static Vector3[] vertices = null; // TODO: store this per instance? or just allocate every frame? protected override void OnScene(SceneView sceneView, ChiselHemisphere generator) { var baseColor = UnityEditor.Handles.yAxisColor; var isDisabled = UnitySceneExtensions.SceneHandles.disabled; var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl; var normal = Vector3.up; if (!BrushMeshFactory.GenerateHemisphereVertices(ref generator.definition, ref vertices)) { return; } UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, false, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.ZTest); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, true, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.NoZTest); var topPoint = normal * generator.DiameterXYZ.y; var radius2D = new Vector2(generator.definition.diameterXYZ.x, generator.definition.diameterXYZ.z) * 0.5f; if (generator.DiameterXYZ.y < 0) { normal = -normal; } EditorGUI.BeginChangeCheck(); { UnityEditor.Handles.color = baseColor; // TODO: make it possible to (optionally) size differently in x & z radius2D.x = UnitySceneExtensions.SceneHandles.RadiusHandle(normal, Vector3.zero, radius2D.x); var topId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive); { var isTopBackfaced = false; // TODO: how to do this? var topHasFocus = (focusControl == topId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topHasFocus, isTopBackfaced, isDisabled); topPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(topId, topPoint, normal); } } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Modified " + generator.NodeTypeName); var diameter = generator.DiameterXYZ; diameter.y = topPoint.y; diameter.x = radius2D.x * 2.0f; diameter.z = radius2D.x * 2.0f; generator.DiameterXYZ = diameter; } }
protected override void OnScene(SceneView sceneView, ChiselTorus generator) { var baseColor = UnityEditor.Handles.yAxisColor; var isDisabled = UnitySceneExtensions.SceneHandles.disabled; var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl; var normal = Vector3.up; Vector3[] vertices = null; if (!BrushMeshFactory.GenerateTorusVertices(generator.definition, ref vertices)) { return; } UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, false, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.ZTest); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, true, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.NoZTest); var outerRadius = generator.definition.outerDiameter * 0.5f; var innerRadius = generator.definition.innerDiameter * 0.5f; var topPoint = normal * (generator.definition.tubeHeight * 0.5f); var bottomPoint = normal * (-generator.definition.tubeHeight * 0.5f); EditorGUI.BeginChangeCheck(); { UnityEditor.Handles.color = baseColor; outerRadius = UnitySceneExtensions.SceneHandles.RadiusHandle(normal, Vector3.zero, outerRadius); innerRadius = UnitySceneExtensions.SceneHandles.RadiusHandle(normal, Vector3.zero, innerRadius); bottomPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(bottomPoint, -normal); topPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(topPoint, normal); } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Modified " + generator.NodeTypeName); generator.definition.outerDiameter = outerRadius * 2.0f; generator.definition.innerDiameter = innerRadius * 2.0f; generator.definition.tubeHeight = (topPoint.y - bottomPoint.y); // TODO: handle sizing down generator.OnValidate(); } }
static Vector3[] vertices = null; // TODO: store this per instance? or just allocate every frame? protected override void OnScene(ChiselCapsule generator) { var baseColor = UnityEditor.Handles.yAxisColor; var isDisabled = UnitySceneExtensions.SceneHandles.disabled; var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl; var normal = Vector3.up; if (!BrushMeshFactory.GenerateCapsuleVertices(ref generator.definition, ref vertices)) { return; } UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, false, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.ZTest); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, true, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.NoZTest); var topLoopID = GUIUtility.GetControlID(s_TopLoopHash, FocusType.Keyboard); var bottomLoopID = GUIUtility.GetControlID(s_BottomLoopHash, FocusType.Keyboard); var topPoint = normal * (generator.definition.offsetY + generator.Height); var bottomPoint = normal * (generator.definition.offsetY); var middlePoint = normal * (generator.definition.offsetY + (generator.Height * 0.5f)); var radius2D = new Vector2(generator.definition.diameterX, generator.definition.diameterZ) * 0.5f; var topHeight = generator.definition.topHeight; var bottomHeight = generator.definition.bottomHeight; var maxTopHeight = generator.definition.height - bottomHeight; var maxBottomHeight = generator.definition.height - topHeight; if (generator.Height < 0) { normal = -normal; } EditorGUI.BeginChangeCheck(); { UnityEditor.Handles.color = baseColor; // TODO: make it possible to (optionally) size differently in x & z radius2D.x = UnitySceneExtensions.SceneHandles.RadiusHandle(normal, middlePoint, radius2D.x); var topId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive); { var isTopBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(topPoint, normal); var topHasFocus = (focusControl == topId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topHasFocus, isTopBackfaced, isDisabled); topPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(topId, topPoint, normal); var topLoopHasFocus = (topHasFocus && !generator.HaveRoundedTop) || (focusControl == topLoopID); var thickness = topLoopHasFocus ? kCapLineThicknessSelected : kCapLineThickness; UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topLoopHasFocus, true, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, generator.definition.topVertexOffset, generator.definition.sides, lineMode: LineMode.NoZTest, thickness: thickness); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topLoopHasFocus, false, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, generator.definition.topVertexOffset, generator.definition.sides, lineMode: LineMode.ZTest, thickness: thickness); { var prevGUIChanged = GUI.changed; for (int j = generator.definition.sides - 1, i = 0; i < generator.definition.sides; j = i, i++) { GUI.changed = false; var from = vertices[j + generator.definition.topVertexOffset]; var to = vertices[i + generator.definition.topVertexOffset]; var edgeOffset = UnitySceneExtensions.SceneHandles.Edge1DHandleOffset(topLoopID, UnitySceneExtensions.Axis.Y, from, to, capFunction: null); if (GUI.changed) { topHeight = Mathf.Clamp(topHeight - edgeOffset, 0, maxTopHeight); prevGUIChanged = true; } } GUI.changed = prevGUIChanged; } } var bottomId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive); { var isBottomBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(bottomPoint, -normal); var bottomHasFocus = (focusControl == bottomId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, bottomHasFocus, isBottomBackfaced, isDisabled); bottomPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(bottomId, bottomPoint, -normal); var bottomLoopHasFocus = (bottomHasFocus && !generator.HaveRoundedBottom) || (focusControl == bottomLoopID); var thickness = bottomLoopHasFocus ? kCapLineThicknessSelected : kCapLineThickness; UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, bottomLoopHasFocus, true, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, generator.definition.bottomVertexOffset, generator.definition.sides, lineMode: LineMode.NoZTest, thickness: thickness); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, bottomLoopHasFocus, false, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, generator.definition.bottomVertexOffset, generator.definition.sides, lineMode: LineMode.ZTest, thickness: thickness); { var prevGUIChanged = GUI.changed; for (int j = generator.definition.sides - 1, i = 0; i < generator.definition.sides; j = i, i++) { GUI.changed = false; var from = vertices[j + generator.definition.bottomVertexOffset]; var to = vertices[i + generator.definition.bottomVertexOffset]; var edgeOffset = UnitySceneExtensions.SceneHandles.Edge1DHandleOffset(bottomLoopID, UnitySceneExtensions.Axis.Y, from, to, capFunction: null); if (GUI.changed) { bottomHeight = Mathf.Clamp(bottomHeight + edgeOffset, 0, maxBottomHeight); prevGUIChanged = true; } } GUI.changed = prevGUIChanged; } } } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Modified " + generator.NodeTypeName); generator.definition.diameterX = radius2D.x * 2.0f; generator.definition.height = topPoint.y - bottomPoint.y; generator.definition.diameterZ = radius2D.x * 2.0f; generator.definition.offsetY = bottomPoint.y; generator.definition.topHeight = topHeight; generator.definition.bottomHeight = bottomHeight; generator.OnValidate(); // TODO: handle sizing down (needs to modify transformation?) } }
protected override void OnScene(SceneView sceneView, ChiselExtrudedShape generator) { var baseColor = UnityEditor.Handles.yAxisColor; var isDisabled = UnitySceneExtensions.SceneHandles.disabled; var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl; var normal = Vector3.forward; var noZTestcolor = ChiselCylinderEditor.GetColorForState(baseColor, false, true, isDisabled); var zTestcolor = ChiselCylinderEditor.GetColorForState(baseColor, false, false, isDisabled); /* * var shapeVertices2D = new List<Vector2>(); * var shapeSegmentIndices = new List<int>(); * BrushFactory.GetPathVertices(generator.Shape, generator.curveSegments, shapeVertices2D, shapeSegmentIndices); * * var shapeVertices3D = new Vector3[shapeVertices2D.Count]; * for (int v = 0; v < shapeVertices2D.Count; v++) * shapeVertices3D[v] = new Vector3(shapeVertices2D[v].x, shapeVertices2D[v].y, 0); */ var shape = generator.Shape; var path = generator.Path; var prevMatrix = UnityEditor.Handles.matrix; for (int i = 0; i < path.segments.Length; i++) { var pathPoint = path.segments[i]; var currMatrix = pathPoint.ToMatrix(); UnityEditor.Handles.color = baseColor; EditorGUI.BeginChangeCheck(); { shape = UnitySceneExtensions.SceneHandles.Curve2DHandle(currMatrix, shape);//, renderLines: false); } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Modified " + generator.NodeTypeName); generator.Shape = shape; } //UnityEditor.Handles.color = noZTestcolor; //ChiselOutlineRenderer.DrawLineLoop(prevMatrix * currMatrix, shapeVertices3D, 0, shapeVertices3D.Length, lineMode: LineMode.NoZTest, thickness: kCapLineThickness); //UnityEditor.Handles.color = zTestcolor; //ChiselOutlineRenderer.DrawLineLoop(prevMatrix * currMatrix, shapeVertices3D, 0, shapeVertices3D.Length, lineMode: LineMode.ZTest, thickness: kCapLineThickness); // Draw lines between different segments if (i + 1 < path.segments.Length) { var nextPoint = path.segments[i + 1]; var nextMatrix = nextPoint.ToMatrix(); var controlPoints = shape.controlPoints; for (int c = 0; c < controlPoints.Length; c++) { var controlPoint = controlPoints[c].position; var pointA = currMatrix.MultiplyPoint(controlPoint); var pointB = nextMatrix.MultiplyPoint(controlPoint); UnityEditor.Handles.color = noZTestcolor; ChiselOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.NoZTest, thickness: kCapLineThickness, dashSize: kLineDash); UnityEditor.Handles.color = zTestcolor; ChiselOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.ZTest, thickness: kCapLineThickness, dashSize: kLineDash); } { var pointA = currMatrix.MultiplyPoint(Vector3.zero); var pointB = nextMatrix.MultiplyPoint(Vector3.zero); UnityEditor.Handles.color = zTestcolor; ChiselOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.NoZTest, thickness: kCapLineThickness, dashSize: kLineDash); UnityEditor.Handles.color = zTestcolor; ChiselOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.ZTest, thickness: kCapLineThickness, dashSize: kLineDash); } UnityEditor.Handles.color = baseColor; } // TODO: cannot rotate so far that one path plane intersects with shape on another plane // ... or just fail when it's wrong? } for (int i = 0; i < path.segments.Length; i++) { var pathPoint = path.segments[i]; EditorGUI.BeginChangeCheck(); { switch (Tools.current) { case Tool.Move: { pathPoint.position = UnitySceneExtensions.SceneHandles.PositionHandle(pathPoint.position, pathPoint.rotation); break; } case Tool.Rotate: { if (Event.current.type == EventType.Repaint) { UnitySceneExtensions.SceneHandles.OutlinedDotHandleCap(0, pathPoint.position, pathPoint.rotation, UnityEditor.HandleUtility.GetHandleSize(pathPoint.position) * 0.05f, Event.current.type); } pathPoint.rotation = UnityEditor.Handles.RotationHandle(pathPoint.rotation, pathPoint.position); break; } case Tool.Scale: { var scale2D = pathPoint.scale; // TODO: create a 2D planar/bounds scale handle var scale3D = UnityEditor.Handles.ScaleHandle(new Vector3(scale2D.x, 1, scale2D.y), pathPoint.position, pathPoint.rotation, UnityEditor.HandleUtility.GetHandleSize(pathPoint.position)); pathPoint.scale = new Vector2(scale3D.x, scale3D.z); } break; } } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Changed path of ChiselShape"); var originalSegments = generator.Path.segments; path = new ChiselPath(new ChiselPathPoint[originalSegments.Length]); Array.Copy(originalSegments, path.segments, originalSegments.Length); path.segments[i] = pathPoint; generator.Path = path; } } // TODO: draw curved path }
protected override void OnScene(SceneView sceneView, ChiselRevolvedShape generator) { var baseColor = UnityEditor.Handles.yAxisColor; var isDisabled = UnitySceneExtensions.SceneHandles.disabled; var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl; var normal = Vector3.forward; var shape = generator.Shape; var controlPoints = shape.controlPoints; /* * for (int p0 = controlPoints.Length - 1, p1 = 0; p1 < controlPoints.Length; p0 = p1, p1++) * { * var point0 = controlPoints[p0].position; * var point1 = controlPoints[p1].position; * * } */ var shapeVertices = new List <Vector2>(); var shapeSegmentIndices = new List <int>(); BrushMeshFactory.GetPathVertices(generator.definition.shape, generator.definition.curveSegments, shapeVertices, shapeSegmentIndices); var horzSegments = generator.definition.revolveSegments; var horzDegreePerSegment = generator.definition.totalAngle / horzSegments; var horzOffset = generator.definition.startAngle; var noZTestcolor = ChiselCylinderEditor.GetColorForState(baseColor, false, true, isDisabled); var zTestcolor = ChiselCylinderEditor.GetColorForState(baseColor, false, false, isDisabled); for (int h = 1, pr = 0; h < horzSegments + 1; pr = h, h++) { var hDegree0 = (pr * horzDegreePerSegment) + horzOffset; var hDegree1 = (h * horzDegreePerSegment) + horzOffset; var rotation0 = Quaternion.AngleAxis(hDegree0, normal); var rotation1 = Quaternion.AngleAxis(hDegree1, normal); for (int p0 = controlPoints.Length - 1, p1 = 0; p1 < controlPoints.Length; p0 = p1, p1++) { var point0 = controlPoints[p0].position; //var point1 = controlPoints[p1].position; var vertexA = rotation0 * new Vector3(point0.x, 0, point0.y); var vertexB = rotation1 * new Vector3(point0.x, 0, point0.y); //var vertexC = rotation0 * new Vector3(point1.x, 0, point1.y); UnityEditor.Handles.color = noZTestcolor; ChiselOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.NoZTest, thickness: kHorzLineThickness);//, dashSize: kLineDash); UnityEditor.Handles.color = zTestcolor; ChiselOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.ZTest, thickness: kHorzLineThickness); //, dashSize: kLineDash); } for (int v0 = shapeVertices.Count - 1, v1 = 0; v1 < shapeVertices.Count; v0 = v1, v1++) { var point0 = shapeVertices[v0]; var point1 = shapeVertices[v1]; var vertexA = rotation0 * new Vector3(point0.x, 0, point0.y); var vertexB = rotation0 * new Vector3(point1.x, 0, point1.y); UnityEditor.Handles.color = noZTestcolor; ChiselOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.NoZTest, thickness: kHorzLineThickness, dashSize: kLineDash); UnityEditor.Handles.color = zTestcolor; ChiselOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.ZTest, thickness: kHorzLineThickness, dashSize: kLineDash); } } EditorGUI.BeginChangeCheck(); { // TODO: make this work non grid aligned so we can place it upwards UnityEditor.Handles.color = baseColor; shape = UnitySceneExtensions.SceneHandles.Curve2DHandle(Matrix4x4.TRS(Vector3.zero, Quaternion.AngleAxis(90, Vector3.right), Vector3.one), shape); UnityEditor.Handles.DrawDottedLine(normal * 10, normal * -10, 4.0f); } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Modified " + generator.NodeTypeName); generator.Shape = shape; } }
static Vector3[] vertices = null; // TODO: store this per instance? or just allocate every frame? protected override void OnScene(ChiselSphere generator) { var baseColor = UnityEditor.Handles.yAxisColor; var isDisabled = UnitySceneExtensions.SceneHandles.disabled; var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl; var normal = Vector3.up; if (!BrushMeshFactory.GenerateSphereVertices(generator.definition, ref vertices)) { return; } UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, false, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.ZTest); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, true, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.NoZTest); Vector3 center, topPoint, bottomPoint; if (!generator.GenerateFromCenter) { center = normal * (generator.definition.offsetY + (generator.DiameterXYZ.y * 0.5f)); topPoint = normal * (generator.definition.offsetY + generator.DiameterXYZ.y); bottomPoint = normal * (generator.definition.offsetY); } else { center = normal * (generator.definition.offsetY); topPoint = normal * (generator.definition.offsetY + (generator.DiameterXYZ.y * 0.5f)); bottomPoint = normal * (generator.definition.offsetY + (generator.DiameterXYZ.y * -0.5f)); } if (generator.DiameterXYZ.y < 0) { normal = -normal; } var radius2D = new Vector2(generator.definition.diameterXYZ.x, generator.definition.diameterXYZ.z) * 0.5f; EditorGUI.BeginChangeCheck(); { UnityEditor.Handles.color = baseColor; // TODO: make it possible to (optionally) size differently in x & z radius2D.x = UnitySceneExtensions.SceneHandles.RadiusHandle(normal, center, radius2D.x); var bottomId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive); { var isBottomBackfaced = false; // TODO: how to do this? var bottomHasFocus = (focusControl == bottomId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, bottomHasFocus, isBottomBackfaced, isDisabled); bottomPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(bottomId, bottomPoint, -normal); } var topId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive); { var isTopBackfaced = false; // TODO: how to do this? var topHasFocus = (focusControl == topId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topHasFocus, isTopBackfaced, isDisabled); topPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(topId, topPoint, normal); } } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Modified " + generator.NodeTypeName); var diameter = generator.DiameterXYZ; diameter.y = topPoint.y - bottomPoint.y; diameter.x = radius2D.x * 2.0f; diameter.z = radius2D.x * 2.0f; generator.definition.offsetY = bottomPoint.y; generator.DiameterXYZ = diameter; // TODO: handle sizing down (needs to modify transformation?) } }
protected override void OnScene(ChiselStadium generator) { var baseColor = UnityEditor.Handles.yAxisColor; var isDisabled = UnitySceneExtensions.SceneHandles.disabled; var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl; var upVector = Vector3.up; var rightVector = Vector3.right; var forwardVector = Vector3.forward; Vector3[] vertices = null; if (!BrushMeshFactory.GenerateStadiumVertices(generator.definition, ref vertices)) { return; } UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, false, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.ZTest); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, false, true, isDisabled); DrawOutline(generator.definition, vertices, lineMode: LineMode.NoZTest); var height = generator.definition.height; var length = generator.definition.length; var diameter = generator.definition.diameter; var sides = generator.definition.sides; var firstTopSide = generator.definition.firstTopSide; var lastTopSide = generator.definition.lastTopSide; var firstBottomSide = generator.definition.firstBottomSide; var lastBottomSide = generator.definition.lastBottomSide; var haveRoundedTop = generator.definition.haveRoundedTop; var haveRoundedBottom = generator.definition.haveRoundedBottom; var haveCenter = generator.definition.haveCenter; var topLength = generator.definition.topLength; var bottomLength = generator.definition.bottomLength; var midY = height * 0.5f; var halfLength = length * 0.5f; var midZ = ((halfLength - (haveRoundedTop ? topLength : 0)) - (halfLength - (haveRoundedBottom ? bottomLength : 0))) * -0.5f; // haveCenter ? ((vertices[firstTopSide].z + vertices[firstBottomSide].z) * 0.5f) : 0; var topPoint = new Vector3(0, height, midZ); var bottomPoint = new Vector3(0, 0, midZ); var frontPoint = new Vector3(0, midY, halfLength); var backPoint = new Vector3(0, midY, -halfLength); var leftPoint = new Vector3(diameter * 0.5f, midY, midZ); var rightPoint = new Vector3(diameter * -0.5f, midY, midZ); EditorGUI.BeginChangeCheck(); { var topId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive); { var isTopBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(topPoint, upVector); var topHasFocus = (focusControl == topId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topHasFocus, isTopBackfaced, isDisabled); topPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(topId, topPoint, upVector); //if (generator.definition.haveRoundedTop) { var thickness = topHasFocus ? kCapLineThicknessSelected : kCapLineThickness; UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topHasFocus, true, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, sides, sides, lineMode: LineMode.NoZTest, thickness: thickness); if (haveRoundedTop) { ChiselOutlineRenderer.DrawLine(vertices[sides + firstTopSide], vertices[sides + lastTopSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness); } if (haveRoundedBottom && haveCenter) { ChiselOutlineRenderer.DrawLine(vertices[sides + firstBottomSide], vertices[sides + lastBottomSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness); } UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, topHasFocus, false, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, sides, sides, lineMode: LineMode.ZTest, thickness: thickness); if (haveRoundedTop) { ChiselOutlineRenderer.DrawLine(vertices[sides + firstTopSide], vertices[sides + lastTopSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness); } if (haveRoundedBottom && haveCenter) { ChiselOutlineRenderer.DrawLine(vertices[sides + firstBottomSide], vertices[sides + lastBottomSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness); } } } var bottomId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive); { var isBottomBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(bottomPoint, -upVector); var bottomHasFocus = (focusControl == bottomId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, bottomHasFocus, isBottomBackfaced, isDisabled); bottomPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(bottomId, bottomPoint, -upVector); //if (haveRoundedBottom) { var thickness = bottomHasFocus ? kCapLineThicknessSelected : kCapLineThickness; UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, bottomHasFocus, true, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, 0, sides, lineMode: LineMode.NoZTest, thickness: thickness); if (haveRoundedTop) { ChiselOutlineRenderer.DrawLine(vertices[firstTopSide], vertices[lastTopSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness); } if (haveRoundedBottom && haveCenter) { ChiselOutlineRenderer.DrawLine(vertices[firstBottomSide], vertices[lastBottomSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness); } UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, bottomHasFocus, false, isDisabled); ChiselOutlineRenderer.DrawLineLoop(vertices, 0, sides, lineMode: LineMode.ZTest, thickness: thickness); if (haveRoundedTop) { ChiselOutlineRenderer.DrawLine(vertices[firstTopSide], vertices[lastTopSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness); } if (haveRoundedBottom && haveCenter) { ChiselOutlineRenderer.DrawLine(vertices[firstBottomSide], vertices[lastBottomSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness); } } } var frontId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive); { var isTopBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(frontPoint, forwardVector); var frontHasFocus = (focusControl == frontId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, frontHasFocus, isTopBackfaced, isDisabled); frontPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(frontId, frontPoint, forwardVector); } var backId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive); { var isBottomBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(backPoint, -forwardVector); var backHasFocus = (focusControl == backId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, backHasFocus, isBottomBackfaced, isDisabled); backPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(backId, backPoint, -forwardVector); } var leftId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive); { var isTopBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(leftPoint, rightVector); var leftHasFocus = (focusControl == leftId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, leftHasFocus, isTopBackfaced, isDisabled); leftPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(leftId, leftPoint, rightVector); } var rightId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive); { var isBottomBackfaced = ChiselCylinderEditor.IsSufaceBackFaced(rightPoint, -rightVector); var rightHasFocus = (focusControl == rightId); UnityEditor.Handles.color = ChiselCylinderEditor.GetColorForState(baseColor, rightHasFocus, isBottomBackfaced, isDisabled); rightPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(rightId, rightPoint, -rightVector); } } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Modified " + generator.NodeTypeName); generator.definition.height = topPoint.y - bottomPoint.y; generator.definition.length = Mathf.Max(0, frontPoint.z - backPoint.z); generator.definition.diameter = leftPoint.x - rightPoint.x; generator.OnValidate(); // TODO: handle sizing in some directions (needs to modify transformation?) } }