Пример #1
0
        void DrawBezierPathSceneEditor()
        {
            bool   displayControlPoints = Data.displayControlPoints && (BezierPath.ControlPointMode != BezierPath.ControlMode.Automatic || !GlobalDisplaySettings.hideAutoControls);
            Bounds bounds = BezierPath.CalculateBoundsWithTransform(creator.transform);

            if (Event.current.type == EventType.Repaint)
            {
                for (int i = 0; i < BezierPath.NumSegments; i++)
                {
                    Vector3[] points = BezierPath.GetPointsInSegment(i);
                    for (int j = 0; j < points.Length; j++)
                    {
                        points[j] = MathUtility.TransformPoint(points[j], creator.transform, BezierPath.Space);
                    }

                    if (Data.showPerSegmentBounds)
                    {
                        Bounds segmentBounds = PathUtility.CalculateSegmentBounds(points[0], points[1], points[2], points[3]);
                        Handles.color = GlobalDisplaySettings.segmentBounds;
                        Handles.DrawWireCube(segmentBounds.center, segmentBounds.size);
                    }

                    // Draw lines between control points
                    if (displayControlPoints)
                    {
                        Handles.color = (BezierPath.ControlPointMode == BezierPath.ControlMode.Automatic) ? GlobalDisplaySettings.handleDisabled : GlobalDisplaySettings.controlLine;
                        Handles.DrawLine(points[1], points[0]);
                        Handles.DrawLine(points[2], points[3]);
                    }

                    // Draw VertexPath
                    bool  highlightSegment = (i == selectedSegmentIndex && Event.current.shift && draggingHandleIndex == -1 && mouseOverHandleIndex == -1);
                    Color segmentCol       = (highlightSegment) ? GlobalDisplaySettings.highlightedPath : GlobalDisplaySettings.BezierPath;
                    Handles.DrawBezier(points[0], points[3], points[1], points[2], segmentCol, null, 2);
                }

                if (Data.showPathBounds)
                {
                    Handles.color = GlobalDisplaySettings.bounds;
                    Handles.DrawWireCube(bounds.center, bounds.size);
                }

                // Draw normals
                if (Data.showNormals)
                {
                    if (!hasUpdatedNormalsVertexPath)
                    {
                        normalsVertexPath           = new VertexPath(BezierPath, creator.transform, normalsSpacing);
                        hasUpdatedNormalsVertexPath = true;
                    }

                    if (editingNormalsOld != Data.showNormals)
                    {
                        editingNormalsOld = Data.showNormals;
                        Repaint();
                    }

                    Vector3[] normalLines = new Vector3[normalsVertexPath.NumPoints * 2];
                    Handles.color = GlobalDisplaySettings.normals;
                    for (int i = 0; i < normalsVertexPath.NumPoints; i++)
                    {
                        normalLines[i * 2]     = normalsVertexPath.GetPoint(i);
                        normalLines[i * 2 + 1] = normalsVertexPath.GetPoint(i) + normalsVertexPath.GetNormal(i) * GlobalDisplaySettings.normalsLength;
                    }
                    Handles.DrawLines(normalLines);
                }
            }

            if (Data.displayAnchorPoints)
            {
                for (int i = 0; i < BezierPath.NumPoints; i += 3)
                {
                    DrawHandle(i);
                }
            }
            if (displayControlPoints)
            {
                for (int i = 1; i < BezierPath.NumPoints - 1; i += 3)
                {
                    DrawHandle(i);
                    DrawHandle(i + 1);
                }
            }
        }
Пример #2
0
        void DrawBezierPathInspector()
        {
            using (var check = new EditorGUI.ChangeCheckScope())
            {
                // Path options:
                Data.showPathOptions = EditorGUILayout.Foldout(Data.showPathOptions, new GUIContent("Bézier Path Options"), true, boldFoldoutStyle);
                if (Data.showPathOptions)
                {
                    BezierPath.Space            = (PathSpace)EditorGUILayout.Popup("Space", (int)BezierPath.Space, spaceNames);
                    BezierPath.ControlPointMode = (BezierPath.ControlMode)EditorGUILayout.EnumPopup(new GUIContent("Control Mode"), BezierPath.ControlPointMode);
                    if (BezierPath.ControlPointMode == BezierPath.ControlMode.Automatic)
                    {
                        BezierPath.AutoControlLength = EditorGUILayout.Slider(new GUIContent("Control Spacing"), BezierPath.AutoControlLength, 0, 1);
                    }

                    BezierPath.IsClosed    = EditorGUILayout.Toggle("Closed Path", BezierPath.IsClosed);
                    Data.showTransformTool = EditorGUILayout.Toggle(new GUIContent("Enable Transforms"), Data.showTransformTool);

                    Tools.hidden = !Data.showTransformTool;

                    // Check if out of bounds (can occur after undo operations)
                    if (handleIndexToDisplayAsTransform >= BezierPath.NumPoints)
                    {
                        handleIndexToDisplayAsTransform = -1;
                    }

                    // If a point has been selected
                    if (handleIndexToDisplayAsTransform != -1)
                    {
                        EditorGUILayout.LabelField("Selected Point:");

                        using (new EditorGUI.IndentLevelScope())
                        {
                            var currentPosition = creator.BezierPath[handleIndexToDisplayAsTransform];
                            var newPosition     = EditorGUILayout.Vector3Field("Position", currentPosition);
                            if (newPosition != currentPosition)
                            {
                                Undo.RecordObject(creator, "Move point");
                                creator.BezierPath.MovePoint(handleIndexToDisplayAsTransform, newPosition);
                            }
                            // Don't draw the angle field if we aren't selecting an anchor point/not in 3d space
                            if (handleIndexToDisplayAsTransform % 3 == 0 && creator.BezierPath.Space == PathSpace.xyz)
                            {
                                var anchorIndex  = handleIndexToDisplayAsTransform / 3;
                                var currentAngle = creator.BezierPath.GetAnchorNormalAngle(anchorIndex);
                                var newAngle     = EditorGUILayout.FloatField("Angle", currentAngle);
                                if (newAngle != currentAngle)
                                {
                                    Undo.RecordObject(creator, "Set Angle");
                                    creator.BezierPath.SetAnchorNormalAngle(anchorIndex, newAngle);
                                }
                            }
                        }
                    }

                    if (Data.showTransformTool & (handleIndexToDisplayAsTransform == -1))
                    {
                        if (GUILayout.Button("Centre Transform"))
                        {
                            Vector3 worldCentre  = BezierPath.CalculateBoundsWithTransform(creator.transform).center;
                            Vector3 transformPos = creator.transform.position;

                            if (BezierPath.Space == PathSpace.xy)
                            {
                                transformPos = new Vector3(transformPos.x, transformPos.y, 0);
                            }
                            else if (BezierPath.Space == PathSpace.xz)
                            {
                                transformPos = new Vector3(transformPos.x, 0, transformPos.z);
                            }

                            Vector3 worldCentreToTransform = transformPos - worldCentre;

                            if (worldCentre != creator.transform.position)
                            {
                                //Undo.RecordObject (creator, "Centralize Transform");
                                if (worldCentreToTransform != Vector3.zero)
                                {
                                    Vector3 localCentreToTransform = MathUtility.InverseTransformVector(worldCentreToTransform, creator.transform, BezierPath.Space);
                                    for (int i = 0; i < BezierPath.NumPoints; i++)
                                    {
                                        BezierPath.SetPoint(i, BezierPath.GetPoint(i) + localCentreToTransform, true);
                                    }
                                }

                                creator.transform.position = worldCentre;
                                BezierPath.NotifyPathModified();
                            }
                        }
                    }

                    if (GUILayout.Button("Reset Path"))
                    {
                        Undo.RecordObject(creator, "Reset Path");
                        bool in2DEditorMode = EditorSettings.defaultBehaviorMode == EditorBehaviorMode.Mode2D;
                        Data.ResetBezierPath(creator.transform.position, in2DEditorMode);
                        EditorApplication.QueuePlayerLoopUpdate();
                    }

                    GUILayout.Space(inspectorSectionSpacing);
                }

                Data.showNormals = EditorGUILayout.Foldout(Data.showNormals, new GUIContent("Normals Options"), true, boldFoldoutStyle);
                if (Data.showNormals)
                {
                    BezierPath.FlipNormals = EditorGUILayout.Toggle(new GUIContent("Flip Normals"), BezierPath.FlipNormals);
                    if (BezierPath.Space == PathSpace.xyz)
                    {
                        BezierPath.GlobalNormalsAngle = EditorGUILayout.Slider(new GUIContent("Global Angle"), BezierPath.GlobalNormalsAngle, 0, 360);

                        if (GUILayout.Button("Reset Normals"))
                        {
                            Undo.RecordObject(creator, "Reset Normals");
                            BezierPath.FlipNormals = false;
                            BezierPath.ResetNormalAngles();
                        }
                    }
                    GUILayout.Space(inspectorSectionSpacing);
                }

                // Editor display options
                Data.showDisplayOptions = EditorGUILayout.Foldout(Data.showDisplayOptions, new GUIContent("Display Options"), true, boldFoldoutStyle);
                if (Data.showDisplayOptions)
                {
                    Data.showPathBounds       = GUILayout.Toggle(Data.showPathBounds, new GUIContent("Show Path Bounds"));
                    Data.showPerSegmentBounds = GUILayout.Toggle(Data.showPerSegmentBounds, new GUIContent("Show Segment Bounds"));
                    Data.displayAnchorPoints  = GUILayout.Toggle(Data.displayAnchorPoints, new GUIContent("Show Anchor Points"));

                    if (!(BezierPath.ControlPointMode == BezierPath.ControlMode.Automatic && GlobalDisplaySettings.hideAutoControls))
                    {
                        Data.displayControlPoints = GUILayout.Toggle(Data.displayControlPoints, new GUIContent("Show Control Points"));
                    }

                    Data.keepConstantHandleSize = GUILayout.Toggle(Data.keepConstantHandleSize, new GUIContent("Constant Point Size", constantSizeTooltip));
                    Data.bezierHandleScale      = Mathf.Max(0, EditorGUILayout.FloatField(new GUIContent("Handle Scale"), Data.bezierHandleScale));
                    DrawGlobalDisplaySettingsInspector();
                }

                if (check.changed)
                {
                    SceneView.RepaintAll();
                    EditorApplication.QueuePlayerLoopUpdate();
                }
            }
        }