public static void NormalHandleCap(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType) { switch (eventType) { case EventType.Layout: { if (SceneHandles.InCameraOrbitMode) { break; } if (controlID == -1) { break; } UnityEditor.HandleUtility.AddControl(controlID, UnityEditor.HandleUtility.DistanceToCircle(position, size)); UnityEditor.HandleUtility.AddControl(controlID, UnityEditor.HandleUtility.DistanceToLine(position, position + (rotation * Vector3.forward * size * 10))); break; } case EventType.Repaint: { RenderBorderedCircle(position, size); var prevColor = SceneHandles.color; var color = prevColor; color.a = 1.0f; var normal = rotation * Vector3.forward; SceneHandles.color = color; var currentFocusControl = SceneHandleUtility.focusControl; if (currentFocusControl == controlID) { SceneHandles.ArrowHandleCap(controlID, position, Quaternion.LookRotation(normal), size * 20, Event.current.type); } else { DrawAAPolyLine(3.5f, position, position + (normal * size * 10)); } SceneHandles.color = prevColor; break; } } }
public static Bounds BoundsHandle(Bounds bounds, Quaternion rotation, CapFunction sideCapFunction, CapFunction pointCapFunction, Vector3?snappingSteps = null) { var hotControl = GUIUtility.hotControl; bool isControlHot = false; for (int i = 0; i < s_BoundsControlIds.Length; i++) { s_BoundsControlIds[i] = GUIUtility.GetControlID(s_BoundsHash, FocusType.Keyboard); s_BoundsAxisHot[i] = s_BoundsControlIds[i] == hotControl; isControlHot = isControlHot || s_BoundsAxisHot[i]; } s_BoundsSlideDirs[0] = rotation * Vector3.right; s_BoundsSlideDirs[1] = rotation * Vector3.up; s_BoundsSlideDirs[2] = rotation * Vector3.forward; var min = bounds.min; var max = bounds.max; var center = bounds.center; s_BoundsValues[0] = min.x; s_BoundsValues[1] = min.y; s_BoundsValues[2] = min.z; s_BoundsValues[3] = max.x; s_BoundsValues[4] = max.y; s_BoundsValues[5] = max.z; s_BoundsVertices[0] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[1], s_BoundsValues[2]); s_BoundsVertices[1] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[1], s_BoundsValues[2]); s_BoundsVertices[2] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[4], s_BoundsValues[2]); s_BoundsVertices[3] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[4], s_BoundsValues[2]); s_BoundsVertices[4] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[1], s_BoundsValues[5]); s_BoundsVertices[5] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[1], s_BoundsValues[5]); s_BoundsVertices[6] = rotation * new Vector3(s_BoundsValues[3], s_BoundsValues[4], s_BoundsValues[5]); s_BoundsVertices[7] = rotation * new Vector3(s_BoundsValues[0], s_BoundsValues[4], s_BoundsValues[5]); s_BoundsSidePoint[0] = rotation * new Vector3(s_BoundsValues[0], center.y, center.z); s_BoundsSidePoint[1] = rotation * new Vector3(center.x, s_BoundsValues[1], center.z); s_BoundsSidePoint[2] = rotation * new Vector3(center.x, center.y, s_BoundsValues[2]); s_BoundsSidePoint[3] = rotation * new Vector3(s_BoundsValues[3], center.y, center.z); s_BoundsSidePoint[4] = rotation * new Vector3(center.x, s_BoundsValues[4], center.z); s_BoundsSidePoint[5] = rotation * new Vector3(center.x, center.y, s_BoundsValues[5]); // TODO: add handles in the corners of each quad on the bounds, with an offset from the vertex, to drag from there using (new SceneHandles.DrawingScope()) { var prevDisabled = SceneHandles.disabled; var isStatic = (!Tools.hidden && EditorApplication.isPlaying && GameObjectUtility.ContainsStatic(Selection.gameObjects)); for (int i = 0; i < s_BoundsAxisDisabled.Length; i++) { s_BoundsAxisDisabled[i] = isStatic || prevDisabled || Snapping.AxisLocking[i % 3] || (isControlHot && !s_BoundsAxisHot[i]); } var camera = Camera.current; var cameraLocalPos = SceneHandles.inverseMatrix.MultiplyPoint(camera.transform.position); var cameraLocalForward = SceneHandles.inverseMatrix.MultiplyVector(camera.transform.forward); var isCameraInsideBox = bounds.Contains(cameraLocalPos); var isCameraOrthographic = camera.orthographic; var boundsColor = SceneHandles.yAxisColor; var backfacedColor = new Color(boundsColor.r, boundsColor.g, boundsColor.b, boundsColor.a * SceneHandles.backfaceAlphaMultiplier); var prevGUIchanged = GUI.changed; bool haveChanged = false; var selectedAxes = Axes.None; // all sides of bounds int currentFocusControl = SceneHandleUtility.focusControl; for (int i = 0; i < s_BoundsValues.Length; i++) { var id = s_BoundsControlIds[i]; GUI.changed = false; var localPoint = s_BoundsSidePoint[i]; var handleSize = UnityEditor.HandleUtility.GetHandleSize(localPoint); var pointSize = handleSize * kPointScale; var arrowSize = handleSize * kArrowScale; var direction = s_BoundsSlideDirs[i % 3]; var normal = (i < 3) ? -direction : direction; normal.x *= (bounds.size.x < 0) ? -1 : 1; normal.y *= (bounds.size.y < 0) ? -1 : 1; normal.z *= (bounds.size.z < 0) ? -1 : 1; if (Event.current.type == EventType.Repaint) { s_BoundsBackfaced[i] = false; if (!isCameraInsideBox) { var cosV = isCameraOrthographic ? Vector3.Dot(normal, -cameraLocalForward) : Vector3.Dot(normal, (cameraLocalPos - localPoint)); if (cosV < -0.0001f) { // TODO: do not set backfaced to true when side is infinitely thin s_BoundsBackfaced[i] = !(isControlHot && !s_BoundsAxisHot[i % 3]); } } var sideColor = (s_BoundsBackfaced[i] ? backfacedColor: boundsColor); SceneHandles.color = SceneHandles.StateColor(sideColor, s_BoundsAxisDisabled[i], (currentFocusControl == id)); if (currentFocusControl == id) { var sceneView = SceneView.currentDrawingSceneView; if (sceneView) { var rect = sceneView.position; rect.min = Vector2.zero; EditorGUIUtility.AddCursorRect(rect, SceneHandleUtility.GetCursorForDirection(localPoint, normal)); } SceneHandles.ArrowHandleCap(id, localPoint, Quaternion.LookRotation(normal), arrowSize, EventType.Repaint); selectedAxes = s_BoundsAxes[i]; } if (s_BoundsBackfaced[i]) { pointSize *= backfaceSizeMultiplier; } } var steps = snappingSteps ?? Snapping.MoveSnappingSteps; var newPoint = Slider1DHandle(id, (Axis)(i % 3), localPoint, direction, steps[i % 3], pointSize, sideCapFunction); if (GUI.changed) { s_BoundsValues[i] += Vector3.Dot(direction, newPoint - localPoint); haveChanged = true; } } // all edges of bounds for (int i = 0; i < s_BoundsEdgeIndices.GetLength(0); i++) { var id = GUIUtility.GetControlID(s_BoundsHash, FocusType.Keyboard); GUI.changed = false; var index1 = s_BoundsEdgeIndices[i, 0]; var index2 = s_BoundsEdgeIndices[i, 1]; var point1 = s_BoundsVertices[index1]; var point2 = s_BoundsVertices[index2]; var midPoint = (point1 + point2) * 0.5f; var offset1 = s_EdgeDirectionOffsets[i, 0]; var offset2 = s_EdgeDirectionOffsets[i, 1]; var offset3 = s_EdgeDirectionOffsets[i, 2]; var offset1_dir = offset1 % 3; var offset2_dir = offset2 % 3; if (Event.current.type == EventType.Repaint) { var highlight = (currentFocusControl == id) || (currentFocusControl == s_BoundsControlIds[offset1]) || (currentFocusControl == s_BoundsControlIds[offset2]); var edgeColor = (s_BoundsBackfaced[offset1] && s_BoundsBackfaced[offset2]) ? backfacedColor : boundsColor; var edgeDisabled = (s_BoundsAxisDisabled[offset1] && s_BoundsAxisDisabled[offset2]); SceneHandles.color = SceneHandles.StateColor(edgeColor, edgeDisabled, highlight); if (currentFocusControl == id) { selectedAxes = s_EdgeAxes[i]; } } // only use capFunction (render point) when in ortho mode & aligned with box or when side size is 0 bool isSideAlignedWithCamera = false; // TODO: determine if aligned with camera direction & in ortho mode bool showSidePoint = !isSideAlignedWithCamera && ((point2 - point1).sqrMagnitude < kShowPointThreshold); float pointSize; Vector3 offset; if (showSidePoint) { pointSize = UnityEditor.HandleUtility.GetHandleSize(midPoint) * kPointScale; offset = Edge2DHandleOffset(id, point1, point2, midPoint, s_BoundsSlideDirs[offset3], s_BoundsSlideDirs[offset1_dir], s_BoundsSlideDirs[offset2_dir], pointSize, pointCapFunction, s_EdgeAxes[i], snappingSteps: snappingSteps); } else { offset = Edge2DHandleOffset(id, point1, point2, midPoint, s_BoundsSlideDirs[offset3], s_BoundsSlideDirs[offset1_dir], s_BoundsSlideDirs[offset2_dir], 0, null, s_EdgeAxes[i], snappingSteps: snappingSteps); } if (GUI.changed) { offset = Quaternion.Inverse(rotation) * offset; if (Mathf.Abs(offset[offset1_dir]) > 0.000001f || Mathf.Abs(offset[offset2_dir]) > 0.000001f) { s_BoundsValues[offset1] += offset[offset1_dir]; s_BoundsValues[offset2] += offset[offset2_dir]; haveChanged = true; } else { GUI.changed = false; } } } GUI.changed = prevGUIchanged || haveChanged; if (haveChanged) { var size = bounds.size; center.x = (s_BoundsValues[3] + s_BoundsValues[0]) * 0.5f; size.x = (s_BoundsValues[3] - s_BoundsValues[0]); center.y = (s_BoundsValues[4] + s_BoundsValues[1]) * 0.5f; size.y = (s_BoundsValues[4] - s_BoundsValues[1]); center.z = (s_BoundsValues[5] + s_BoundsValues[2]) * 0.5f; size.z = (s_BoundsValues[5] - s_BoundsValues[2]); bounds.center = center; bounds.size = size; } // TODO: paint XZ intersection with grid plane + 'shadow' SceneHandles.disabled = prevDisabled; } return(bounds); }