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93 行
3.4 KiB
93 行
3.4 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Experimental.Rendering.Universal
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{
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internal static class Light2DEditorUtility
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{
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static Material s_TexCapMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("Hidden/Internal-GUITexture"));
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static internal void GUITextureCap(int controlID, Texture texture, Vector3 position, Quaternion rotation, float size, EventType eventType, bool isAngleHandle)
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{
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switch (eventType)
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{
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case (EventType.Layout):
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{
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Vector2 size2 = Vector2.one * size * 0.5f;
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if (isAngleHandle)
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size2.x = 0.0f;
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HandleUtility.AddControl(controlID, DistanceToRectangle(position, rotation, size2));
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break;
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}
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case (EventType.Repaint):
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{
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s_TexCapMaterial.mainTexture = texture;
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s_TexCapMaterial.SetPass(0);
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float w = texture.width;
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float h = texture.height;
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float max = Mathf.Max(w, h);
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Vector3 scale = new Vector2(w / max, h / max) * size * 0.5f;
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if (Camera.current == null)
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scale.y *= -1f;
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Matrix4x4 matrix = new Matrix4x4();
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matrix.SetTRS(position, rotation, scale);
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Graphics.DrawMeshNow(RenderingUtils.fullscreenMesh, matrix);
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}
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break;
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}
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}
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static float DistanceToRectangle(Vector3 position, Quaternion rotation, Vector2 size)
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{
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Vector3[] points = { Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero };
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Vector3 sideways = rotation * new Vector3(size.x, 0, 0);
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Vector3 up = rotation * new Vector3(0, size.y, 0);
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points[0] = HandleUtility.WorldToGUIPoint(position + sideways + up);
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points[1] = HandleUtility.WorldToGUIPoint(position + sideways - up);
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points[2] = HandleUtility.WorldToGUIPoint(position - sideways - up);
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points[3] = HandleUtility.WorldToGUIPoint(position - sideways + up);
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points[4] = points[0];
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Vector2 pos = Event.current.mousePosition;
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bool oddNodes = false;
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int j = 4;
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for (int i = 0; i < 5; ++i)
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{
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if ((points[i].y > pos.y) != (points[j].y > pos.y))
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{
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if (pos.x < (points[j].x - points[i].x) * (pos.y - points[i].y) / (points[j].y - points[i].y) + points[i].x)
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oddNodes = !oddNodes;
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}
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j = i;
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}
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if (!oddNodes)
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{
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// Distance to closest edge (not so fast)
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float dist, closestDist = -1f;
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j = 1;
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for (int i = 0; i < 4; ++i)
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{
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dist = HandleUtility.DistancePointToLineSegment(pos, points[i], points[j++]);
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if (dist < closestDist || closestDist < 0)
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closestDist = dist;
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}
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return closestDist;
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}
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else
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return 0;
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}
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}
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}
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