private void DrawLine(ICurvedPlane curvedPlane, float bottom, float top, float deg) { Vector3 forward = Quaternion.Euler(0, curvedPlane.Rotation + deg, 0) * Vector3.forward * curvedPlane.Cylinder.Radius; Vector3 p1 = curvedPlane.Cylinder.transform.TransformPoint((Vector3.up * bottom) + forward); Vector3 p2 = curvedPlane.Cylinder.transform.TransformPoint((Vector3.up * top) + forward); #if UNITY_2020_2_OR_NEWER Handles.DrawLine(p1, p2, EditorConstants.LINE_THICKNESS); #else Handles.DrawLine(p1, p2); #endif }
private void DrawArc(ICurvedPlane curvedPlane, float y) { Vector3 center = curvedPlane.Cylinder.transform.TransformPoint(new Vector3(0, y, 0)); Vector3 forward = curvedPlane.Cylinder.transform.TransformDirection( Quaternion.Euler(0, curvedPlane.Rotation - curvedPlane.ArcDegrees / 2, 0) * Vector3.forward); Handles.DrawWireArc(center, curvedPlane.Cylinder.transform.up, forward, curvedPlane.ArcDegrees, curvedPlane.Cylinder.Radius * curvedPlane.Cylinder.transform.lossyScale.z #if UNITY_2020_2_OR_NEWER , EditorConstants.LINE_THICKNESS #endif ); }
public void OnSceneGUI() { ICurvedPlane curvedPlane = _curvedPlaneProperty.objectReferenceValue as ICurvedPlane; if (curvedPlane == null) { curvedPlane = target as ICurvedPlane; } if (curvedPlane.Cylinder == null || curvedPlane.ArcDegrees <= 0f) { return; } Handles.color = EditorConstants.PRIMARY_COLOR; // Handle infinite height using scene camera Y float top, bottom; if (curvedPlane.Top <= curvedPlane.Bottom) { if (SceneView.lastActiveSceneView != null && SceneView.lastActiveSceneView.camera != null) { Vector3 cameraPos = curvedPlane.Cylinder.transform.InverseTransformPoint( SceneView.lastActiveSceneView.camera.transform.position); bottom = cameraPos.y - 10; top = cameraPos.y + 10; } else { bottom = -30; top = 30; } } else { bottom = curvedPlane.Bottom; top = curvedPlane.Top; } float height = top - bottom; float width = curvedPlane.ArcDegrees * Mathf.Deg2Rad * curvedPlane.Cylinder.Radius; int verticalSegments = Mathf.Max(2, Mathf.CeilToInt(SEGMENTS_PER_UNIT * height)); int horizontalSegments = Mathf.Max(2, Mathf.FloorToInt(SEGMENTS_PER_UNIT * width)); for (int v = 0; v <= verticalSegments; ++v) { float y = Mathf.Lerp(bottom, top, (float)v / verticalSegments); DrawArc(curvedPlane, y); } for (int h = 0; h <= horizontalSegments; ++h) { float x = Mathf.Lerp(-curvedPlane.ArcDegrees / 2, curvedPlane.ArcDegrees / 2, (float)h / horizontalSegments); DrawLine(curvedPlane, bottom, top, x); } }