private void OnRepaint(SceneView sceneView, Event e) { OnRepaintGUI(sceneView, e); if (activePolygon != null && activePolygon.Vertices.Length >= 3) { Camera sceneViewCamera = sceneView.camera; SabreCSGResources.GetVertexMaterial().SetPass(0); GL.PushMatrix(); GL.LoadPixelMatrix(); GL.Begin(GL.QUADS); GL.Color(Color.white); Vector3 target = sceneViewCamera.WorldToScreenPoint(mouseHoverPoint); if (target.z > 0) { // Make it pixel perfect target = MathHelper.RoundVector3(target); SabreGraphics.DrawBillboardQuad(target, 8, 8); } GL.End(); GL.PopMatrix(); Handles.DrawWireArc(mouseHoverPoint, activePolygon.Plane.normal, activePolygon.GetTangent(), 360f, brushRadius); } }
void DrawVertices(SceneView sceneView, Event e) { Camera sceneViewCamera = sceneView.camera; SabreGraphics.GetVertexMaterial().SetPass(0); GL.PushMatrix(); GL.LoadPixelMatrix(); GL.Begin(GL.QUADS); // Draw each handle, colouring it if it's selected foreach (PrimitiveBrush brush in targetBrushes) { Polygon[] polygons = brush.GetPolygons(); Vector3 target; for (int i = 0; i < polygons.Length; i++) { for (int j = 0; j < polygons[i].Vertices.Length; j++) { Vertex vertex = polygons[i].Vertices[j]; if (selectedVertices.ContainsKey(vertex)) { GL.Color(new Color32(0, 255, 128, 255)); } else { GL.Color(Color.white); } target = sceneViewCamera.WorldToScreenPoint(brush.transform.TransformPoint(vertex.Position)); if (target.z > 0) { // Make it pixel perfect target = MathHelper.RoundVector3(target); SabreGraphics.DrawBillboardQuad(target, 8, 8); } } } } GL.End(); // Draw lines for selected edges SabreGraphics.GetSelectedBrushMaterial().SetPass(0); GL.Begin(GL.LINES); GL.Color(Color.green); for (int edgeIndex = 0; edgeIndex < selectedEdges.Count; edgeIndex++) { Edge edge = selectedEdges[edgeIndex]; if (selectedVertices.ContainsKey(edge.Vertex1)) { Brush brush = selectedVertices[edge.Vertex1]; Vector3 target1 = sceneViewCamera.WorldToScreenPoint(brush.transform.TransformPoint(edge.Vertex1.Position)); Vector3 target2 = sceneViewCamera.WorldToScreenPoint(brush.transform.TransformPoint(edge.Vertex2.Position)); if (target1.z > 0 && target2.z > 0) { SabreGraphics.DrawScreenLine(target1, target2); } } } GL.End(); GL.PopMatrix(); }
private static void OnRepaint(SceneView sceneView) { float distanceScaler = 1f; #if UNITY_5_4_OR_NEWER distanceScaler = EditorGUIUtility.pixelsPerPoint; #endif // Distance in points from the radial center to the center of each option circle float distance = 100 * distanceScaler; // Number of sectors (or slices) the circle is cut into int angleCount = messages.Length; // Radians angle that each sector takes up float angleDelta = (Mathf.PI * 2f) / (float)angleCount; // Radial center position Vector2 centerPosition = new Vector2(Screen.width / 2, Screen.height / 2); // Sector being highlighted int highlightIndex = GetIndex(centerPosition); GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel); labelStyle.alignment = TextAnchor.MiddleCenter; // Draw normal circles SabreCSGResources.GetCircleMaterial().SetPass(0); GL.PushMatrix(); GL.LoadPixelMatrix(); GL.Begin(GL.QUADS); for (int i = 0; i < angleCount; i++) { float angle = i * angleDelta; Color color = colors[i]; // Highlighted circle should be a bit more opaque if (i == highlightIndex) { color.a = 0.75f; } else { color.a = 0.5f; } GL.Color(color); Vector3 position = centerPosition + distance * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)); SabreGraphics.DrawBillboardQuad(position, 64, 64); } // Draw white dots from the center towards the highlighted circle if (highlightIndex != -1) { float angle = highlightIndex * angleDelta; GL.Color(Color.white); Vector3 position = centerPosition; SabreGraphics.DrawBillboardQuad(position, 8, 8); position = centerPosition + 20 * distanceScaler * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)); SabreGraphics.DrawBillboardQuad(position, 16, 16); position = centerPosition + 50 * distanceScaler * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)); SabreGraphics.DrawBillboardQuad(position, 32, 32); } else { // No highlighted option, just draw a white dot at the center GL.Color(Color.white); Vector3 position = centerPosition; SabreGraphics.DrawBillboardQuad(position, 16, 16); } GL.End(); GL.PopMatrix(); // Draw a white circle around the edge of the higlighted circle if (highlightIndex != -1) { SabreCSGResources.GetCircleOutlineMaterial().SetPass(0); GL.PushMatrix(); GL.LoadPixelMatrix(); GL.Begin(GL.QUADS); float angle = highlightIndex * angleDelta; GL.Color(Color.white); Vector3 position = centerPosition + distance * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)); SabreGraphics.DrawBillboardQuad(position, 64, 64); GL.End(); GL.PopMatrix(); } // Draw the text Vector3 screenOffset = new Vector3(0, 5, 0); for (int i = 0; i < angleCount; i++) { string message = messages[i]; // The Iso/Persp toggle should show the appropriate text based on active scene view if (message == "Iso" && sceneView.orthographic) { message = "Persp"; } // Make the font size bigger for a highlighted option if (i == highlightIndex) { labelStyle.fontSize = 14; } else { labelStyle.fontSize = 12; } float angle = i * angleDelta; Vector3 position = centerPosition + distance * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)); // Offset the position slightly so that it better aligns with the drawn circle position += screenOffset * distanceScaler; // Need to manually offset the text to be center aligned for some reason Vector2 size = labelStyle.CalcSize(new GUIContent(message)); position += new Vector3(-size.x * distanceScaler / 4f, 0, 0); // Calculate the world position of the screen point just in front of the camera Ray ray = sceneView.camera.ScreenPointToRay(position); Vector3 world = ray.origin + ray.direction * 0.01f; // Draw using a world space Handle label Handles.Label(world, message, labelStyle); } }
void OnRepaint(SceneView sceneView, Event e) { if (primaryTargetBrush != null) { // Use a helper method to draw a visualisation of the clipping plane float largestExtent = GetBounds().GetLargestExtent(); float planeSize = largestExtent * 4f; // clipPlane. SabreGraphics.DrawPlane(displayPlane, planePosition, new Color(0f, 1f, 0f, .3f), new Color(1f, 0f, 0f, .3f), planeSize); // Selected brush green outline SabreGraphics.GetSelectedBrushMaterial().SetPass(0); // Draw black lines where the clip plane intersects the brushes if (!sceneView.camera.orthographic || EditorHelper.GetSceneViewCamera(sceneView) == EditorHelper.SceneViewCamera.Other) { GL.Begin(GL.LINES); GL.Color(Color.black); foreach (PrimitiveBrush brush in targetBrushes) { Polygon[] polygons = brush.GenerateTransformedPolygons(); foreach (Polygon polygon in polygons) { Vector3 position1; Vector3 position2; if (Polygon.PlanePolygonIntersection(polygon, out position1, out position2, displayPlane)) { GL.Vertex(position1); GL.Vertex(position2); } } } GL.End(); } if (displayPoint) { Camera sceneViewCamera = sceneView.camera; SabreGraphics.GetVertexMaterial().SetPass(0); GL.PushMatrix(); GL.LoadPixelMatrix(); GL.Begin(GL.QUADS); // Draw points in reverse order because we want the precedence to be Red, Green, Blue GL.Color(Color.blue); Vector3 target = sceneViewCamera.WorldToScreenPoint(points[2]); if (target.z > 0) { // Make it pixel perfect target = MathHelper.RoundVector3(target); SabreGraphics.DrawBillboardQuad(target, 8, 8); } GL.Color(Color.green); target = sceneViewCamera.WorldToScreenPoint(points[1]); if (target.z > 0) { // Make it pixel perfect target = MathHelper.RoundVector3(target); SabreGraphics.DrawBillboardQuad(target, 8, 8); } GL.Color(Color.red); target = sceneViewCamera.WorldToScreenPoint(points[0]); if (target.z > 0) { // Make it pixel perfect target = MathHelper.RoundVector3(target); SabreGraphics.DrawBillboardQuad(target, 8, 8); } GL.End(); GL.PopMatrix(); } } // Draw UI specific to this editor // GUI.backgroundColor = Color.red; Rect rectangle = new Rect(0, 50, 210, 130); GUIStyle toolbar = new GUIStyle(EditorStyles.toolbar); toolbar.normal.background = SabreGraphics.ClearTexture; toolbar.fixedHeight = rectangle.height; GUILayout.Window(140006, rectangle, OnToolbarGUI, "", toolbar); }
private void OnRepaint(SceneView sceneView, Event e) { Camera sceneViewCamera = sceneView.camera; // if(hoverPoint.HasValue) { // Draw the active polygon if (activePolygon != null) { SabreCSGResources.GetSelectedBrushMaterial().SetPass(0); SabreGraphics.DrawPolygons(new Color(1, 1, 0, 0.15f), new Color(1, 1, 0, 0.5f), activePolygon); } SabreCSGResources.GetVertexMaterial().SetPass(0); GL.PushMatrix(); GL.LoadPixelMatrix(); GL.Begin(GL.QUADS); if (activePolygon != null) { GL.Color(Color.yellow);// new Color(0.75f,0.75f,0.75f,1)); } else { GL.Color(Color.white); } Vector3 target = sceneViewCamera.WorldToScreenPoint(hoverPoint); if (target.z > 0) { // Make it pixel perfect target = MathHelper.RoundVector3(target); SabreGraphics.DrawBillboardQuad(target, 8, 8); } for (int i = 0; i < hitPoints.Count; i++) { target = sceneViewCamera.WorldToScreenPoint(hitPoints[i]); GL.Color(Color.blue); if (target.z > 0) { // Make it pixel perfect target = MathHelper.RoundVector3(target); SabreGraphics.DrawBillboardQuad(target, 8, 8); } } GL.End(); GL.PopMatrix(); } if (drawMode == DrawMode.RectangleBase || drawMode == DrawMode.PolygonBase) { List <Vector3> pointsToDraw = new List <Vector3>(); if (drawMode == DrawMode.RectangleBase) { pointsToDraw.AddRange(GetRectanglePoints()); } else { pointsToDraw.AddRange(hitPoints); pointsToDraw.Insert(pointsToDraw.Count, hoverPoint); } SabreCSGResources.GetSelectedBrushMaterial().SetPass(0); // GL.Begin(GL); // GL.Color(new Color32(0, 181, 255, 100)); // // // Draw each point // for (int i = 0; i < pointsToDraw.Count; i++) // { // GL.Vertex(pointsToDraw[i]); // } // // GL.End(); // Marquee border GL.Begin(GL.LINES); if (csgMode == CSGMode.Add) { GL.Color(Color.blue); } else if (csgMode == CSGMode.Subtract) { GL.Color(Color.yellow); } // Draw lines between all the points for (int i = 0; i < pointsToDraw.Count; i++) { // In polygon mode, if it's bigger than a line, draw the last edge in grey if (i == pointsToDraw.Count - 1 && drawMode == DrawMode.PolygonBase && pointsToDraw.Count > 2 && !selectingHeight) { GL.Color(Color.grey); } // Draw a line from one point to the next GL.Vertex(pointsToDraw[i]); GL.Vertex(pointsToDraw[(i + 1) % pointsToDraw.Count]); } if (selectingHeight) { Vector3 offset = GetActivePlane().normal *prismHeight; for (int i = 0; i < pointsToDraw.Count; i++) { // Draw a line from one point to the next GL.Vertex(pointsToDraw[i]); GL.Vertex(pointsToDraw[i] + offset); } GL.Color(Color.grey); // Draw grid lines along the prism to indicate size for (int heightLine = 1; heightLine < Mathf.Abs(prismHeight); heightLine++) { for (int i = 0; i < pointsToDraw.Count; i++) { Vector3 gridOffset = GetActivePlane().normal *heightLine *Mathf.Sign(prismHeight); // Draw a line from one point to the next GL.Vertex(pointsToDraw[i] + gridOffset); GL.Vertex(pointsToDraw[(i + 1) % pointsToDraw.Count] + gridOffset); } } GL.Color(Color.green); for (int i = 0; i < pointsToDraw.Count; i++) { // Draw a line from one point to the next GL.Vertex(pointsToDraw[i] + offset); GL.Vertex(pointsToDraw[(i + 1) % pointsToDraw.Count] + offset); } } GL.End(); } // Rect rectangle = new Rect(0, 50, 210, 130); // GUIStyle toolbar = new GUIStyle(EditorStyles.toolbar); // toolbar.normal.background = SabreCSGResources.ClearTexture; // toolbar.fixedHeight = rectangle.height; // GUILayout.Window(140010, rectangle, OnToolbarGUI, "",toolbar); }