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); }