using System;
using UnityEngine;
using System.Reflection;
namespace UnityEditor.Rendering
{
///
/// Provide a gizmo/handle representing a box where all face can be moved independently.
/// Also add a contained sub gizmo/handle box if contained is used at creation.
///
///
///
/// class MyComponentEditor : Editor
/// {
/// static HierarchicalBox box;
/// static HierarchicalBox containedBox;
///
/// static MyComponentEditor()
/// {
/// Color[] handleColors = new Color[]
/// {
/// Color.red,
/// Color.green,
/// Color.Blue,
/// new Color(0.5f, 0f, 0f, 1f),
/// new Color(0f, 0.5f, 0f, 1f),
/// new Color(0f, 0f, 0.5f, 1f)
/// };
/// box = new HierarchicalBox(new Color(1f, 1f, 1f, 0.25), handleColors);
/// containedBox = new HierarchicalBox(new Color(1f, 0f, 1f, 0.25), handleColors, container: box);
/// }
///
/// [DrawGizmo(GizmoType.Selected|GizmoType.Active)]
/// void DrawGizmo(MyComponent comp, GizmoType gizmoType)
/// {
/// box.center = comp.transform.position;
/// box.size = comp.transform.scale;
/// box.DrawHull(gizmoType == GizmoType.Selected);
///
/// containedBox.center = comp.innerposition;
/// containedBox.size = comp.innerScale;
/// containedBox.DrawHull(gizmoType == GizmoType.Selected);
/// }
///
/// void OnSceneGUI()
/// {
/// EditorGUI.BeginChangeCheck();
///
/// //container box must be also set for contained box for clamping
/// box.center = comp.transform.position;
/// box.size = comp.transform.scale;
/// box.DrawHandle();
///
/// containedBox.DrawHandle();
/// containedBox.center = comp.innerposition;
/// containedBox.size = comp.innerScale;
///
/// if(EditorGUI.EndChangeCheck())
/// {
/// comp.innerposition = containedBox.center;
/// comp.innersize = containedBox.size;
/// }
/// }
/// }
///
///
public class HierarchicalBox
{
const float k_HandleSizeCoef = 0.05f;
static Material k_Material_Cache;
static Material k_Material => (k_Material_Cache == null || k_Material_Cache.Equals(null) ? (k_Material_Cache = new Material(Shader.Find("Hidden/UnlitTransparentColored"))) : k_Material_Cache);
static Mesh k_MeshQuad_Cache;
static Mesh k_MeshQuad => k_MeshQuad_Cache == null || k_MeshQuad_Cache.Equals(null) ? (k_MeshQuad_Cache = Resources.GetBuiltinResource("Quad.fbx")) : k_MeshQuad_Cache;
enum NamedFace { Right, Top, Front, Left, Bottom, Back, None }
Material m_Material;
readonly Color[] m_PolychromeHandleColor;
readonly HierarchicalBox m_Parent;
Color m_MonochromeFillColor;
Color m_MonochromeHandleColor;
Color m_WireframeColor;
Color m_WireframeColorBehind;
int[] m_ControlIDs = new int[6] { 0, 0, 0, 0, 0, 0 };
bool m_MonoHandle = true;
Material material
{
get
{
if (m_Material == null || m_Material.Equals(null))
m_Material = new Material(k_Material);
//material can be lost when exiting play mode so gather the color again when reconstructing it
m_Material.color = m_MonochromeFillColor;
return m_Material;
}
}
///
/// Allow to switch between the mode where all axis are controlled together or not
/// Note that if there is several handles, they will use the polychrome colors.
///
public bool monoHandle { get => m_MonoHandle; set => m_MonoHandle = value; }
/// The position of the center of the box in Handle.matrix space.
public Vector3 center { get; set; }
/// The size of the box in Handle.matrix space.
public Vector3 size { get; set; }
/// The baseColor used to fill hull. All other colors are deduced from it except specific handle colors.
public Color baseColor
{
get { return material.color; }
set
{
value.a = 8f / 255;
m_MonochromeFillColor = value;
material.color = m_MonochromeFillColor;
value.a = 1f;
m_MonochromeHandleColor = value;
value.a = 0.7f;
m_WireframeColor = value;
value.a = 0.2f;
m_WireframeColorBehind = value;
}
}
//Note: Handles.Slider not allow to use a specific ControlID.
//Thus Slider1D is used (with reflection)
static Type k_Slider1D = Type.GetType("UnityEditorInternal.Slider1D, UnityEditor");
static MethodInfo k_Slider1D_Do = k_Slider1D
.GetMethod(
"Do",
BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public,
null,
CallingConventions.Any,
new[] { typeof(int), typeof(Vector3), typeof(Vector3), typeof(float), typeof(Handles.CapFunction), typeof(float) },
null);
static void Slider1D(int controlID, ref Vector3 handlePosition, Vector3 handleOrientation, float snapScale, Color color)
{
using (new Handles.DrawingScope(color))
{
handlePosition = (Vector3)k_Slider1D_Do.Invoke(null, new object[]
{
controlID,
handlePosition,
handleOrientation,
HandleUtility.GetHandleSize(handlePosition) * k_HandleSizeCoef,
new Handles.CapFunction(Handles.DotHandleCap),
snapScale
});
}
}
/// Constructor. Used to setup colors and also the container if any.
/// The color of each face of the box. Other colors are deduced from it.
/// The color of handle when they are separated. When they are grouped, they use a variation of the faceColor instead.
/// The HierarchicalBox containing this box. If null, the box will not be limited in size.
public HierarchicalBox(Color baseColor, Color[] polychromeHandleColors = null, HierarchicalBox parent = null)
{
if (polychromeHandleColors != null && polychromeHandleColors.Length != 6)
throw new ArgumentException("polychromeHandleColors must be null or have a size of 6.");
m_Parent = parent;
m_Material = new Material(k_Material);
this.baseColor = baseColor;
m_PolychromeHandleColor = polychromeHandleColors ?? new Color[]
{
Handles.xAxisColor, Handles.yAxisColor, Handles.zAxisColor,
Handles.xAxisColor, Handles.yAxisColor, Handles.zAxisColor
};
}
/// Draw the hull which means the boxes without the handles
/// If true, also fill the faces of the hull
public void DrawHull(bool filled)
{
Color previousColor = Handles.color;
if (filled)
{
// Draw the hull
var xSize = new Vector3(size.z, size.y, 1f);
material.SetPass(0);
Graphics.DrawMeshNow(k_MeshQuad, Handles.matrix * Matrix4x4.TRS(center + size.x * .5f * Vector3.left, Quaternion.FromToRotation(Vector3.forward, Vector3.left), xSize));
Graphics.DrawMeshNow(k_MeshQuad, Handles.matrix * Matrix4x4.TRS(center + size.x * .5f * Vector3.right, Quaternion.FromToRotation(Vector3.forward, Vector3.right), xSize));
var ySize = new Vector3(size.x, size.z, 1f);
Graphics.DrawMeshNow(k_MeshQuad, Handles.matrix * Matrix4x4.TRS(center + size.y * .5f * Vector3.up, Quaternion.FromToRotation(Vector3.forward, Vector3.up), ySize));
Graphics.DrawMeshNow(k_MeshQuad, Handles.matrix * Matrix4x4.TRS(center + size.y * .5f * Vector3.down, Quaternion.FromToRotation(Vector3.forward, Vector3.down), ySize));
var zSize = new Vector3(size.x, size.y, 1f);
Graphics.DrawMeshNow(k_MeshQuad, Handles.matrix * Matrix4x4.TRS(center + size.z * .5f * Vector3.forward, Quaternion.identity, zSize));
Graphics.DrawMeshNow(k_MeshQuad, Handles.matrix * Matrix4x4.TRS(center + size.z * .5f * Vector3.back, Quaternion.FromToRotation(Vector3.forward, Vector3.back), zSize));
//if as a parent, also draw handle distance to the parent
if (m_Parent != null)
{
var centerDiff = center - m_Parent.center;
var xRecal = centerDiff;
var yRecal = centerDiff;
var zRecal = centerDiff;
xRecal.x = 0;
yRecal.y = 0;
zRecal.z = 0;
Handles.color = GetHandleColor(NamedFace.Left);
Handles.DrawLine(m_Parent.center + xRecal + m_Parent.size.x * .5f * Vector3.left, center + size.x * .5f * Vector3.left);
Handles.color = GetHandleColor(NamedFace.Right);
Handles.DrawLine(m_Parent.center + xRecal + m_Parent.size.x * .5f * Vector3.right, center + size.x * .5f * Vector3.right);
Handles.color = GetHandleColor(NamedFace.Top);
Handles.DrawLine(m_Parent.center + yRecal + m_Parent.size.y * .5f * Vector3.up, center + size.y * .5f * Vector3.up);
Handles.color = GetHandleColor(NamedFace.Bottom);
Handles.DrawLine(m_Parent.center + yRecal + m_Parent.size.y * .5f * Vector3.down, center + size.y * .5f * Vector3.down);
Handles.color = GetHandleColor(NamedFace.Front);
Handles.DrawLine(m_Parent.center + zRecal + m_Parent.size.z * .5f * Vector3.forward, center + size.z * .5f * Vector3.forward);
Handles.color = GetHandleColor(NamedFace.Back);
Handles.DrawLine(m_Parent.center + zRecal + m_Parent.size.z * .5f * Vector3.back, center + size.z * .5f * Vector3.back);
}
}
Handles.color = m_WireframeColor;
Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
Handles.DrawWireCube(center, size);
Handles.color = m_WireframeColorBehind;
Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater;
Handles.DrawWireCube(center, size);
Handles.zTest = UnityEngine.Rendering.CompareFunction.Always;
Handles.color = previousColor;
}
/// Draw the manipulable handles
public void DrawHandle()
{
Event evt = Event.current;
bool useHomothety = evt.shift;
bool useSymetry = evt.alt || evt.command;
// Note: snapping is handled natively on ctrl for each Slider1D
for (int i = 0, count = m_ControlIDs.Length; i < count; ++i)
m_ControlIDs[i] = GUIUtility.GetControlID("HierarchicalBox".GetHashCode() + i, FocusType.Passive);
var leftPosition = center + size.x * .5f * Vector3.left;
var rightPosition = center + size.x * .5f * Vector3.right;
var topPosition = center + size.y * .5f * Vector3.up;
var bottomPosition = center + size.y * .5f * Vector3.down;
var frontPosition = center + size.z * .5f * Vector3.forward;
var backPosition = center + size.z * .5f * Vector3.back;
var theChangedFace = NamedFace.None;
EditorGUI.BeginChangeCheck();
EditorGUI.BeginChangeCheck();
Slider1D(m_ControlIDs[(int)NamedFace.Left], ref leftPosition, Vector3.left, EditorSnapSettings.scale, GetHandleColor(NamedFace.Left));
if (EditorGUI.EndChangeCheck())
theChangedFace = NamedFace.Left;
EditorGUI.BeginChangeCheck();
Slider1D(m_ControlIDs[(int)NamedFace.Right], ref rightPosition, Vector3.right, EditorSnapSettings.scale, GetHandleColor(NamedFace.Right));
if (EditorGUI.EndChangeCheck())
theChangedFace = NamedFace.Right;
EditorGUI.BeginChangeCheck();
Slider1D(m_ControlIDs[(int)NamedFace.Top], ref topPosition, Vector3.up, EditorSnapSettings.scale, GetHandleColor(NamedFace.Top));
if (EditorGUI.EndChangeCheck())
theChangedFace = NamedFace.Top;
EditorGUI.BeginChangeCheck();
Slider1D(m_ControlIDs[(int)NamedFace.Bottom], ref bottomPosition, Vector3.down, EditorSnapSettings.scale, GetHandleColor(NamedFace.Bottom));
if (EditorGUI.EndChangeCheck())
theChangedFace = NamedFace.Bottom;
EditorGUI.BeginChangeCheck();
Slider1D(m_ControlIDs[(int)NamedFace.Front], ref frontPosition, Vector3.forward, EditorSnapSettings.scale, GetHandleColor(NamedFace.Front));
if (EditorGUI.EndChangeCheck())
theChangedFace = NamedFace.Front;
EditorGUI.BeginChangeCheck();
Slider1D(m_ControlIDs[(int)NamedFace.Back], ref backPosition, Vector3.back, EditorSnapSettings.scale, GetHandleColor(NamedFace.Back));
if (EditorGUI.EndChangeCheck())
theChangedFace = NamedFace.Back;
if (EditorGUI.EndChangeCheck())
{
float delta = 0f;
switch (theChangedFace)
{
case NamedFace.Left: delta = (leftPosition - center - size.x * .5f * Vector3.left).x; break;
case NamedFace.Right: delta = -(rightPosition - center - size.x * .5f * Vector3.right).x; break;
case NamedFace.Top: delta = -(topPosition - center - size.y * .5f * Vector3.up).y; break;
case NamedFace.Bottom: delta = (bottomPosition - center - size.y * .5f * Vector3.down).y; break;
case NamedFace.Front: delta = -(frontPosition - center - size.z * .5f * Vector3.forward).z; break;
case NamedFace.Back: delta = (backPosition - center - size.z * .5f * Vector3.back).z; break;
}
if (monoHandle || useHomothety && useSymetry)
{
var tempSize = size - Vector3.one * delta;
//ensure that the box face are still facing outside
for (int axis = 0; axis < 3; ++axis)
{
if (tempSize[axis] < 0)
{
delta += tempSize[axis];
tempSize = size - Vector3.one * delta;
}
}
//ensure containedBox do not exit container
if (m_Parent != null)
{
for (int axis = 0; axis < 3; ++axis)
{
if (tempSize[axis] > m_Parent.size[axis])
tempSize[axis] = m_Parent.size[axis];
}
}
size = tempSize;
}
else
{
if (useSymetry)
{
switch (theChangedFace)
{
case NamedFace.Left: rightPosition.x -= delta; break;
case NamedFace.Right: leftPosition.x += delta; break;
case NamedFace.Top: bottomPosition.y += delta; break;
case NamedFace.Bottom: topPosition.y -= delta; break;
case NamedFace.Front: backPosition.z += delta; break;
case NamedFace.Back: frontPosition.z -= delta; break;
}
//ensure that the box face are still facing outside
switch (theChangedFace)
{
case NamedFace.Left:
case NamedFace.Right:
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
break;
case NamedFace.Top:
case NamedFace.Bottom:
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
break;
case NamedFace.Front:
case NamedFace.Back:
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
}
}
if (useHomothety)
{
float halfDelta = delta * 0.5f;
switch (theChangedFace)
{
case NamedFace.Left:
case NamedFace.Right:
bottomPosition.y += halfDelta;
topPosition.y -= halfDelta;
backPosition.z += halfDelta;
frontPosition.z -= halfDelta;
break;
case NamedFace.Top:
case NamedFace.Bottom:
rightPosition.x -= halfDelta;
leftPosition.x += halfDelta;
backPosition.z += halfDelta;
frontPosition.z -= halfDelta;
break;
case NamedFace.Front:
case NamedFace.Back:
rightPosition.x -= halfDelta;
leftPosition.x += halfDelta;
bottomPosition.y += halfDelta;
topPosition.y -= halfDelta;
break;
}
//ensure that the box face are still facing outside
switch (theChangedFace)
{
case NamedFace.Left:
if (rightPosition.x < leftPosition.x)
leftPosition.x = rightPosition.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Right:
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Top:
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Bottom:
if (topPosition.y < bottomPosition.y)
bottomPosition.y = topPosition.y;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Front:
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
break;
case NamedFace.Back:
if (frontPosition.z < backPosition.z)
backPosition.z = frontPosition.z;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
break;
}
}
var max = new Vector3(rightPosition.x, topPosition.y, frontPosition.z);
var min = new Vector3(leftPosition.x, bottomPosition.y, backPosition.z);
if (!useSymetry && !useHomothety)
{
//ensure that the box face are still facing outside
for (int axis = 0; axis < 3; ++axis)
{
if (min[axis] > max[axis])
{
// Control IDs in m_ControlIDs[0-3[ are for positive axes
if (GUIUtility.hotControl == m_ControlIDs[axis])
max[axis] = min[axis];
else
min[axis] = max[axis];
}
}
}
//ensure containedBox do not exit container
if (m_Parent != null)
{
for (int axis = 0; axis < 3; ++axis)
{
if (min[axis] < m_Parent.center[axis] - m_Parent.size[axis] * 0.5f)
min[axis] = m_Parent.center[axis] - m_Parent.size[axis] * 0.5f;
if (max[axis] > m_Parent.center[axis] + m_Parent.size[axis] * 0.5f)
max[axis] = m_Parent.center[axis] + m_Parent.size[axis] * 0.5f;
}
}
center = (max + min) * .5f;
size = max - min;
}
}
}
Color GetHandleColor(NamedFace name) => monoHandle ? m_MonochromeHandleColor : m_PolychromeHandleColor[(int)name];
}
}