Thomas
6 年前
当前提交
468989ad
共有 127 个文件被更改,包括 5807 次插入 和 641 次删除
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3TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
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31com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl
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57com.unity.render-pipelines.core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
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3com.unity.render-pipelines.high-definition/CHANGELOG.md
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21com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
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1com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.hlsl
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15com.unity.render-pipelines.high-definition/HDRP/Debug/MipMapDebug.cs
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13com.unity.render-pipelines.high-definition/HDRP/Debug/MipMapDebug.cs.hlsl
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60com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/LitShaderPreprocessor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeMenuItem.cs
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7com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProjectorComponent.cs
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6com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipelineAsset.cs
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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1com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassVelocity.hlsl
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11com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VertMesh.hlsl
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8com.unity.render-pipelines.lightweight/CHANGELOG.md
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56com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/IRendererSetup.cs
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49com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
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92com.unity.render-pipelines.lightweight/LWRP/LightweightPipelineCore.cs
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4com.unity.render-pipelines.lightweight/LWRP/LightweightShadowUtils.cs
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2com.unity.render-pipelines.lightweight/LWRP/MaterialHandles.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/CopyColorPass.cs
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14com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs
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13com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs
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10com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
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23com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs
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19com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs
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8com.unity.render-pipelines.lightweight/LWRP/Passes/FinalBlitPass.cs
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31com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/OpaquePostProcessPass.cs
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48com.unity.render-pipelines.lightweight/LWRP/Passes/RenderOpaqueForwardPass.cs
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42com.unity.render-pipelines.lightweight/LWRP/Passes/RenderTransparentForwardPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SceneViewDepthCopy.cs
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18com.unity.render-pipelines.lightweight/LWRP/Passes/ScreenSpaceShadowResolvePass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/ScriptableRenderPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SetupForwardRenderingPass.cs
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44com.unity.render-pipelines.lightweight/LWRP/Passes/SetupLightweightConstanstPass.cs
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12com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs
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15com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandle.cs
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2com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandles.cs
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2com.unity.render-pipelines.lightweight/LWRP/SampleCount.cs
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2com.unity.render-pipelines.lightweight/LWRP/SceneViewDrawMode.cs
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214com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs
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2com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl
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152com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl
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23com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
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6com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader
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35com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader
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157com.unity.shadergraph/CHANGELOG.md
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8com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs
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9com.unity.shadergraph/Editor/Data/Graphs/VectorShaderProperty.cs
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9com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs
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12com.unity.testing.srp.lightweight/Tests/Scenes/045_CustomLWPipe/CustomLWPipe.cs
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23com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks/CameraCallbackTests.cs
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.meta
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539TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.unity.meta
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1001TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1601_TerrainLit.png
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88TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1601_TerrainLit.png.meta
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173com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentHandle.cs
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11com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentHandle.cs.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit.meta
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8com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit.meta
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41com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat
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8com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat.meta
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244TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Decal.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Decal.mat.meta
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22TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Material_02.terrainlayer
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Material_02.terrainlayer.meta
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132TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Material_02_BC.png.meta
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132TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Material_02_MSK.tga.meta
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132TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Material_02_N.png.meta
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233TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/MeshMaterial.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/MeshMaterial.mat.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/New Terrain.asset
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/New Terrain.asset.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Part02.FBX
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122TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Part02.FBX.meta
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22TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit/Rock_01.terrainlayer
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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1601_TerrainLit.png
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using System; |
|||
using UnityEngine; |
|||
|
|||
namespace UnityEditor.IMGUI.Controls |
|||
{ |
|||
public class DecalProjectorComponentHandle : PrimitiveBoundsHandle |
|||
{ |
|||
public DecalProjectorComponentHandle() : base() |
|||
{ |
|||
midpointHandleDrawFunction = DrawHandleMidpoint; |
|||
} |
|||
|
|||
public UnityEngine.Vector3 size { get { return GetSize(); } set { SetSize(value); } } |
|||
|
|||
protected override void DrawWireframe() |
|||
{ |
|||
Handles.DrawWireCube(center, size); |
|||
DrawArrowDownProjectionDirection(); |
|||
} |
|||
|
|||
protected void DrawArrowDownProjectionDirection() |
|||
{ |
|||
int controlID = GUIUtility.GetControlID(GetHashCode(), FocusType.Passive); |
|||
Quaternion arrowRotation = Quaternion.LookRotation(Vector3.down, Vector3.right); |
|||
float arrowSize = size.y * 0.25f; |
|||
Handles.ArrowHandleCap(controlID, center, arrowRotation, arrowSize, EventType.Repaint); |
|||
} |
|||
|
|||
// Could use a static readonly LUT, but this would require syncing with order with enum HandleDirection.
|
|||
protected static Color ColorFromHandleDirection(HandleDirection handleDirection) |
|||
{ |
|||
switch (handleDirection) |
|||
{ |
|||
case HandleDirection.PositiveX: |
|||
case HandleDirection.NegativeX: |
|||
return Handles.xAxisColor; |
|||
|
|||
case HandleDirection.PositiveY: |
|||
case HandleDirection.NegativeY: |
|||
return Handles.yAxisColor; |
|||
|
|||
case HandleDirection.PositiveZ: |
|||
case HandleDirection.NegativeZ: |
|||
return Handles.zAxisColor; |
|||
|
|||
default: |
|||
throw new ArgumentOutOfRangeException("handleDirection", "Must be PositiveX, NegativeX, PositiveY, NegativeY, PositiveZ, or NegativeZ"); |
|||
} |
|||
} |
|||
|
|||
protected static void PlaneVerticesFromHandleDirection(ref Vector3[] outVertices, HandleDirection handleDirection, Vector3 boundsSize, Vector3 boundsCenter) |
|||
{ |
|||
Vector3 boundsMin = boundsSize * -0.5f + boundsCenter; |
|||
Vector3 boundsMax = boundsSize * 0.5f + boundsCenter; |
|||
|
|||
switch (handleDirection) |
|||
{ |
|||
case HandleDirection.PositiveX: |
|||
outVertices[0] = new Vector3(boundsMax.x, boundsMin.y, boundsMin.z); |
|||
outVertices[1] = new Vector3(boundsMax.x, boundsMax.y, boundsMin.z); |
|||
outVertices[2] = new Vector3(boundsMax.x, boundsMax.y, boundsMax.z); |
|||
outVertices[3] = new Vector3(boundsMax.x, boundsMin.y, boundsMax.z); |
|||
break; |
|||
|
|||
case HandleDirection.NegativeX: |
|||
outVertices[0] = new Vector3(boundsMin.x, boundsMin.y, boundsMin.z); |
|||
outVertices[1] = new Vector3(boundsMin.x, boundsMax.y, boundsMin.z); |
|||
outVertices[2] = new Vector3(boundsMin.x, boundsMax.y, boundsMax.z); |
|||
outVertices[3] = new Vector3(boundsMin.x, boundsMin.y, boundsMax.z); |
|||
break; |
|||
|
|||
case HandleDirection.PositiveY: |
|||
outVertices[0] = new Vector3(boundsMin.x, boundsMax.y, boundsMin.z); |
|||
outVertices[1] = new Vector3(boundsMax.x, boundsMax.y, boundsMin.z); |
|||
outVertices[2] = new Vector3(boundsMax.x, boundsMax.y, boundsMax.z); |
|||
outVertices[3] = new Vector3(boundsMin.x, boundsMax.y, boundsMax.z); |
|||
break; |
|||
|
|||
case HandleDirection.NegativeY: |
|||
outVertices[0] = new Vector3(boundsMin.x, boundsMin.y, boundsMin.z); |
|||
outVertices[1] = new Vector3(boundsMax.x, boundsMin.y, boundsMin.z); |
|||
outVertices[2] = new Vector3(boundsMax.x, boundsMin.y, boundsMax.z); |
|||
outVertices[3] = new Vector3(boundsMin.x, boundsMin.y, boundsMax.z); |
|||
break; |
|||
|
|||
case HandleDirection.PositiveZ: |
|||
outVertices[0] = new Vector3(boundsMin.x, boundsMin.y, boundsMax.z); |
|||
outVertices[1] = new Vector3(boundsMax.x, boundsMin.y, boundsMax.z); |
|||
outVertices[2] = new Vector3(boundsMax.x, boundsMax.y, boundsMax.z); |
|||
outVertices[3] = new Vector3(boundsMin.x, boundsMax.y, boundsMax.z); |
|||
break; |
|||
|
|||
case HandleDirection.NegativeZ: |
|||
outVertices[0] = new Vector3(boundsMin.x, boundsMin.y, boundsMin.z); |
|||
outVertices[1] = new Vector3(boundsMax.x, boundsMin.y, boundsMin.z); |
|||
outVertices[2] = new Vector3(boundsMax.x, boundsMax.y, boundsMin.z); |
|||
outVertices[3] = new Vector3(boundsMin.x, boundsMax.y, boundsMin.z); |
|||
break; |
|||
|
|||
default: |
|||
throw new ArgumentOutOfRangeException("handleDirection", "Must be PositiveX, NegativeX, PositiveY, NegativeY, PositiveZ, or NegativeZ"); |
|||
} |
|||
} |
|||
|
|||
// As DrawHandleDirectionPlane() is called every frame during gizmo rendering, we pre-allocate a scratch array for passing along to DrawSolidRectangleWithOutline()
|
|||
// rather than putting pressure on the garbage collector every frame. Since DrawHandleDirectionPlane() is responsible for drawing handles, we will only ever call
|
|||
// it from the main thread, so there is no realistic risk of a race condition occuring due to this static allocation.
|
|||
private static Vector3[] s_PlaneVertices = new Vector3[4]; |
|||
protected static void DrawHandleDirectionPlane(HandleDirection handleDirection, Vector3 size, Vector3 center) |
|||
{ |
|||
// Set global Handles.color to white to avoid global state from interfering with the desired colors set at DrawSolidRectangleWithOutline().
|
|||
Color handlesColorPrevious = Handles.color; |
|||
Handles.color = Color.white; |
|||
|
|||
Color planeColorOutline = ColorFromHandleDirection(handleDirection); |
|||
const float planeColorFillAlpha = 0.25f; |
|||
Color planeColorFill = planeColorOutline * planeColorFillAlpha; |
|||
|
|||
PlaneVerticesFromHandleDirection(ref s_PlaneVertices, handleDirection, size, center); |
|||
Handles.DrawSolidRectangleWithOutline(s_PlaneVertices, planeColorFill, planeColorOutline); |
|||
|
|||
Handles.color = handlesColorPrevious; |
|||
} |
|||
|
|||
// Utility function for determining the handle direction (which face) we are currently rendering within DrawHandleMidpoint().
|
|||
// Ideally, the base class PrimitiveBoundsHandle would expose the reverse lookup: HandleDirectionFromControlID().
|
|||
// In lieu of an explicit way to handle this look up, we derive the handle direction from the handle rotation.
|
|||
protected static HandleDirection HandleDirectionFromRotation(Quaternion rotation) |
|||
{ |
|||
if (rotation.x == 0.0f && rotation.y == 0.7071068f && rotation.z == 0.0f && rotation.w == 0.7071068f) |
|||
{ |
|||
return HandleDirection.PositiveX; |
|||
} |
|||
else if (rotation.x == 0.0f && rotation.y == -0.7071068f && rotation.z == 0.0f && rotation.w == 0.7071068f) |
|||
{ |
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} |
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else if (rotation.x == -0.7071068f && rotation.y == 0.0f && rotation.z == 0.0f && rotation.w == 0.7071068f) |
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{ |
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return HandleDirection.PositiveY; |
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} |
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else if (rotation.x == 0.7071068f && rotation.y == 0.0f && rotation.z == 0.0f && rotation.w == 0.7071068f) |
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{ |
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} |
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else if (rotation.x == 0.0f && rotation.y == 0.0f && rotation.z == 0.0f && rotation.w == 1.0f) |
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{ |
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{ |
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} |
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{ |
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} |
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} |
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protected void DrawHandleMidpoint(int handleControlID, Vector3 handlePosition, Quaternion handleRotation, float handleSize, EventType eventType) |
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{ |
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// Highlight the plane we are currently interacting with.
|
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if (handleControlID == GUIUtility.hotControl) |
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{ |
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HandleDirection handleDirection = HandleDirectionFromRotation(handleRotation); |
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DrawHandleDirectionPlane(handleDirection, size, center); |
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} |
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// Draw standard PrimitiveBoundsHandle mindpoint handle.
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