DrawingScope(grid.GridToWorldSpace))
            {
                if (extents.min.x == extents.max.x && (snapResult & SnapResult3D.MinX) != 0)
                {
                    snapResult &= ~SnapResult3D.MaxX;
                }
                if (extents.min.y == extents.max.y && (snapResult & SnapResult3D.MinY) != 0)
                {
                    snapResult &= ~SnapResult3D.MaxY;
                }
                if (extents.min.z == extents.max.z && (snapResult & SnapResult3D.MinZ) != 0)
                {
                    snapResult &= ~SnapResult3D.MaxZ;
                }

                if (ignorePivot)
                {
                    snapResult &= ~SnapResult3D.PivotX;
                    snapResult &= ~SnapResult3D.PivotY;
                    snapResult &= ~SnapResult3D.PivotZ;
                }
                else
                {
                    if (extents.min.x == pivotPosition.x && (snapResult & SnapResult3D.MinX) != 0)
                    {
                        snapResult &= ~SnapResult3D.PivotX;
                    }
                    if (extents.min.y == pivotPosition.y && (snapResult & SnapResult3D.MinY) != 0)
                    {
                        snapResult &= ~SnapResult3D.PivotY;
                    }
                    if (extents.min.z == pivotPosition.z && (snapResult & SnapResult3D.MinZ) != 0)
                    {
                        snapResult &= ~SnapResult3D.PivotZ;
                    }

                    if (extents.max.x == pivotPosition.x && (snapResult & SnapResult3D.MaxX) != 0)
                    {
                        snapResult &= ~SnapResult3D.PivotX;
                    }
                    if (extents.max.y == pivotPosition.y && (snapResult & SnapResult3D.MaxY) != 0)
                    {
                        snapResult &= ~SnapResult3D.PivotY;
                    }
                    if (extents.max.z == pivotPosition.z && (snapResult & SnapResult3D.MaxZ) != 0)
                    {
                        snapResult &= ~SnapResult3D.PivotZ;
                    }
                }

                float y = 0;
                if (extents.min.y > 0)
                {
                    y = extents.min.y;
                }
                else if (extents.max.y < 0)
                {
                    y = extents.max.y;
                }
                RenderCrossXZ(extents, y, pivotPosition, snapResult);
                RenderBox(extents);

                var color = SceneHandles.color;
                color.a           *= 0.5f;
                SceneHandles.color = color;

                if (y != 0)
                {
                    RenderSquareXZ(extents, 0);

                    if ((snapResult & SnapResult3D.MinX) != 0)
                    {
                        var center = new Vector3(extents.min.x, y, pivotPosition.z);
                        if ((snapResult & SnapResult3D.MinZ) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(center.x, 0, extents.min.z), new Vector3(center.x, center.y, extents.min.z), 4.0f);
                        }
                        if ((snapResult & SnapResult3D.MaxZ) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(center.x, 0, extents.max.z), new Vector3(center.x, center.y, extents.max.z), 4.0f);
                        }
                    }
                    if ((snapResult & SnapResult3D.MinZ) != 0)
                    {
                        var center = new Vector3(pivotPosition.x, y, extents.min.z);
                        if ((snapResult & SnapResult3D.MinX) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(extents.min.x, 0, center.z), new Vector3(extents.min.x, center.y, center.z), 4.0f);
                        }
                        if ((snapResult & SnapResult3D.MaxX) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(extents.max.x, 0, center.z), new Vector3(extents.max.x, center.y, center.z), 4.0f);
                        }
                    }

                    if ((snapResult & SnapResult3D.MaxX) != 0)
                    {
                        var center = new Vector3(extents.max.x, y, pivotPosition.z);
                        if ((snapResult & SnapResult3D.MinZ) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(center.x, 0, extents.min.z), new Vector3(center.x, center.y, extents.min.z), 4.0f);
                        }
                        if ((snapResult & SnapResult3D.MaxZ) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(center.x, 0, extents.max.z), new Vector3(center.x, center.y, extents.max.z), 4.0f);
                        }
                    }
                    if ((snapResult & SnapResult3D.MaxZ) != 0)
                    {
                        var center = new Vector3(pivotPosition.x, y, extents.max.z);
                        if ((snapResult & SnapResult3D.MinX) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(extents.min.x, 0, center.z), new Vector3(extents.min.x, center.y, center.z), 4.0f);
                        }
                        if ((snapResult & SnapResult3D.MaxX) != 0)
                        {
                            SceneHandles.DrawDottedLine(new Vector3(extents.max.x, 0, center.z), new Vector3(extents.max.x, center.y, center.z), 4.0f);
                        }
                    }
                }
            }
        }
コード例 #28
0
            public static Vector3[] Do(int id, Vector3[] points, Vector3 handleOrigin, Vector3 handleCursorOffset, Vector3 handleNormal, Vector3 slideDir1, Vector3 slideDir2, float handleSize, SceneHandles.CapFunction capFunction, Axes axes = Axes.None, bool selectLockingAxisOnClick = false, bool noSnapping = false, Vector3?snappingSteps = null)
            {
                var evt = Event.current;

                switch (evt.GetTypeForControl(id))
                {
                case EventType.MouseDown:
                {
                    if (Tools.current == Tool.View ||
                        Tools.current == Tool.None ||
                        evt.alt)
                    {
                        break;
                    }

                    if (GUIUtility.hotControl != 0)
                    {
                        break;
                    }

                    if ((UnityEditor.HandleUtility.nearestControl != id || evt.button != 0) &&
                        (GUIUtility.keyboardControl != id || evt.button != 2))
                    {
                        break;
                    }

                    GUIUtility.hotControl = GUIUtility.keyboardControl = id;
                    evt.Use();
                    EditorGUIUtility.SetWantsMouseJumping(1);

                    s_CurrentMousePosition = evt.mousePosition;
                    s_StartPoints          = points.ToArray();


                    var       localToWorldMatrix = UnityEditor.Handles.matrix;
                    var       center             = Grid.ActiveGrid.Center;
                    Matrix4x4 gridSpace          = Matrix4x4.identity;
                    gridSpace.SetColumn(0, localToWorldMatrix.MultiplyVector(slideDir1).normalized);
                    gridSpace.SetColumn(1, localToWorldMatrix.MultiplyVector(handleNormal).normalized);
                    gridSpace.SetColumn(2, localToWorldMatrix.MultiplyVector(slideDir2).normalized);
                    gridSpace.SetColumn(3, new Vector4(center.x, center.y, center.z, 1.0f));

                    var workGrid = new Grid(gridSpace, snappingSteps.HasValue ? snappingSteps.Value : Snapping.MoveSnappingSteps);

                    s_Snapping2D.Initialize(workGrid, s_CurrentMousePosition, handleOrigin, localToWorldMatrix);
                    s_Snapping2D.CalculateExtents(s_StartPoints);
                    s_MovedMouse = false;
                    break;
                }

                case EventType.MouseDrag:
                {
                    if (GUIUtility.hotControl != id)
                    {
                        break;
                    }

                    s_MovedMouse = true;

                    if (SceneHandles.disabled || Snapping.AreAxisLocked(axes))
                    {
                        break;
                    }

                    s_CurrentMousePosition += evt.delta;
                    evt.Use();

                    if (!s_Snapping2D.DragTo(s_CurrentMousePosition, noSnapping ? SnappingMode.Never: SnappingMode.Default))
                    {
                        break;
                    }

                    var handleInverseMatrix = UnityEditor.Handles.inverseMatrix;
                    var pointDelta          = handleInverseMatrix.MultiplyVector(s_Snapping2D.WorldSnappedDelta);

                    if (s_StartPoints != null)
                    {
                        points = new Vector3[points.Length];     // if we don't, it's hard to do Undo properly
                        for (int i = 0; i < points.Length; i++)
                        {
                            points[i] =
                                SnappingUtility.Quantize(s_StartPoints[i] + pointDelta);
                        }
                    }

                    //SceneView.RepaintAll();
                    GUI.changed = true;
                    break;
                }

                case EventType.MouseUp:
                {
                    if (GUIUtility.hotControl == id && (evt.button == 0 || evt.button == 2))
                    {
                        GUIUtility.hotControl      = 0;
                        GUIUtility.keyboardControl = 0;
                        s_StartPoints = null;
                        evt.Use();
                        EditorGUIUtility.SetWantsMouseJumping(0);
                        SceneView.RepaintAll();
                        if (!s_MovedMouse && selectLockingAxisOnClick)
                        {
                            Snapping.ActiveAxes = axes;
                        }
                    }
                    break;
                }

                case EventType.Layout:
                {
                    if (Tools.current == Tool.View ||
                        Tools.current == Tool.None ||
                        evt.alt)
                    {
                        break;
                    }

                    var position = handleOrigin + handleCursorOffset;
                    var rotation = Quaternion.LookRotation(handleNormal, slideDir1);

                    if (capFunction != null)
                    {
                        capFunction(id, position, rotation, handleSize, EventType.Layout);
                    }
                    else
                    {
                        UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToCircle(position, handleSize * .5f));
                    }

                    int currentFocusControl = SceneHandleUtility.focusControl;
                    if ((currentFocusControl == id && s_PrevFocusControl != id) ||
                        (currentFocusControl != id && s_PrevFocusControl == id))
                    {
                        s_PrevFocusControl = currentFocusControl;
                        SceneView.RepaintAll();
                    }
                    break;
                }

                case EventType.Repaint:
                {
                    if (axes != Axes.None)
                    {
                        if (GUIUtility.hotControl == id)
                        {
                            var selectedColor = UnityEditor.Handles.selectedColor;
                            selectedColor.a = 0.5f;
                            using (new SceneHandles.DrawingScope(selectedColor))
                                HandleRendering.RenderSnapping3D(s_Snapping2D.WorldSlideGrid, s_Snapping2D.WorldSnappedExtents, s_Snapping2D.GridSnappedPosition, s_Snapping2D.SnapResult);
                        }
                    }

                    if (capFunction == null)
                    {
                        break;
                    }

                    var position = handleOrigin + handleCursorOffset;
                    var rotation = Quaternion.LookRotation(handleNormal, slideDir1);
                    var color    = SceneHandles.StateColor(SceneHandles.color, isSelected: (id == s_PrevFocusControl));

                    using (new SceneHandles.DrawingScope(color))
                    {
                        capFunction(id, position, rotation, handleSize, EventType.Repaint);
                    }
                    break;
                }
                }
                return(points);
            }
コード例 #29
0
        static Vector3[] PlanarHandle(int id, PlaneAxes planarAxes, Vector3[] points, Vector3 position, Quaternion rotation, float handleSize, bool selectLockingAxisOnClick = false)
        {
            int axis1index = 0;
            int axis2index = 0;
            var isStatic   = (!Tools.hidden && EditorApplication.isPlaying && GameObjectUtility.ContainsStatic(Selection.gameObjects));
            var axes       = Axes.None;

            switch (planarAxes)
            {
            case PlaneAxes.XZ: { axis1index = 0; axis2index = 2; axes = Axes.XZ; break; }

            case PlaneAxes.XY: { axis1index = 0; axis2index = 1; axes = Axes.XY; break; }

            case PlaneAxes.YZ: { axis1index = 1; axis2index = 2; axes = Axes.YZ; break; }
            }

            int axisNormalIndex = 3 - axis2index - axis1index;
            var prevColor       = SceneHandles.color;

            var handleTransform             = Matrix4x4.TRS(position, rotation, Vector3.one);
            var sceneView                   = SceneView.currentDrawingSceneView;
            var cameraToTransformToolVector = handleTransform.inverse.MultiplyPoint(sceneView.camera.transform.position).normalized;

            /*
             * if (Mathf.Abs (cameraToTransformToolVector[axisNormalIndex]) < 0.05f && GUIUtility.hotControl != id)
             * {
             *  Handles.color = prevColor;
             *  return points;
             * }*/

            if (EditorGUIUtility.hotControl == 0)
            {
                s_PlanarHandlesOctant[axis1index] = (cameraToTransformToolVector[axis1index] < -0.01f ? -1 : 1);
                s_PlanarHandlesOctant[axis2index] = (cameraToTransformToolVector[axis2index] < -0.01f ? -1 : 1);
            }

            var handleOffset = s_PlanarHandlesOctant;

            handleOffset[axisNormalIndex] = 0;
            handleOffset = rotation * (handleOffset * handleSize * 0.5f);

            var axis1      = Vector3.zero;
            var axis2      = Vector3.zero;
            var axisNormal = Vector3.zero;

            axis1[axis1index]           = 1;
            axis2[axis2index]           = 1;
            axisNormal[axisNormalIndex] = 1;
            axis1      = rotation * axis1;
            axis2      = rotation * axis2;
            axisNormal = rotation * axisNormal;

            s_Vertices[0] = position + handleOffset + (axis1 + axis2) * handleSize * 0.5f;
            s_Vertices[1] = position + handleOffset + (-axis1 + axis2) * handleSize * 0.5f;
            s_Vertices[2] = position + handleOffset + (-axis1 - axis2) * handleSize * 0.5f;
            s_Vertices[3] = position + handleOffset + (axis1 - axis2) * handleSize * 0.5f;

            var innerColor = SceneHandles.color;
            var outerColor = Color.black;

            innerColor = new Color(innerColor.r, innerColor.g, innerColor.b, 0.1f);
            if (!isStatic && !SceneHandles.disabled)
            {
                SceneHandles.DrawSolidRectangleWithOutline(s_Vertices, innerColor, outerColor);
            }

            points = Slider2DHandle(id, points, position, handleOffset, axisNormal, axis1, axis2, handleSize * 0.5f, RectangleHandleCap, axes, selectLockingAxisOnClick);

            SceneHandles.color = prevColor;

            return(points);
        }
コード例 #30
0
        public static Vector3[] PositionHandle(ref PositionHandleIDs handleIDs, Vector3[] points, Vector3 position, Quaternion rotation, Axes enabledAxes = Axes.XYZ)
        {
            var xAxisId   = handleIDs.xAxisId;
            var yAxisId   = handleIDs.yAxisId;
            var zAxisId   = handleIDs.zAxisId;
            var xzPlaneId = handleIDs.xzPlaneId;
            var xyPlaneId = handleIDs.xyPlaneId;
            var yzPlaneId = handleIDs.yzPlaneId;
            var centerId  = handleIDs.centerId;

            var originalColor = SceneHandles.color;

            var handleSize = UnityEditor.HandleUtility.GetHandleSize(position);

            UnityEditor.HandleUtility.AddControl(centerId, UnityEditor.HandleUtility.DistanceToCircle(position, handleSize * 0.055f));

            var evt  = Event.current;
            var type = evt.GetTypeForControl(centerId);

            switch (type)
            {
            case EventType.MouseDown:
            {
                if (GUIUtility.hotControl != 0)
                {
                    break;
                }

                if ((UnityEditor.HandleUtility.nearestControl != centerId || evt.button != 0) &&
                    (GUIUtility.keyboardControl != centerId || evt.button != 2))
                {
                    break;
                }

                handleIDs.originalPosition = position;
                GUIUtility.hotControl      = GUIUtility.keyboardControl = centerId;
                evt.Use();
                EditorGUIUtility.SetWantsMouseJumping(1);
                break;
            }

            case EventType.MouseMove:
            {
                handleIDs.originalPosition = position;
                break;
            }

            case EventType.MouseDrag:
            {
                if (GUIUtility.hotControl != centerId)
                {
                    break;
                }
                break;
            }

            case EventType.MouseUp:
            {
                if (GUIUtility.hotControl == centerId && (evt.button == 0 || evt.button == 2))
                {
                    GUIUtility.hotControl      = 0;
                    GUIUtility.keyboardControl = 0;
                    evt.Use();
                    Snapping.ActiveAxes = Axes.XYZ;
                    EditorGUIUtility.SetWantsMouseJumping(0);
                    SceneView.RepaintAll();
                    handleIDs.originalPosition = position;
                }
                break;
            }
            }

            //,.,.., look at 2018.1 how the position handle works w/ colors

            var xAxisLocked   = (handleIDs.xAxisState & ControlState.Locked) == ControlState.Locked;
            var yAxisLocked   = (handleIDs.yAxisState & ControlState.Locked) == ControlState.Locked;
            var zAxisLocked   = (handleIDs.zAxisState & ControlState.Locked) == ControlState.Locked;
            var xzPlaneLocked = (handleIDs.xzPlaneState & ControlState.Locked) == ControlState.Locked;
            var xyPlaneLocked = (handleIDs.xyPlaneState & ControlState.Locked) == ControlState.Locked;
            var yzPlaneLocked = (handleIDs.yzPlaneState & ControlState.Locked) == ControlState.Locked;

            var xAxisDisabled   = ((enabledAxes & Axes.X) != Axes.X) || (handleIDs.xAxisState & ControlState.Disabled) == ControlState.Disabled;
            var yAxisDisabled   = ((enabledAxes & Axes.Y) != Axes.Y) || (handleIDs.yAxisState & ControlState.Disabled) == ControlState.Disabled;
            var zAxisDisabled   = ((enabledAxes & Axes.Z) != Axes.Z) || (handleIDs.zAxisState & ControlState.Disabled) == ControlState.Disabled;
            var xyPlaneDisabled = ((enabledAxes & Axes.XY) != Axes.XY) || (handleIDs.xyPlaneState & ControlState.Disabled) == ControlState.Disabled;
            var yzPlaneDisabled = ((enabledAxes & Axes.YZ) != Axes.YZ) || (handleIDs.yzPlaneState & ControlState.Disabled) == ControlState.Disabled;
            var xzPlaneDisabled = ((enabledAxes & Axes.XZ) != Axes.XZ) || (handleIDs.xzPlaneState & ControlState.Disabled) == ControlState.Disabled;

            var xAxisSelected   = (handleIDs.xAxisIndirectState & (ControlState.Focused | ControlState.Active)) != ControlState.None;
            var yAxisSelected   = (handleIDs.yAxisIndirectState & (ControlState.Focused | ControlState.Active)) != ControlState.None;
            var zAxisSelected   = (handleIDs.zAxisIndirectState & (ControlState.Focused | ControlState.Active)) != ControlState.None;
            var xzPlaneSelected = (handleIDs.xzPlaneState & (ControlState.Focused | ControlState.Active)) != ControlState.None;
            var xyPlaneSelected = (handleIDs.xyPlaneState & (ControlState.Focused | ControlState.Active)) != ControlState.None;
            var yzPlaneSelected = (handleIDs.yzPlaneState & (ControlState.Focused | ControlState.Active)) != ControlState.None;

            var xAxisColor   = SceneHandles.StateColor(SceneHandles.xAxisColor, xAxisDisabled, xAxisSelected);
            var yAxisColor   = SceneHandles.StateColor(SceneHandles.yAxisColor, yAxisDisabled, yAxisSelected);
            var zAxisColor   = SceneHandles.StateColor(SceneHandles.zAxisColor, zAxisDisabled, zAxisSelected);
            var xzPlaneColor = SceneHandles.StateColor(SceneHandles.yAxisColor, xzPlaneDisabled, xzPlaneSelected);
            var xyPlaneColor = SceneHandles.StateColor(SceneHandles.zAxisColor, xyPlaneDisabled, xyPlaneSelected);
            var yzPlaneColor = SceneHandles.StateColor(SceneHandles.xAxisColor, yzPlaneDisabled, yzPlaneSelected);


            var prevDisabled = SceneHandles.disabled;

            if (!xAxisLocked)
            {
                SceneHandles.disabled = xAxisDisabled;
                SceneHandles.color    = xAxisColor;
                points = Slider1DHandle(xAxisId, Axis.X, points, position, rotation * Vector3.right, Snapping.MoveSnappingSteps.x, handleSize, ArrowHandleCap, selectLockingAxisOnClick: true);
            }

            if (!yAxisLocked)
            {
                SceneHandles.disabled = yAxisDisabled;
                SceneHandles.color    = yAxisColor;
                points = Slider1DHandle(yAxisId, Axis.Y, points, position, rotation * Vector3.up, Snapping.MoveSnappingSteps.y, handleSize, ArrowHandleCap, selectLockingAxisOnClick: true);
            }

            if (!zAxisLocked)
            {
                SceneHandles.disabled = zAxisDisabled;
                SceneHandles.color    = zAxisColor;
                points = Slider1DHandle(zAxisId, Axis.Z, points, position, rotation * Vector3.forward, Snapping.MoveSnappingSteps.z, handleSize, ArrowHandleCap, selectLockingAxisOnClick: true);
            }

            if (!xzPlaneLocked)
            {
                SceneHandles.disabled = xzPlaneDisabled;
                SceneHandles.color    = xzPlaneColor;
                points = PlanarHandle(xzPlaneId, PlaneAxes.XZ, points, position, rotation, handleSize * 0.3f, selectLockingAxisOnClick: true);
            }

            if (!xyPlaneLocked)
            {
                SceneHandles.disabled = xyPlaneDisabled;
                SceneHandles.color    = xyPlaneColor;
                points = PlanarHandle(xyPlaneId, PlaneAxes.XY, points, position, rotation, handleSize * 0.3f, selectLockingAxisOnClick: true);
            }

            if (!yzPlaneLocked)
            {
                SceneHandles.disabled = yzPlaneDisabled;
                SceneHandles.color    = yzPlaneColor;
                points = PlanarHandle(yzPlaneId, PlaneAxes.YZ, points, position, rotation, handleSize * 0.3f, selectLockingAxisOnClick: true);
            }


            if ((handleIDs.centerState & ControlState.Disabled) != ControlState.Disabled)
            {
                switch (type)
                {
                case EventType.Repaint:
                {
                    var focused = (handleIDs.centerState & ControlState.Focused) == ControlState.Focused;
                    SceneHandles.color = SceneHandles.StateColor(SceneHandles.centerColor, false, focused);
                    SceneHandles.RenderBorderedCircle(position, handleSize * 0.05f);
                    break;
                }
                }
            }


            SceneHandles.disabled = prevDisabled;
            SceneHandles.color    = originalColor;

            return(points);
        }