예제 #1
0
        /// <summary>
        /// Displays a disc handle.
        /// </summary>
        /// <returns>
        /// The disc radius.
        /// </returns>
        /// <param name="id">Control identifier.</param>
        /// <param name="radius">Radius.</param>
        /// <param name="origin">Origin.</param>
        /// <param name="orientation">Orientation.</param>
        /// <param name="label">Label.</param>
        /// <param name="fillMode">Fill mode.</param>
        private static float DoDisc(
            int id, float radius, Vector3 origin, Quaternion orientation, string label, FillMode fillMode
            )
        {
            // set handle matrix
            Matrix4x4 oldMatrix = Handles.matrix;

            Handles.matrix *= Matrix4x4.TRS(origin, orientation, Vector3.one);
            // create handles
            radius =
                LinearHandles.Dot(id, val: radius, origin: Vector3.zero, direction: Vector3.forward, label: label);
            radius = LinearHandles.Dot(id, val: radius, origin: Vector3.zero, direction: Vector3.right);
            radius = LinearHandles.Dot(id, val: radius, origin: Vector3.zero, direction: Vector3.back);
            radius = LinearHandles.Dot(id, val: radius, origin: Vector3.zero, direction: Vector3.left);
            // draw disc
            Color color = Handles.color;

            SceneGUI.SetHandleAlpha(color.a * SceneGUI.LineAlphaScalar);
            Handles.DrawWireDisc(Vector3.zero, Vector3.up, radius);
            // optionally fill the disc
            if (fillMode == FillMode.Solid)
            {
                SceneGUI.SetHandleAlpha(color.a * SceneGUI.FillAlphaScalar);
                Handles.DrawSolidDisc(Vector3.zero, Vector3.up, radius);
            }
            // reset color
            Handles.color = color;
            // reset handle matrix
            Handles.matrix = oldMatrix;
            // return the result
            return(radius);
        }
예제 #2
0
        /// <summary>
        /// Displays a translation handle at the specified location with a customizable size and control ID that also
        /// respects the current scene GUI alpha.
        /// </summary>
        /// <remarks>
        /// Unity's built-in translation handle does not allow size specification, always renders fully opaque, and will
        /// result in control ID conflicts if there are multiple instances on the screen at once.
        /// </remarks>
        /// <param name="baseId">Base identifier. Each axis its own unique hash based off this value.</param>
        /// <param name="position">Position.</param>
        /// <param name="orientation">Orientation.</param>
        /// <param name="size">Size.</param>
        public static Vector3 Translation(int baseId, Vector3 position, Quaternion orientation, float size)
        {
            Color oldColor = Handles.color;

            size          = SceneGUI.GetFixedHandleSize(position, size);
            Handles.color = EditorGUIX.xHandleColor * SceneGUI.CurrentAlphaScalar;
            GUI.SetNextControlName(
                ObjectX.GenerateHashCode(baseId, s_TranslationHandleHash, (int)EditAxis.X).ToString()
                );
            position      = Handles.Slider(position, orientation * Vector3.right, size, Handles.ArrowCap, 1f);
            Handles.color = EditorGUIX.yHandleColor * SceneGUI.CurrentAlphaScalar;
            GUI.SetNextControlName(
                ObjectX.GenerateHashCode(baseId, s_TranslationHandleHash, (int)EditAxis.Y).ToString()
                );
            position      = Handles.Slider(position, orientation * Vector3.up, size, Handles.ArrowCap, 1f);
            Handles.color = EditorGUIX.zHandleColor * SceneGUI.CurrentAlphaScalar;
            GUI.SetNextControlName(
                ObjectX.GenerateHashCode(baseId, s_TranslationHandleHash, (int)EditAxis.Z).ToString()
                );
            position = Handles.Slider(position, orientation * Vector3.forward, size, Handles.ArrowCap, 1f);
            // TODO: add 2-axis sliders
//			position = Handles.DoPlanarHandle(Handles.PlaneHandle.xzPlane, position, orientation, size * 0.25f);
//			position = Handles.DoPlanarHandle(Handles.PlaneHandle.xyPlane, position, orientation, size * 0.25f);
//			position = Handles.DoPlanarHandle(Handles.PlaneHandle.yzPlane, position, orientation, size * 0.25f);
            Handles.color = oldColor;
            return(position);
        }
예제 #3
0
        /// <summary>
        /// Displays an angle handle.
        /// </summary>
        /// <returns>The handle's angle value.</returns>
        /// <param name="id">Control identifier.</param>
        /// <param name="angle">Angle.</param>
        /// <param name="origin">Origin.</param>
        /// <param name="orientation">Orientation.</param>
        /// <param name="radius">Radius.</param>
        /// <param name="label">Label.</param>
        /// <param name="fillType">Fill type.</param>
        private static float Angle(
            int id,
            float angle,
            Vector3 origin,
            Quaternion orientation,
            float radius,
            string label,
            FillType fillType
            )
        {
            // set handle matrix
            Matrix4x4 oldMatrix = Handles.matrix;

            Handles.matrix *= Matrix4x4.TRS(origin, orientation, Vector3.one);
            // BUG: Slider2D only works in a matrix with a scale of 1
            float scaleFactor = Handles.matrix.GetScale().GetMaxValue();

            radius        *= scaleFactor;
            Handles.matrix = Matrix4x4.TRS(
                Handles.matrix.MultiplyPoint(Vector3.zero),
                Quaternion.LookRotation(
                    Handles.matrix.MultiplyVector(Vector3.forward), Handles.matrix.MultiplyVector(Vector3.up)
                    ),
                Vector3.one
                );
            // create handle
            Vector3 handlePosition = Quaternion.AngleAxis(angle, Vector3.up) *
                                     Vector3.forward * radius;

            handlePosition = Handles.Slider2D(
                handlePosition, Vector3.right,
                Vector3.forward, Vector3.right,
                SceneGUI.GetFixedHandleSize(handlePosition, SceneGUI.DotHandleSize),
                Handles.DotCap, 0f
                );
            Handles.DrawLine(Vector3.zero, handlePosition);
            float newAngle = Vector3.Angle(
                Vector3.forward, handlePosition
                ) * Mathf.Sign(Vector3.Dot(Vector3.right, handlePosition.normalized));

            angle += GetDeltaAngle(angle % 360f, newAngle);
            // fill arc
            if (fillType == FillType.Solid)
            {
                Color c = Handles.color;
                SceneGUI.SetHandleAlpha(c.a * SceneGUI.FillAlphaScalar);
                Handles.DrawSolidArc(Vector3.zero, Vector3.up, Vector3.forward, angle, radius);
                Handles.color = c;
            }
            // draw the label if requested
            if (!string.IsNullOrEmpty(label))
            {
                Handles.Label(Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward * radius, label);
            }
            // reset handle matrix
            Handles.matrix = oldMatrix;
            // return result
            return(angle);
        }
예제 #4
0
 /// <summary>
 /// Raises the enable event.
 /// </summary>
 protected virtual void OnEnable()
 {
     m_DisplayHandlePreferencesMethod = GetType().GetStaticMethod("DisplayHandlePreferences");
     m_FirstTarget = this.target;
     foreach (Object t in this.targets)
     {
         if (t != null)
         {
             m_InspectedObjects.Add(t, new SerializedObject(t));
         }
     }
     if (this.ImplementsSceneGUIOverlay)
     {
         SceneGUI.RegisterObjectGUICallback(this as ISceneGUIContext, OnSceneGUIOverlay);
     }
     Undo.undoRedoPerformed        += ApplyModificationsAndUpdateGUIContents;
     Undo.postprocessModifications += OnModifyProperty;
 }
예제 #5
0
파일: BaseEditor.cs 프로젝트: Lenzan/newmmo
 /// <summary>
 /// Raises the enable event.
 /// </summary>
 protected virtual void OnEnable()
 {
     m_DisplayHandlePreferencesMethod = GetType().GetMethod(
         "DisplayHandlePreferences", ReflectionX.staticBindingFlags
         );
     m_FirstTarget = this.target;
     foreach (Object t in this.targets)
     {
         if (t != null)
         {
             m_InspectedObjects.Add(t, new SerializedObject(t));
         }
     }
     if (this.ImplementsSceneGUIOverlay)
     {
         SceneGUI.RegisterObjectGUICallback(this as ISceneGUIContext, OnSceneGUIOverlay);
     }
     Undo.undoRedoPerformed += UpdateGUIContents;
 }
예제 #6
0
 /// <summary>
 /// Raises the scene GUI event.
 /// </summary>
 protected virtual void OnSceneGUI()
 {
     // early out if the target is null, e.g., if it was destroyed in an earlier callback this frame or if scene gui is disabled
     if (this.target == null || !SceneGUI.IsEnabled)
     {
         return;
     }
     if (this.ImplementsSceneGUIHandles)
     {
         Color     oldColor  = Handles.color;
         Matrix4x4 oldMatrix = Handles.matrix;
         Handles.matrix = this.HandleMatrix;
         DisplaySceneGUIHandles();
         Handles.color  = oldColor;
         Handles.matrix = oldMatrix;
     }
     if (this.ImplementsSceneGUIOverlay)
     {
         SceneGUI.Display(this);
     }
 }
예제 #7
0
        /// <summary>
        /// Displays a slider.
        /// </summary>
        /// <returns>The new value.</returns>
        /// <param name="id">Control identifier.</param>
        /// <param name="val">Value.</param>
        /// <param name="origin">Origin.</param>
        /// <param name="direction">Direction.</param>
        /// <param name="label">Label.</param>
        /// <param name="capScale">A scale factor for the slider cap.</param>
        /// <param name="displayMode">Display mode.</param>
        /// <param name="capFunction">Default cap function (used for line handles).</param>
        private static float Slider(
            int id,
            float val,
            Vector3 origin,
            Vector3 direction,
            string label,
            float capScale,
            DisplayMode displayMode,
            Handles.DrawCapFunction capFunction
            )
        {
            // set handle matrix
            Matrix4x4 oldMatrix = Handles.matrix;

            Handles.matrix *= Matrix4x4.TRS(origin, Quaternion.identity, Vector3.one);
            // normalize direction
            direction.Normalize();
            // draw a label if requested
            if (!string.IsNullOrEmpty(label))
            {
                Handles.Label(direction * val, label);
            }
            // perform special setup based on display mode
            Handles.DrawCapFunction cap = capFunction == null ? Handles.DotCap : capFunction;
            switch (displayMode)
            {
            case DisplayMode.Arrow:
                cap = Handles.ArrowCap;
                break;

            case DisplayMode.Cone:
                cap = Handles.ConeCap;
                break;

            case DisplayMode.Dot:
                cap       = Handles.DotCap;
                capScale *= SceneGUI.DotHandleSize;
                break;

            case DisplayMode.Line:
                Handles.DrawLine(Vector3.zero, direction * val);
                capScale *= SceneGUI.DotHandleSize;
                break;
            }
            // create a slider
            Vector3 initialPosition = direction * val;

            s_Do1DSliderParams[0] = id;
            s_Do1DSliderParams[1] = initialPosition;
            s_Do1DSliderParams[2] = direction;
            s_Do1DSliderParams[3] = SceneGUI.GetFixedHandleSize(initialPosition, capScale);
            s_Do1DSliderParams[4] = cap;
            s_Do1DSliderParams[5] = 1f;             // TODO: do something with snap
            Vector3 vDelta = (Vector3)s_Do1DSlider.Invoke(null, s_Do1DSliderParams) - initialPosition;
            float   delta  = vDelta.magnitude;

            if (delta > s_RequiredMinHandleChange)
            {
                val += delta * Mathf.Sign(Vector3.Dot(vDelta, direction));
            }
            // reset handle matrix
            Handles.matrix = oldMatrix;
            // return results
            return(val);
        }
예제 #8
0
 /// <summary>
 /// Raises the disable event.
 /// </summary>
 protected virtual void OnDisable()
 {
     SceneGUI.DeregisterObjectGUICallback(this as ISceneGUIContext);
     Undo.undoRedoPerformed        -= ApplyModificationsAndUpdateGUIContents;
     Undo.postprocessModifications -= OnModifyProperty;
 }
예제 #9
0
파일: BaseEditor.cs 프로젝트: Lenzan/newmmo
 /// <summary>
 /// Raises the disable event.
 /// </summary>
 protected virtual void OnDisable()
 {
     SceneGUI.DeregisterObjectGUICallback(this as ISceneGUIContext);
     Undo.undoRedoPerformed -= UpdateGUIContents;
 }