pastasfuture
6 年前
当前提交
75abaaa2
共有 4 个文件被更改,包括 238 次插入 和 13 次删除
-
60com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
-
7com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProjectorComponent.cs
-
173com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentHandle.cs
-
11com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentHandle.cs.meta
|
|||
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) |
|||
{ |
|||
return HandleDirection.NegativeX; |
|||
} |
|||
else if (rotation.x == -0.7071068f && rotation.y == 0.0f && rotation.z == 0.0f && rotation.w == 0.7071068f) |
|||
{ |
|||
return HandleDirection.PositiveY; |
|||
} |
|||
else if (rotation.x == 0.7071068f && rotation.y == 0.0f && rotation.z == 0.0f && rotation.w == 0.7071068f) |
|||
{ |
|||
return HandleDirection.NegativeY; |
|||
} |
|||
else if (rotation.x == 0.0f && rotation.y == 0.0f && rotation.z == 0.0f && rotation.w == 1.0f) |
|||
{ |
|||
return HandleDirection.PositiveZ; |
|||
} |
|||
else if (rotation.x == 0.0f && rotation.y == 1.0f && rotation.z == 0.0f && rotation.w == 0.0f) |
|||
{ |
|||
return HandleDirection.NegativeZ; |
|||
} |
|||
else |
|||
{ |
|||
throw new ArgumentOutOfRangeException("rotation", "Must point down PositiveX, NegativeX, PositiveY, NegativeY, PositiveZ, or NegativeZ"); |
|||
} |
|||
} |
|||
|
|||
protected void DrawHandleMidpoint(int handleControlID, Vector3 handlePosition, Quaternion handleRotation, float handleSize, EventType eventType) |
|||
{ |
|||
// Highlight the plane we are currently interacting with.
|
|||
if (handleControlID == GUIUtility.hotControl) |
|||
{ |
|||
HandleDirection handleDirection = HandleDirectionFromRotation(handleRotation); |
|||
DrawHandleDirectionPlane(handleDirection, size, center); |
|||
} |
|||
|
|||
// Draw standard PrimitiveBoundsHandle mindpoint handle.
|
|||
Handles.DotHandleCap(handleControlID, handlePosition, handleRotation, handleSize, eventType); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b29d5aac6308c3a4088143d90a1f1925 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue