RoboticArms/Library/PackageCache/com.unity.splines@d3e1e500c9a0/Editor/Controls/TangentHandles.cs
2025-11-17 15:16:36 +07:00

239 lines
11 KiB
C#

using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Splines;
namespace UnityEditor.Splines
{
static class TangentHandles
{
const float k_ColorAlphaFactor = 0.3f;
const float k_TangentLineWidthDefault = 2f;
const float k_TangentLineWidthHover = 3.5f;
const float k_TangentLineWidthSelected = 4.5f;
const float k_TangentStartOffsetFromKnot = 0.22f;
const float k_TangentEndOffsetFromHandle = 0.11f;
const float k_TangentHandleWidth = 2f;
const float k_TangentRotWidthDefault = 1.5f;
const float k_TangentRotDiscWidth = 3f;
internal static void Do(int controlId, SelectableTangent tangent, bool selected = false, bool hovered = false)
{
var owner = tangent.Owner;
Draw(
controlId,
tangent.Position,
EditorSplineUtility.GetElementRotation(math.length(tangent.LocalPosition) > 0 ? (ISelectableElement)tangent : tangent.Owner),
owner.Position,
selected,
false,
hovered,
false,
owner.Mode,
true);
}
internal static void DrawInformativeTangent(SelectableTangent tangent, bool active = true)
{
DrawInformativeTangent(tangent.Position, tangent.Owner.Position, active);
}
internal static void DrawInformativeTangent(Vector3 position, Vector3 knotPosition, bool active = true)
{
if (Event.current.type != EventType.Repaint)
return;
var tangentColor = SplineHandleUtility.elementColor;
if (!active)
tangentColor = Handles.secondaryColor;
var tangentArmColor = tangentColor == SplineHandleUtility.elementColor
? SplineHandleUtility.tangentColor
: tangentColor;
using (new ColorScope(tangentArmColor))
{
var toTangent = position - knotPosition;
var toTangentNorm = math.normalize(toTangent);
var length = math.length(toTangent);
var knotHandleOffset = HandleUtility.GetHandleSize(knotPosition) * k_TangentStartOffsetFromKnot;
length = Mathf.Max(0f, length - knotHandleOffset);
knotPosition += (Vector3)toTangentNorm * knotHandleOffset;
SplineHandleUtility.DrawLineWithWidth(knotPosition, knotPosition + (Vector3)toTangentNorm * length, k_TangentLineWidthDefault);
}
}
internal static void Draw(Vector3 position, Vector3 knotPosition, float3 normal, bool active = true)
{
var knotToTangentDirection = position - knotPosition;
var rotation = quaternion.LookRotationSafe(knotToTangentDirection, normal);
Draw(-1, position, rotation, knotPosition, false, false, false, TangentMode.Broken, active);
}
internal static void Draw(int controlId, SelectableTangent tangent, bool active = true)
{
var (pos, rot) = SplineCacheUtility.GetTangentPositionAndRotation(tangent);
var owner = tangent.Owner;
Draw(
controlId,
pos,
rot,
owner.Position,
SplineSelection.Contains(tangent),
SplineSelection.Contains(tangent.OppositeTangent),
SplineHandleUtility.IsLastHoveredElement(tangent.OppositeTangent),
owner.Mode,
active);
}
static void Draw(int controlId, Vector3 position, Quaternion rotation, Vector3 knotPosition, bool selected, bool oppositeSelected, bool oppositeHovered, TangentMode mode, bool active)
{
var hovered = SplineHandleUtility.IsHoverAvailableForSplineElement() && SplineHandleUtility.IsElementHovered(controlId);
Draw(controlId, position, rotation, knotPosition, selected, oppositeSelected, hovered, oppositeHovered, mode, active);
}
static void Draw(int controlId, Vector3 position, Quaternion rotation, Vector3 knotPosition, bool selected, bool oppositeSelected, bool hovered, bool oppositeHovered, TangentMode mode, bool active)
{
if (Event.current.GetTypeForControl(controlId) != EventType.Repaint)
return;
var size = HandleUtility.GetHandleSize(position);
var tangentColor = SplineHandleUtility.elementColor;
if (hovered)
tangentColor = SplineHandleUtility.elementPreselectionColor;
else if (selected)
tangentColor = SplineHandleUtility.elementSelectionColor;
if (!active)
tangentColor = Handles.secondaryColor;
var tangentArmColor = tangentColor == SplineHandleUtility.elementColor ?
SplineHandleUtility.tangentColor :
tangentColor;
if (mode == TangentMode.Mirrored)
{
if(oppositeHovered)
tangentArmColor = SplineHandleUtility.elementPreselectionColor;
else if(tangentArmColor == SplineHandleUtility.tangentColor && oppositeSelected)
tangentArmColor =SplineHandleUtility.elementSelectionColor;
}
var rotationDiscWidth = k_TangentRotWidthDefault;
if (hovered)
rotationDiscWidth = k_TangentRotDiscWidth;
using (new ZTestScope(CompareFunction.Less))
{
// Draw tangent arm.
using (new ColorScope(tangentArmColor))
DrawTangentArm(position, knotPosition, size, mode, selected, hovered, oppositeSelected, oppositeHovered);
// Draw tangent shape.
using (new Handles.DrawingScope(tangentColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
DrawTangentShape(size, selected);
}
using (new ZTestScope(CompareFunction.Greater))
{
// Draw tangent arm.
var newTangentArmColor = new Color(tangentArmColor.r, tangentArmColor.g, tangentArmColor.b, tangentArmColor.a * k_ColorAlphaFactor);
using (new ColorScope(newTangentArmColor))
DrawTangentArm(position, knotPosition, size, mode, selected, hovered, oppositeSelected, oppositeHovered);
// Draw tangent shape.
var newDiscColor = new Color(tangentColor.r, tangentColor.g, tangentColor.b, tangentColor.a * k_ColorAlphaFactor);
using (new Handles.DrawingScope(newDiscColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
DrawTangentShape(size, selected);
}
// Draw tangent disc on hover.
if (hovered)
{
var tangentHandleOffset = size * k_TangentEndOffsetFromHandle;
using (new ZTestScope(CompareFunction.Less))
{
using (new Handles.DrawingScope(tangentColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
SplineHandleUtility.DrawAAWireDisc(Vector3.zero, Vector3.up, tangentHandleOffset, rotationDiscWidth);
}
using (new ZTestScope(CompareFunction.Greater))
{
var newDiscColor = new Color(tangentColor.r, tangentColor.g, tangentColor.b, tangentColor.a * k_ColorAlphaFactor);
using (new Handles.DrawingScope(newDiscColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
SplineHandleUtility.DrawAAWireDisc(Vector3.zero, Vector3.up, tangentHandleOffset, rotationDiscWidth);
}
}
}
static void DrawTangentArm(Vector3 position, Vector3 knotPosition, float size, TangentMode mode, bool selected, bool hovered, bool oppositeSelected, bool oppositeHovered)
{
var width = k_TangentLineWidthDefault;
if (!DirectManipulation.IsDragging)
{
if (selected || (mode != TangentMode.Broken && oppositeSelected))
width = k_TangentLineWidthSelected;
else if (hovered || (mode != TangentMode.Broken && oppositeHovered))
width = k_TangentLineWidthHover;
}
var startPos = knotPosition;
var toTangent = position - knotPosition;
var toTangentNorm = math.normalize(toTangent);
var length = math.length(toTangent);
var knotHandleSize = HandleUtility.GetHandleSize(startPos);
var knotHandleOffset = knotHandleSize * k_TangentStartOffsetFromKnot;
var tangentHandleOffset = size * k_TangentEndOffsetFromHandle;
// Reduce the length slightly, so that there's some space between tangent line endings and handles.
length = Mathf.Max(0f, length - knotHandleOffset - tangentHandleOffset);
startPos += (Vector3)toTangentNorm * knotHandleOffset;
SplineHandleUtility.DrawLineWithWidth(startPos + (Vector3)toTangentNorm * length, startPos, width, SplineHandleUtility.denseLineAATex);
}
static void DrawTangentShape(float size, bool selected)
{
var midVector = new Vector3(-.5f, 0, .5f);
if (selected)
{
var factor = 0.7f;
var radius = (selected ? SplineHandleUtility.knotDiscRadiusFactorSelected : SplineHandleUtility.knotDiscRadiusFactorHover) * size;
// As Handles.DrawAAConvexPolygon has no thickness parameter, we're drawing a AA Polyline here so that the polygon has thickness when viewed from a shallow angle.
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex,
k_TangentHandleWidth,
factor * radius * midVector,
factor * radius * Vector3.forward,
factor * radius * Vector3.right,
-factor * radius * Vector3.forward,
-factor * radius * Vector3.right,
factor * radius * midVector);
Handles.DrawAAConvexPolygon(
radius * midVector,
radius * Vector3.forward,
radius * Vector3.right,
-radius * Vector3.forward,
-radius * Vector3.right,
radius * midVector);
}
else
{
var radius = SplineHandleUtility.knotDiscRadiusFactorDefault * size;
//Starting the polyline in the middle of a segment and not to a corner to get an invisible connection.
//Otherwise the connection is really visible in the corner as a small part is missing there.
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex,
k_TangentHandleWidth,
radius * midVector,
radius * Vector3.forward,
radius * Vector3.right,
-radius * Vector3.forward,
-radius * Vector3.right,
radius * midVector);
}
}
}
}