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- using UnityEditor.U2D.Common;
- using UnityEngine;
- namespace UnityEditor.U2D.Animation
- {
- internal class DrawingUtility
- {
- public static readonly Color kSpriteBorderColor = new Color(0.25f, 0.5f, 1f, 0.75f);
- public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float width)
- {
- DrawLine(p1, p2, normal, width, width);
- }
- public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
- {
- DrawLine(p1, p2, normal, widthP1, widthP2, Handles.color);
- }
- public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2, Color color)
- {
- if (Event.current.type != EventType.Repaint)
- return;
- Vector3 up = Vector3.Cross(normal, p2 - p1).normalized;
- Shader.SetGlobalFloat("_HandleSize", 1);
- InternalEditorBridge.ApplyWireMaterial();
- GL.PushMatrix();
- GL.MultMatrix(Handles.matrix);
- GL.Begin(4);
- GL.Color(color);
- GL.Vertex(p1 + up * widthP1 * 0.5f);
- GL.Vertex(p1 - up * widthP1 * 0.5f);
- GL.Vertex(p2 - up * widthP2 * 0.5f);
- GL.Vertex(p1 + up * widthP1 * 0.5f);
- GL.Vertex(p2 - up * widthP2 * 0.5f);
- GL.Vertex(p2 + up * widthP2 * 0.5f);
- GL.End();
- GL.PopMatrix();
- }
- public static void BeginLines(Color color)
- {
- InternalEditorBridge.ApplyWireMaterial();
- GL.PushMatrix();
- GL.MultMatrix(Handles.matrix);
- GL.Begin(GL.LINES);
- GL.Color(color);
- }
- public static void BeginSolidLines()
- {
- InternalEditorBridge.ApplyWireMaterial();
- GL.PushMatrix();
- GL.MultMatrix(Handles.matrix);
- GL.Begin(GL.TRIANGLES);
- }
- public static void EndLines()
- {
- GL.End();
- GL.PopMatrix();
- }
- public static void DrawLine(Vector3 p1, Vector3 p2)
- {
- GL.Vertex(p1);
- GL.Vertex(p2);
- }
- public static void DrawSolidLine(float width, Vector3 p1, Vector3 p2)
- {
- DrawSolidLine(p1, p2, Vector3.forward, width, width);
- }
- public static void DrawSolidLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
- {
- GL.Color(Handles.color);
- Vector3 right = Vector3.Cross(normal, p2 - p1).normalized;
- GL.Vertex(p1 + right * widthP1 * 0.5f);
- GL.Vertex(p1 - right * widthP1 * 0.5f);
- GL.Vertex(p2 - right * widthP2 * 0.5f);
- GL.Vertex(p1 + right * widthP1 * 0.5f);
- GL.Vertex(p2 - right * widthP2 * 0.5f);
- GL.Vertex(p2 + right * widthP2 * 0.5f);
- }
- public static void DrawBox(Rect position)
- {
- Vector3[] points = new Vector3[5];
- int i = 0;
- points[i++] = new Vector3(position.xMin, position.yMin, 0f);
- points[i++] = new Vector3(position.xMax, position.yMin, 0f);
- points[i++] = new Vector3(position.xMax, position.yMax, 0f);
- points[i++] = new Vector3(position.xMin, position.yMax, 0f);
- DrawLine(points[0], points[1]);
- DrawLine(points[1], points[2]);
- DrawLine(points[2], points[3]);
- DrawLine(points[3], points[0]);
- }
- public static void DrawMesh(Mesh mesh, Material material, Matrix4x4 matrix)
- {
- Debug.Assert(mesh != null);
- Debug.Assert(material != null);
- if (Event.current.type != EventType.Repaint)
- return;
- material.SetFloat("_AdjustLinearForGamma", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
- material.SetPass(0);
- Graphics.DrawMeshNow(mesh, Handles.matrix * matrix);
- }
- public static void DrawGUIStyleCap(int controlID, Vector3 position, Quaternion rotation, float size, GUIStyle guiStyle)
- {
- if (Event.current.type != EventType.Repaint)
- return;
- if (Camera.current && Vector3.Dot(position - Camera.current.transform.position, Camera.current.transform.forward) < 0f)
- return;
- Handles.BeginGUI();
- guiStyle.Draw(GetGUIStyleRect(guiStyle, position), GUIContent.none, controlID);
- Handles.EndGUI();
- }
- private static Rect GetGUIStyleRect(GUIStyle style, Vector3 position)
- {
- Vector2 vector = HandleUtility.WorldToGUIPoint(position);
- float fixedWidth = style.fixedWidth;
- float fixedHeight = style.fixedHeight;
- return new Rect(vector.x - fixedWidth / 2f, vector.y - fixedHeight / 2f, fixedWidth, fixedHeight);
- }
- public static void DrawRect(Rect rect, Vector3 position, Quaternion rotation, Color color, float rectAlpha, float outlineAlpha)
- {
- if (Event.current.type != EventType.Repaint)
- return;
- Vector3[] corners = new Vector3[4];
- for (int i = 0; i < 4; i++)
- {
- Vector3 point = GetLocalRectPoint(rect, i);
- corners[i] = rotation * point + position;
- }
- Vector3[] points = new Vector3[]
- {
- corners[0],
- corners[1],
- corners[2],
- corners[3],
- corners[0]
- };
- Color l_color = Handles.color;
- Handles.color = color;
- Vector2 offset = new Vector2(1f, 1f);
- if (!Camera.current)
- {
- offset.y *= -1;
- }
- Handles.DrawSolidRectangleWithOutline(points, new Color(1f, 1f, 1f, rectAlpha), new Color(1f, 1f, 1f, outlineAlpha));
- Handles.color = l_color;
- }
- private static Vector2 GetLocalRectPoint(Rect rect, int index)
- {
- switch (index)
- {
- case (0): return new Vector2(rect.xMin, rect.yMax);
- case (1): return new Vector2(rect.xMax, rect.yMax);
- case (2): return new Vector2(rect.xMax, rect.yMin);
- case (3): return new Vector2(rect.xMin, rect.yMin);
- }
- return Vector3.zero;
- }
- private static void SetDiscSectionPoints(Vector3[] dest, int count, Vector3 normal, Vector3 from, float angle)
- {
- from.Normalize();
- Quaternion rotation = Quaternion.AngleAxis(angle / (float)(count - 1), normal);
- Vector3 vector = from;
- for (int i = 0; i < count; i++)
- {
- dest[i] = vector;
- vector = rotation * vector;
- }
- }
- static Vector3[] s_array;
- public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, int numSamples = 60)
- {
- if (Event.current.type != EventType.Repaint)
- return;
- numSamples = Mathf.Clamp(numSamples, 3, 60);
- if (s_array == null)
- s_array = new Vector3[60];
- Color color = Handles.color;
- SetDiscSectionPoints(s_array, numSamples, normal, from, angle);
- InternalEditorBridge.ApplyWireMaterial();
- GL.PushMatrix();
- GL.MultMatrix(Handles.matrix);
- GL.Begin(GL.TRIANGLES);
- for (int i = 1; i < numSamples; i++)
- {
- GL.Color(color);
- GL.Vertex(center);
- GL.Vertex(center + s_array[i - 1] * radius);
- GL.Vertex(center + s_array[i] * radius);
- }
- GL.End();
- GL.PopMatrix();
- }
- public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, float outlineScale, int numSamples = 60)
- {
- if (Event.current.type != EventType.Repaint)
- return;
-
- numSamples = Mathf.Clamp(numSamples, 3, 60);
-
- if(s_array == null)
- s_array = new Vector3[60];
-
- Color color = Handles.color;
- SetDiscSectionPoints(s_array, numSamples, normal, from, angle);
- InternalEditorBridge.ApplyWireMaterial();
- GL.PushMatrix();
- GL.MultMatrix(Handles.matrix);
- GL.Begin(4);
- for (int i = 1; i < numSamples; i++)
- {
- GL.Color(color);
- GL.Vertex(center + s_array[i - 1] * radius * outlineScale);
- GL.Vertex(center + s_array[i - 1] * radius);
- GL.Vertex(center + s_array[i] * radius);
- GL.Vertex(center + s_array[i - 1] * radius * outlineScale);
- GL.Vertex(center + s_array[i] * radius);
- GL.Vertex(center + s_array[i] * radius * outlineScale);
- }
- GL.End();
- GL.PopMatrix();
- }
- }
- }
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