예제 #1
0
        /// <summary>The actual logic of the translation action.</summary>
        private void CalculatePosition()
        {
            #region #Color(darkcyan);
            Camera sceneCam = SceneView.lastActiveSceneView.camera;

            // Prevent a glitch that inverts movement in some cases.
            Vector3 camViewPlaneNormal = sceneCam.transform.forward;
            Vector3 Z_Difference       = sceneCam.transform.position - OrigAvgPivot;
            float   dot = Vector3.Dot(Z_Difference, camViewPlaneNormal);


            // Raw mouse coordinates have y flipped from what unity uses.
            Vector2 mousePos = BA.CurrentEvent.mousePosition;
            mousePos.y = sceneCam.pixelHeight - mousePos.y;

            if (BA.SlowDownTransformsThisFrame)
            {
                MouseOffset += (mousePos - LastMousePos) * 0.9f;
            }

            Vector2 toNewMouse = mousePos - OriginalMousePos - MouseOffset;
            if (dot > 0 && !sceneCam.orthographic)
            {
                toNewMouse *= -1;
            }

            LastMousePos = mousePos;

            Vector2 objInSP       = sceneCam.WorldToScreenPoint(OrigAvgPivot);
            Vector2 newObjPosInSP = objInSP + toNewMouse;

            Vector3 moveTo      = Vector3.zero;
            Plane   movePlane   = new Plane();
            Ray     rayToNewPos = sceneCam.ScreenPointToRay(newObjPosInSP);
            rayToNewPos.origin -= rayToNewPos.direction * 100;



            if (BA.TransformSpace == Space.World)
            {
                if (BA.TransformLock == Lock.None)
                {
                    movePlane = new Plane(camViewPlaneNormal, OrigAvgPivot);
                    moveTo    = CastRayAndGetPosition(movePlane, rayToNewPos);
                }
                else if (BA.TransformLock == Lock.X_Axis || BA.TransformLock == Lock.Y_Axis ||
                         BA.TransformLock == Lock.Z_Axis)
                {
                    Vector3 planeNormal = camViewPlaneNormal;
                    moveTo = OrigAvgPivot;

                    if (BA.TransformLock == Lock.X_Axis)
                    {
                        planeNormal.x = 0;
                    }
                    else if (BA.TransformLock == Lock.Y_Axis)
                    {
                        planeNormal.y = 0;
                    }
                    else
                    {
                        planeNormal.z = 0;
                    }

                    moveTo = GetGlobalProjectedAxisMotion(planeNormal.normalized, rayToNewPos, sceneCam);
                }
                else
                {
                    if (BA.TransformLock == Lock.YZ_Plane)
                    {
                        movePlane = new Plane(Vector3.Cross(Vector3.up, Vector3.forward), OrigAvgPivot);
                    }
                    else if (BA.TransformLock == Lock.XZ_Plane)
                    {
                        movePlane = new Plane(Vector3.Cross(Vector3.right, Vector3.forward), OrigAvgPivot);
                    }
                    else
                    {
                        movePlane = new Plane(Vector3.Cross(Vector3.right, Vector3.up), OrigAvgPivot);
                    }

                    moveTo = CastRayAndGetPosition(movePlane, rayToNewPos);
                }

                UpdatePositions(moveTo);

                // Handle vertex snapping ONLY AFTER the original transformations.	#colreg(red*0.3);
                if (!BA.NumericSnap && BA.VertexSnapON_ThisFrame)
                {
                    BA.LastVertexSnapTime = EditorApplication.timeSinceStartup + BlenderActions.VertexSnapTimeInterval;
                    BA.AntiHang           = 0;

                    moveTo = Vector3.zero;

                    //#colreg(green);
                    bool returnOnly1stVertex = false;
                    Utils.VertexSnappingResult targetResult = Utils.VertexSnappingResult.BothVectorsFound;

                    // If we are in collider editing mode - don't search for the closestSelectedVertexWorldSpace amongst models in scene.
                    if (BA.ColliderBeingEdited != null)
                    {
                        returnOnly1stVertex = true;
                        targetResult        = Utils.VertexSnappingResult.FirstVectorFound;
                    }
                    //#endcolreg

                    Vector2 correctedMousePos = BA.CurrentEvent.mousePosition;
                    correctedMousePos.y = sceneCam.pixelHeight - correctedMousePos.y;

                    Vector3    closestVertexWorldSpace         = Vector3.zero;
                    Vector3    closestSelectedVertexWorldSpace = Vector3.zero;
                    Vector3    closestVertexLocalSpace         = Vector3.zero;
                    Vector3    closestSelectedVertexLocalSpace = Vector3.zero;
                    GameObject closestGO = null;
                    if (Utils.Find2VerticesForVertexSnapping(sceneCam, correctedMousePos,
                                                             out closestVertexWorldSpace, out closestSelectedVertexWorldSpace, out closestGO, returnOnly1stVertex)
                        == targetResult)
                    {
                        if (BA.Position3DCursorToLastSnapPoint)                                                        //#color(orange*3);
                        {
                            BA.The3DCursorPos = closestVertexWorldSpace;                                               //#color(orange*3);
                        }
                        // If we are in collider editing mode - find closestSelectedVertexWorldSpace amongst the collider vertices. #colreg(green);
                        if (BA.ColliderBeingEdited != null)
                        {
                            if (BA.EditedBoxCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestBoxColliderVertex(BA.EditedBoxCollider, sceneCam, correctedMousePos);
                            }
                            else if (BA.EditedSphereCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestSphereColliderVertex(BA.EditedSphereCollider, closestVertexWorldSpace);
                            }
                            else if (BA.EditedCapsuleCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestCapsuleColliderVertex(BA.EditedCapsuleCollider, closestVertexWorldSpace);
                            }

                            // Move to local space as the collider offset is applied in local space.
                            closestVertexLocalSpace = BA.ColliderBeingEdited.transform.InverseTransformPoint(closestVertexWorldSpace);
                            closestSelectedVertexLocalSpace
                                = BA.ColliderBeingEdited.transform.InverseTransformPoint(closestSelectedVertexWorldSpace);

                            moveTo = closestVertexLocalSpace - closestSelectedVertexLocalSpace;
                        }                        //#endcolreg
                        else
                        {
                            moveTo = closestVertexWorldSpace - closestSelectedVertexWorldSpace;
                        }

                        if (BA.TransformLock != Lock.None)
                        {
                            if (BA.TransformLock == Lock.X_Axis)
                            {
                                moveTo.y = 0;
                                moveTo.z = 0;
                            }
                            else if (BA.TransformLock == Lock.Y_Axis)
                            {
                                moveTo.x = 0;
                                moveTo.z = 0;
                            }
                            else if (BA.TransformLock == Lock.Z_Axis)
                            {
                                moveTo.y = 0;
                                moveTo.x = 0;
                            }
                            else
                            {
                                if (BA.TransformLock == Lock.YZ_Plane)
                                {
                                    moveTo.x = 0;
                                }
                                else if (BA.TransformLock == Lock.XZ_Plane)
                                {
                                    moveTo.y = 0;
                                }
                                else
                                {
                                    moveTo.z = 0;
                                }
                            }
                        }


                        if (BA.ColliderBeingEdited != null)                                                 //#colreg(green);
                        {
                            Utils.MoveEditableColliderCenterLocalSpace(moveTo, BA);                         //#endcolreg
                        }
                        else
                        {
                            for (int k = 0; k < SelectedTransforms.Length; k++)
                            {
                                SelectedTransforms[k].position += moveTo;
                            }

                            LastFrameAvgPivot += moveTo;
                        }
                    }
                }                //     #endcolreg
            }
            else
            {
                for (int i = 0; i < SelectedTransforms.Length; i++)
                {
                    if (BA.TransformLock == Lock.X_Axis || BA.TransformLock == Lock.Y_Axis ||
                        BA.TransformLock == Lock.Z_Axis)
                    {
                        Vector3 vec1 = Vector3.zero;
                        Vector3 vec2 = Vector3.zero;

                        if (BA.TransformLock == Lock.X_Axis)
                        {
                            vec1 = SelectedTransforms[i].right;
                            vec2 = SelectedTransforms[i].forward;
                        }
                        else if (BA.TransformLock == Lock.Y_Axis)
                        {
                            vec1 = SelectedTransforms[i].up;
                            vec2 = SelectedTransforms[i].forward;
                        }
                        else
                        {
                            vec1 = SelectedTransforms[i].right;
                            vec2 = SelectedTransforms[i].forward;
                        }

                        movePlane = new Plane(Vector3.Cross(vec1, vec2), OrigAvgPivot);
                        moveTo    = CastRayAndGetPositionLocal(movePlane, rayToNewPos, i) + OrigObjectsOffsets[i];

                        moveTo = SelectedTransforms[i].InverseTransformVector(moveTo);
                        Vector3 localPos   = SelectedTransforms[i].InverseTransformVector(SelectedTransforms[i].position);
                        Vector3 difference = moveTo - localPos;

                        if (BA.TransformLock == Lock.X_Axis)
                        {
                            difference.y = 0;
                            difference.z = 0;
                        }
                        else if (BA.TransformLock == Lock.Y_Axis)
                        {
                            difference.x = 0;
                            difference.z = 0;
                        }
                        else
                        {
                            difference.y = 0;
                            difference.x = 0;
                        }

                        moveTo = localPos + difference;

                        moveTo = SelectedTransforms[i].TransformVector(moveTo);
                    }
                    else
                    {
                        Vector3 vec1 = Vector3.zero;
                        Vector3 vec2 = Vector3.zero;

                        if (BA.TransformLock == Lock.YZ_Plane)
                        {
                            vec1 = SelectedTransforms[i].up;
                            vec2 = SelectedTransforms[i].forward;
                        }
                        else if (BA.TransformLock == Lock.XZ_Plane)
                        {
                            vec1 = SelectedTransforms[i].right;
                            vec2 = SelectedTransforms[i].forward;
                        }
                        else
                        {
                            vec1 = SelectedTransforms[i].right;
                            vec2 = SelectedTransforms[i].up;
                        }

                        movePlane = new Plane(Vector3.Cross(vec1, vec2), SelectedTransforms[i].position);
                        moveTo    = CastRayAndGetPositionLocal(movePlane, rayToNewPos, i) + OrigObjectsOffsets[i];
                    }

                    UpdateSinglePosition(moveTo, i);
                }

                // Handle vertex snapping ONLY AFTER the original transformations.	#colreg(red*0.3);
                if (!BA.NumericSnap && BA.VertexSnapON_ThisFrame)
                {
                    BA.LastVertexSnapTime = EditorApplication.timeSinceStartup + BlenderActions.VertexSnapTimeInterval;
                    BA.AntiHang           = 0;

                    moveTo = Vector3.zero;

                    //#colreg(green);
                    bool returnOnly1stVertex = false;
                    Utils.VertexSnappingResult targetResult = Utils.VertexSnappingResult.BothVectorsFound;

                    // If we are in collider editing mode - don't search for the closestSelectedVertexWorldSpace amongst models in scene.
                    if (BA.ColliderBeingEdited != null)
                    {
                        returnOnly1stVertex = true;
                        targetResult        = Utils.VertexSnappingResult.FirstVectorFound;
                    }
                    //#endcolreg

                    Vector2 correctedMousePos = BA.CurrentEvent.mousePosition;
                    correctedMousePos.y = sceneCam.pixelHeight - correctedMousePos.y;

                    Vector3    closestVertexWorldSpace         = Vector3.zero;
                    Vector3    closestSelectedVertexWorldSpace = Vector3.zero;
                    Vector3    closestVertexLocalSpace         = Vector3.zero;
                    Vector3    closestSelectedVertexLocalSpace = Vector3.zero;
                    GameObject closestGO = null;
                    if (Utils.Find2VerticesForVertexSnapping(sceneCam, correctedMousePos,
                                                             out closestVertexWorldSpace, out closestSelectedVertexWorldSpace, out closestGO, returnOnly1stVertex)
                        == targetResult)
                    {
                        if (BA.Position3DCursorToLastSnapPoint)
                        {
                            BA.The3DCursorPos = closestVertexWorldSpace;
                        }

                        // If we are in collider editing mode - find closestSelectedVertexWorldSpace amongst the collider vertices. #colreg(green);
                        if (BA.ColliderBeingEdited != null)
                        {
                            if (BA.EditedBoxCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestBoxColliderVertex(BA.EditedBoxCollider, sceneCam, correctedMousePos);
                            }
                            else if (BA.EditedSphereCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestSphereColliderVertex(BA.EditedSphereCollider, closestVertexWorldSpace);
                            }
                            else if (BA.EditedCapsuleCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestCapsuleColliderVertex(BA.EditedCapsuleCollider, closestVertexWorldSpace);
                            }

                            // Move to local space as the collider offset is applied in local space.
                            closestVertexLocalSpace = BA.ColliderBeingEdited.transform.InverseTransformPoint(closestVertexWorldSpace);
                            closestSelectedVertexLocalSpace
                                = BA.ColliderBeingEdited.transform.InverseTransformPoint(closestSelectedVertexWorldSpace);

                            moveTo = closestVertexLocalSpace - closestSelectedVertexLocalSpace;
                        }                        //#endcolreg
                        else
                        {
                            closestVertexLocalSpace
                                = closestGO.transform.InverseTransformDirection(closestVertexWorldSpace);
                            closestSelectedVertexLocalSpace
                                = closestGO.transform.InverseTransformDirection(closestSelectedVertexWorldSpace);

                            moveTo = closestVertexLocalSpace - closestSelectedVertexLocalSpace;
                        }

                        if (BA.TransformLock == Lock.X_Axis || BA.TransformLock == Lock.Y_Axis ||
                            BA.TransformLock == Lock.Z_Axis)
                        {
                            if (BA.TransformLock == Lock.X_Axis)
                            {
                                moveTo.y = 0;
                                moveTo.z = 0;
                            }
                            else if (BA.TransformLock == Lock.Y_Axis)
                            {
                                moveTo.x = 0;
                                moveTo.z = 0;
                            }
                            else
                            {
                                moveTo.y = 0;
                                moveTo.x = 0;
                            }
                        }
                        else
                        {
                            if (BA.TransformLock == Lock.YZ_Plane)
                            {
                                moveTo.x = 0;
                            }
                            else if (BA.TransformLock == Lock.XZ_Plane)
                            {
                                moveTo.y = 0;
                            }
                            else
                            {
                                moveTo.z = 0;
                            }
                        }


                        if (BA.ColliderBeingEdited != null)                                                 //#colreg(green);
                        {
                            Utils.MoveEditableColliderCenterLocalSpace(moveTo, BA);                         //#endcolreg
                        }
                        else
                        {
                            moveTo = closestGO.transform.TransformDirection(moveTo);
                            for (int i = 0; i < SelectedTransforms.Length; i++)
                            {
                                SelectedTransforms[i].position += moveTo;
                                LastFrameLocalPos[i]           += moveTo;
                            }
                        }
                    }
                }                // #endcolreg;
            }
            #endregion
        }
예제 #2
0
        /// <summary>The actual logic of the rotation action.</summary>
        private void CalculateRotation(Vector2 originalMouse, Vector2 newMouse)
        {        //#colreg(darkcyan);
            Camera sceneCam = SceneView.lastActiveSceneView.camera;

            // Prevent a glitch that inverts movement in some cases.
            Vector3 camViewPlaneNormal = sceneCam.transform.forward;
            Vector3 Z_Difference       = sceneCam.transform.position - OrigAvgPivot;

            Debug.Log(Vector3.Dot(Z_Difference, camViewPlaneNormal).ToString("0.#####"));
            float dot = Vector3.Dot(Z_Difference, camViewPlaneNormal);

            float   angle = 0;
            Vector3 axis  = Vector3.zero;
            Vector3 pivot = OrigAvgPivot;

            if (BA.Use3DCursor)                                 //#color(orange*3);
            {
                pivot = BA.The3DCursorPos;                      //#color(orange*3);
            }
            Vector2 inSP = sceneCam.WorldToScreenPoint(pivot);

            Vector2 toNewPos = newMouse - originalMouse;

            // Implementing numeric input for rotations.
            if (NumericInput.EnteredNumber != 0)                        // #Color(lime*3);
            {
                angle = NumericInput.EnteredNumber;                     // #Color(lime*3);
            }
            else
            {
                inSP.y = sceneCam.pixelHeight - inSP.y;

                angle = Vector2.Angle(originalMouse - inSP, newMouse - inSP);
                if (dot > 0)
                {
                    angle = 360 - angle;
                }

                if (Vector3.Cross(originalMouse - inSP, newMouse - inSP).z < 0)
                {
                    angle = 360 - angle;
                }

                #region Shift slowdown
                float clearSign  = Mathf.Sign(angle - OldAngle);
                float clearDelta = Mathf.Abs(angle - OldAngle) - 360;

                if (BA.SlowDownTransformsThisFrame)
                {
                    float delta = (angle - OldAngleWithOffset - AngleOffset) * 0.9f;

                    if (Mathf.Abs(delta) > 300)
                    {
                        float sign = Mathf.Sign(AngleOffset);
                        AngleOffset = -1 * sign * (360 - Mathf.Abs(AngleOffset)) + clearDelta * clearSign;
                    }
                    else
                    {
                        AngleOffset += delta;
                    }
                }

                OldAngle = angle;

                angle -= AngleOffset;

                if (angle > 360)
                {
                    angle -= 360;
                }
                else if (angle < -360)
                {
                    angle += 360;
                }

                OldAngleWithOffset = angle;
                #endregion
            }



            if (toNewPos.sqrMagnitude != 0 ||
                NumericInput.EnteredNumber != 0)                         // #Color(lime*3);
            {
                if (BA.TransformSpace == Space.World)
                {
                    if (BA.TransformLock == Lock.None)
                    {
                        axis = -sceneCam.ScreenPointToRay(inSP).direction;
                    }
                    else
                    {
                        Vector3 toCam = sceneCam.transform.position - pivot;

                        if (BA.TransformLock == Lock.X_Axis || BA.TransformLock == Lock.YZ_Plane)
                        {
                            if (toCam.x >= 0)
                            {
                                axis = Vector3.right;
                            }
                            else
                            {
                                axis = Vector3.left;
                            }
                        }
                        else if (BA.TransformLock == Lock.Y_Axis || BA.TransformLock == Lock.XZ_Plane)
                        {
                            if (toCam.y >= 0)
                            {
                                axis = Vector3.up;
                            }
                            else
                            {
                                axis = Vector3.down;
                            }
                        }
                        else
                        {
                            if (toCam.z >= 0)
                            {
                                axis = Vector3.forward;
                            }
                            else
                            {
                                axis = Vector3.back;
                            }
                        }
                    }

                    UpdateRotations(axis, angle);
                }
                else
                {
                    foreach (Transform t in SelectedTransforms)
                    {
                        Vector3 caminObjSP = t.transform.InverseTransformPoint(sceneCam.transform.position);

                        if (BA.TransformLock == Lock.X_Axis || BA.TransformLock == Lock.YZ_Plane)
                        {
                            if (caminObjSP.x >= 0)
                            {
                                axis = t.transform.TransformDirection(Vector3.right);
                            }
                            else
                            {
                                axis = t.transform.TransformDirection(Vector3.left);
                            }
                        }
                        else if (BA.TransformLock == Lock.Y_Axis || BA.TransformLock == Lock.XZ_Plane)
                        {
                            if (caminObjSP.y >= 0)
                            {
                                axis = t.transform.TransformDirection(Vector3.up);
                            }
                            else
                            {
                                axis = t.transform.TransformDirection(Vector3.down);
                            }
                        }
                        else
                        {
                            if (caminObjSP.z >= 0)
                            {
                                axis = t.transform.TransformDirection(Vector3.forward);
                            }
                            else
                            {
                                axis = t.transform.TransformDirection(Vector3.back);
                            }
                        }

                        Vector3 pointToRotateAround = t.position;
                        if (BA.Use3DCursor)                                                         //#color(orange*3);
                        {
                            pointToRotateAround = BA.The3DCursorPos;                                //#color(orange*3);
                        }
                        t.RotateAround(pointToRotateAround, axis, angle);
                    }
                }
                PerformNumericSnap();

                // Handle vertex snapping ONLY AFTER the original transformations.	#colreg(red*0.3);
                if (!BA.NumericSnap && BA.VertexSnapON_ThisFrame)
                {
                    BA.LastVertexSnapTime = EditorApplication.timeSinceStartup + BlenderActions.VertexSnapTimeInterval;
                    BA.AntiHang           = 0;

                    //#colreg(green);
                    bool returnOnly1stVertex = false;
                    Utils.VertexSnappingResult targetResult = Utils.VertexSnappingResult.BothVectorsFound;

                    // If we are in collider editing mode - don't search for the closestSelectedVertexWorldSpace amongst models in scene.
                    if (BA.ColliderBeingEdited != null)
                    {
                        returnOnly1stVertex = true;
                        targetResult        = Utils.VertexSnappingResult.FirstVectorFound;
                    }
                    //#endcolreg

                    Vector2 correctedMousePos = BA.CurrentEvent.mousePosition;
                    correctedMousePos.y = sceneCam.pixelHeight - correctedMousePos.y;

                    Vector3    closestVertexWorldSpace         = Vector3.zero;
                    Vector3    closestSelectedVertexWorldSpace = Vector3.zero;
                    GameObject closestGO = null;
                    if (Utils.Find2VerticesForVertexSnapping(sceneCam, correctedMousePos,
                                                             out closestVertexWorldSpace, out closestSelectedVertexWorldSpace, out closestGO, returnOnly1stVertex)
                        == targetResult)
                    {
                        // If we are in collider editing mode - find closestSelectedVertexWorldSpace amongst the collider vertices. #colreg(green);
                        if (BA.ColliderBeingEdited != null)
                        {
                            if (BA.EditedBoxCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestBoxColliderVertex(BA.EditedBoxCollider, sceneCam, correctedMousePos);
                            }
                            else if (BA.EditedSphereCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestSphereColliderVertex(BA.EditedSphereCollider, closestVertexWorldSpace);
                            }
                            else if (BA.EditedCapsuleCollider != null)
                            {
                                closestSelectedVertexWorldSpace =
                                    Utils.FindClosestCapsuleColliderVertex(BA.EditedCapsuleCollider, closestVertexWorldSpace);
                            }
                        }                        //#endcolreg
                        float vertexSnapFullAngle = 0;

                        // Crazy math from here:
                        //	https://math.stackexchange.com/questions/2548811/find-an-angle-to-rotate-a-vector-around-a-ray-so-that-the-vector-gets-as-close-a/2549262#2549262

                        Vector3 deltaVertexWorldSpaceNormalized         = (closestVertexWorldSpace - pivot).normalized;
                        Vector3 deltaSelectedVertexWorldSpaceNormalized = (closestSelectedVertexWorldSpace - pivot).normalized;
                        Vector3 axisNormalized = axis.normalized;
                        Vector3 c = deltaSelectedVertexWorldSpaceNormalized
                                    - Vector3.Dot(deltaSelectedVertexWorldSpaceNormalized, axisNormalized) * axisNormalized;

                        float temp = 1 / c.magnitude;
                        if (!float.IsNaN(temp))
                        {
                            Vector3 e = temp * c;
                            Vector3 f = Vector3.Cross(axisNormalized, e);
                            vertexSnapFullAngle = Mathf.Atan2(Vector3.Dot(deltaVertexWorldSpaceNormalized, f),
                                                              Vector3.Dot(deltaVertexWorldSpaceNormalized, e)) * Mathf.Rad2Deg;

                            if (!float.IsNaN(vertexSnapFullAngle))
                            {
                                UpdateRotations(axis, vertexSnapFullAngle);
                            }
                        }
                    }
                } //#endcolreg
            }
        }         //#endcolreg
예제 #3
0
파일: Scale.cs 프로젝트: AgitAngst/TheQubes
        /// <summary>The actual logic of the scaling action.</summary>
        private void CalculateScale()
        {
            //#colreg(darkcyan);
            float scaleFactor = 1;

            Camera sceneCam = SceneView.lastActiveSceneView.camera;

            // Prevent a glitch that inverts movement in some cases.
            Vector3 camViewPlaneNormal = sceneCam.transform.forward;
            Vector3 Z_Difference       = sceneCam.transform.position - OrigAvgPivot;
            float   dot = Vector3.Dot(Z_Difference, camViewPlaneNormal);

            Vector2 upsideDownMousePos = BA.CurrentEvent.mousePosition;

            if (NumericInput.EnteredNumber != 0)                                                        // #Color(lime*3);
            {
                scaleFactor = NumericInput.EnteredNumber;                                               // #Color(lime*3);
            }
            else
            {
                Vector3 pivot = OrigAvgPivot;
                if (BA.Use3DCursor)                                                         //#color(orange*3);
                {
                    pivot = BA.The3DCursorPos;                                              //#color(orange*3);
                }
                else if (BA.ColliderBeingEdited != null)                                    //#colreg(green);
                {
                    pivot = OriginalColliderCenterWorldSpace;                               //#endcolreg
                }
                Vector2 pivotPosScreenSpace = sceneCam.WorldToScreenPoint(pivot);
                pivotPosScreenSpace.y = sceneCam.pixelHeight - pivotPosScreenSpace.y;

                if (BA.SlowDownTransformsThisFrame)
                {
                    MouseOffset += (upsideDownMousePos - LastMousePos) * 0.9f;
                }

                LastMousePos        = upsideDownMousePos;
                upsideDownMousePos -= MouseOffset;

                if (dot > 0 && !sceneCam.orthographic)
                {
                    upsideDownMousePos = OriginalMousePos * 2 - upsideDownMousePos;
                }

                float newDistance = Vector2.Distance(upsideDownMousePos, pivotPosScreenSpace);

                scaleFactor = newDistance / OriginalDistance;
            }

            Vector3 scaleBy = ApplyAxisLimtations(new Vector3(scaleFactor, scaleFactor, scaleFactor));

            UpdateScale(scaleBy);
            PerformNumericSnap();


            // Handle vertex snapping ONLY AFTER the original transformations.	#colreg(red*0.3);
            if (!BA.NumericSnap && BA.VertexSnapON_ThisFrame)
            {
                BA.LastVertexSnapTime = EditorApplication.timeSinceStartup + BlenderActions.VertexSnapTimeInterval;
                BA.AntiHang           = 0;

                //#colreg(green);
                bool returnOnly1stVertex = false;
                Utils.VertexSnappingResult targetResult = Utils.VertexSnappingResult.BothVectorsFound;

                // If we are in collider editing mode - don't search for the closestSelectedVertexWorldSpace amongst models in scene.
                if (BA.ColliderBeingEdited != null)
                {
                    returnOnly1stVertex = true;
                    targetResult        = Utils.VertexSnappingResult.FirstVectorFound;
                }
                //#endcolreg

                Vector2 correctedMousePos = BA.CurrentEvent.mousePosition;
                correctedMousePos.y = sceneCam.pixelHeight - correctedMousePos.y;

                // If the user has set a transform lock, every time we evaluate a vertex
                //	we would gauge whether it would produce zero in one of it's variables in
                //	local space if the local space pivot point is subtracted from it.
                //	If it does - we drop the vertex
                bool ignoreZeroesOnX = false;
                bool ignoreZeroesOnY = false;
                bool ignoreZeroesOnZ = false;

                if (BA.TransformLock == Lock.XY_Plane || BA.TransformLock == Lock.XZ_Plane ||
                    BA.TransformLock == Lock.X_Axis)
                {
                    ignoreZeroesOnX = true;
                }

                if (BA.TransformLock == Lock.YZ_Plane || BA.TransformLock == Lock.XY_Plane ||
                    BA.TransformLock == Lock.Y_Axis)
                {
                    ignoreZeroesOnY = true;
                }

                if (BA.TransformLock == Lock.YZ_Plane || BA.TransformLock == Lock.XZ_Plane ||
                    BA.TransformLock == Lock.Z_Axis)
                {
                    ignoreZeroesOnZ = true;
                }

                Vector3 customPivotLocalSpace = OrigAvgPivot;
                if (BA.Use3DCursor)                                                             //#color(orange*3);
                {
                    customPivotLocalSpace = BA.The3DCursorPos;                                  //#color(orange*3);
                }
                else if (BA.ColliderBeingEdited != null)                                        //#colreg(green);
                {
                    customPivotLocalSpace = OriginalColliderCenterWorldSpace;                   //#endcolreg
                }
                if (BA.ColliderBeingEdited != null)                                             //#colreg(green);
                {
                    customPivotLocalSpace
                        = BA.ColliderBeingEdited.transform.InverseTransformPoint(customPivotLocalSpace);                                    //#endcolreg
                }
                else
                {
                    customPivotLocalSpace = SelectedTransforms[0].transform.InverseTransformPoint(customPivotLocalSpace);
                }

                Vector3    closestVertexWorldSpace         = Vector3.zero;
                Vector3    closestSelectedVertexWorldSpace = Vector3.zero;
                GameObject closestGO = null;
                if (Utils.Find2VerticesForVertexSnapping(sceneCam, correctedMousePos,
                                                         out closestVertexWorldSpace, out closestSelectedVertexWorldSpace, out closestGO, returnOnly1stVertex,
                                                         ignoreZeroesOnX, ignoreZeroesOnY, ignoreZeroesOnZ, customPivotLocalSpace)
                    == targetResult)
                {
                    Transform toLocalSpace = null;                      // we will use this to later move to the local space

                    // If we are in collider editing mode - find closestSelectedVertexWorldSpace			 #colreg(green);
                    //	amongst the collider "vertices".
                    if (BA.ColliderBeingEdited != null)
                    {
                        toLocalSpace = BA.ColliderBeingEdited.transform;
                        if (BA.EditedBoxCollider != null)
                        {
                            closestSelectedVertexWorldSpace =
                                Utils.FindClosestBoxColliderVertex(BA.EditedBoxCollider, sceneCam, correctedMousePos);
                        }
                        else if (BA.EditedSphereCollider != null)
                        {
                            closestSelectedVertexWorldSpace =
                                Utils.FindClosestSphereColliderVertex(BA.EditedSphereCollider, closestVertexWorldSpace);
                        }
                        else if (BA.EditedCapsuleCollider != null)
                        {
                            closestSelectedVertexWorldSpace =
                                Utils.FindClosestCapsuleColliderVertex(BA.EditedCapsuleCollider, closestVertexWorldSpace);
                        }
                    }                    //#endcolreg
                    else if (SelectedTransforms.Length > 0 && SelectedTransforms[0] != null)
                    {
                        toLocalSpace = SelectedTransforms[0];
                    }

                    // Move all the vertices into the local space because the scaling operation can only happen in local space.
                    //	The first model's space is used as the only space for all the rest of the models.
                    if (toLocalSpace != null)
                    {
                        Vector3 closestVertexLocalSpace = toLocalSpace.transform.InverseTransformPoint(closestVertexWorldSpace);

                        Vector3 closestSelectedVertexLocalSpace
                            = toLocalSpace.transform.InverseTransformPoint(closestSelectedVertexWorldSpace);

                        // Subtract the pivot from each of the vertices to find the relative difference vector
                        closestVertexLocalSpace         -= customPivotLocalSpace;
                        closestSelectedVertexLocalSpace -= customPivotLocalSpace;

                        Vector3 vertexSnapScale = Vector3.one;

                        if (BA.TransformLock == Lock.None)
                        {
                            // If no axis lock - compute magnitudes of both vectors and find their ratio
                            float ratio = closestVertexLocalSpace.magnitude / closestSelectedVertexLocalSpace.magnitude;
                            vertexSnapScale = new Vector3(ratio, ratio, ratio);
                            if (float.IsNaN(ratio))
                            {
                                vertexSnapScale = Vector3.one;
                            }
                        }
                        else
                        {
                            // If there is an axis lock, find the ratios in each of the three variables
                            vertexSnapScale.x = closestVertexLocalSpace.x / closestSelectedVertexLocalSpace.x;
                            if (float.IsNaN(vertexSnapScale.x) || float.IsInfinity(vertexSnapScale.x))
                            {
                                vertexSnapScale.x = 1;
                            }
                            vertexSnapScale.y = closestVertexLocalSpace.y / closestSelectedVertexLocalSpace.y;
                            if (float.IsNaN(vertexSnapScale.y) || float.IsInfinity(vertexSnapScale.y))
                            {
                                vertexSnapScale.y = 1;
                            }
                            vertexSnapScale.z = closestVertexLocalSpace.z / closestSelectedVertexLocalSpace.z;
                            if (float.IsNaN(vertexSnapScale.z) || float.IsInfinity(vertexSnapScale.z))
                            {
                                vertexSnapScale.z = 1;
                            }

                            vertexSnapScale = ApplyAxisLimtations(vertexSnapScale);
                        }

                        UpdateScale(new Vector3(scaleBy.x * vertexSnapScale.x,
                                                scaleBy.y * vertexSnapScale.y, scaleBy.z * vertexSnapScale.z));
                    }
                }
            }               //#endcolreg
            //#endcolreg
        }