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lethanhsonvsp
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using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Splines;
namespace UnityEditor.Splines
{
static class CurveHandles
{
const float k_CurveLineWidth = 4f;
const float k_PreviewCurveOpacity = 0.5f;
static readonly Vector3[] s_CurveDrawingBuffer = new Vector3[SplineCacheUtility.CurveDrawResolution + 1];
static readonly Vector3[] s_FlowTriangleVertices = new Vector3[3];
/// <summary>
/// Creates handles for a BezierCurve.
/// </summary>
/// <param name="controlID">The controlID of the curve to create highlights for.</param>
/// <param name="curve">The <see cref="BezierCurve"/> to create handles for.</param>
public static void Draw(int controlID, BezierCurve curve)
{
if(Event.current.type == EventType.Repaint)
Draw(controlID, curve, false, true);
}
/// <summary>
/// Creates handles for a BezierCurve.
/// </summary>
/// <param name="curve">The <see cref="BezierCurve"/> to create handles for.</param>
/// <param name="activeSpline">Whether the curve is part of the active spline.</param>
internal static void Draw(BezierCurve curve, bool activeSpline)
{
if(Event.current.type == EventType.Repaint)
Draw(0, curve, false, activeSpline);
}
/// <summary>
/// Creates highlights for a BezierCurve to make it easier to select.
/// </summary>
/// <param name="controlID">The controlID of the curve to create highlights for.</param>
/// <param name="curve">The <see cref="BezierCurve"/> to create highlights for.</param>
/// <param name="spline">The <see cref="ISpline"/> (if any) that the curve belongs to.</param>
/// <param name="curveIndex">The curve's index if it belongs to a spline - otherwise -1.</param>
/// <param name="knotA">The knot at the start of the curve.</param>
/// <param name="knotB">The knot at the end of the curve.</param>
/// <param name="activeSpline">Whether the curve is part of the active spline.</param>
internal static void DrawWithHighlight(
int controlID,
ISpline spline,
int curveIndex,
float4x4 localToWorld,
SelectableKnot knotA,
SelectableKnot knotB,
bool activeSpline)
{
var evt = Event.current;
switch(evt.GetTypeForControl(controlID))
{
case EventType.Layout:
case EventType.MouseMove:
if (!SplineHandles.ViewToolActive() && activeSpline)
{
var curve = spline.GetCurve(curveIndex).Transform(localToWorld);
var dist = DistanceToCurve(curve);
HandleUtility.AddControl(controlID, Mathf.Max(0, dist - SplineHandleUtility.pickingDistance));
//Trigger repaint on MouseMove to update highlight visuals from SplineHandles
if (evt.type == EventType.MouseMove || controlID == HandleUtility.nearestControl)
{
SplineHandleUtility.GetNearestPointOnCurve(curve, out _, out var t);
var curveMidT = EditorSplineUtility.GetCurveMiddleInterpolation(curve, spline, curveIndex);
var hoveredKnot = t <= curveMidT ? knotA : knotB;
if (!(SplineHandleUtility.lastHoveredElement is SelectableKnot knot) || !knot.Equals(hoveredKnot))
{
if (GUIUtility.hotControl == 0 && HandleUtility.nearestControl == controlID)
{
SplineHandleUtility.SetLastHoveredElement(hoveredKnot, controlID);
SceneView.RepaintAll();
}
}
}
}
break;
case EventType.MouseDown:
var curveMD = spline.GetCurve(curveIndex).Transform(localToWorld);
if (!SplineHandles.ViewToolActive() && HandleUtility.nearestControl == controlID)
{
//Clicking a knot selects it
if (evt.button != 0)
break;
GUIUtility.hotControl = controlID;
evt.Use();
SplineHandleUtility.GetNearestPointOnCurve(curveMD, out _, out var t);
SplineSelectionUtility.HandleSelection(t <= .5f ? knotA : knotB, false);
}
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == controlID)
{
GUIUtility.hotControl = 0;
evt.Use();
}
break;
}
}
/// <summary>
/// Draws flow on a BezierCurve to indicate the direction.
/// </summary>
/// <param name="curve">The <see cref="BezierCurve"/> to create highlights for.</param>
/// <param name="spline">The <see cref="ISpline"/> (if any) that the curve belongs to.</param>
/// <param name="curveIndex">The curve's index if it belongs to a spline - otherwise -1.</param>
internal static void DrawFlow(BezierCurve curve, ISpline spline, int curveIndex)
{
if(Event.current.type != EventType.Repaint)
return;
var arrow = SplineCacheUtility.GetCurveArrow(spline, curveIndex, curve);
s_FlowTriangleVertices[0] = arrow.positions[0];
s_FlowTriangleVertices[1] = arrow.positions[1];
s_FlowTriangleVertices[2] = arrow.positions[2];
using (new Handles.DrawingScope(SplineHandleUtility.lineColor, arrow.trs))
{
using (new ZTestScope(CompareFunction.Less))
Handles.DrawAAConvexPolygon(s_FlowTriangleVertices);
}
using (new Handles.DrawingScope(SplineHandleUtility.lineBehindColor, arrow.trs))
{
using (new ZTestScope(CompareFunction.Greater))
Handles.DrawAAConvexPolygon(s_FlowTriangleVertices);
}
}
static void Draw(int controlID, BezierCurve curve, bool preview, bool activeSpline)
{
var evt = Event.current;
switch (evt.type)
{
case EventType.Layout:
case EventType.MouseMove:
if (!SplineHandles.ViewToolActive() && activeSpline)
{
var dist = DistanceToCurve(curve);
HandleUtility.AddControl(controlID, Mathf.Max(0, dist - SplineHandleUtility.pickingDistance));
}
break;
case EventType.Repaint:
var prevColor = Handles.color;
FillCurveDrawingBuffer(curve);
var color = SplineHandleUtility.lineColor;
if (preview)
color.a *= k_PreviewCurveOpacity;
Handles.color = color;
using (new ZTestScope(CompareFunction.Less))
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex, k_CurveLineWidth, s_CurveDrawingBuffer);
color = SplineHandleUtility.lineBehindColor;
if (preview)
color.a *= k_PreviewCurveOpacity;
Handles.color = color;
using (new ZTestScope(CompareFunction.Greater))
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex, k_CurveLineWidth, s_CurveDrawingBuffer);
Handles.color = prevColor;
break;
}
}
static void FillCurveDrawingBuffer(BezierCurve curve)
{
SplineCacheUtility.GetCurvePositions(curve, s_CurveDrawingBuffer);
}
internal static float DistanceToCurve(BezierCurve curve)
{
FillCurveDrawingBuffer(curve);
return DistanceToCurve();
}
static float DistanceToCurve()
{
float dist = float.MaxValue;
for (var i = 0; i < s_CurveDrawingBuffer.Length - 1; ++i)
{
var a = s_CurveDrawingBuffer[i];
var b = s_CurveDrawingBuffer[i + 1];
dist = Mathf.Min(HandleUtility.DistanceToLine(a, b), dist);
}
return dist;
}
internal static void DoCurveHighlightCap(SelectableKnot knot)
{
if(Event.current.type != EventType.Repaint)
return;
if(knot.IsValid())
{
var spline = knot.SplineInfo.Spline;
var localToWorld = knot.SplineInfo.LocalToWorld;
if(knot.KnotIndex > 0 || spline.Closed)
{
var curve = spline.GetCurve(spline.PreviousIndex(knot.KnotIndex)).Transform(localToWorld);
var curveMiddleT = EditorSplineUtility.GetCurveMiddleInterpolation(curve, spline, spline.PreviousIndex(knot.KnotIndex));
DrawCurveHighlight(curve, 1f, curveMiddleT);
}
if(knot.KnotIndex < spline.Count - 1 || spline.Closed)
{
var curve = spline.GetCurve(knot.KnotIndex).Transform(localToWorld);
var curveMiddleT = EditorSplineUtility.GetCurveMiddleInterpolation(curve, spline, knot.KnotIndex);
DrawCurveHighlight(curve, 0f, curveMiddleT);
}
}
}
static void DrawCurveHighlight(BezierCurve curve, float startT, float endT)
{
FillCurveDrawingBuffer(curve);
var growing = startT <= endT;
var color = Handles.color;
color.a = growing ? 1f : 0f;
using (new ZTestScope(CompareFunction.Less))
using (new Handles.DrawingScope(color))
DrawAAPolyLineForCurveHighlight(color, startT, endT, 1f, growing);
using (new ZTestScope(CompareFunction.Greater))
using (new Handles.DrawingScope(color))
DrawAAPolyLineForCurveHighlight(color, startT, endT, 0.3f, growing);
}
static void DrawAAPolyLineForCurveHighlight(Color color, float startT, float endT, float colorAlpha, bool growing)
{
for (int i = 1; i <= SplineCacheUtility.CurveDrawResolution; ++i)
{
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex, k_CurveLineWidth, new[] { s_CurveDrawingBuffer[i - 1], s_CurveDrawingBuffer[i] });
var current = ((float)i / (float)SplineCacheUtility.CurveDrawResolution);
if (growing)
{
if (current > endT)
color.a = 0f;
else if (current > startT)
color.a = (1f - (current - startT) / (endT - startT)) * colorAlpha;
}
else
{
if (current < endT)
color.a = 0f;
else if (current > endT && current < startT)
color.a = (current - endT) / (startT - endT) * colorAlpha;
}
Handles.color = color;
}
}
/// <summary>
/// Creates the set of control points that make up a curve.
/// </summary>
/// <param name="curve">The <see cref="BezierCurve"/> to create control points for.</param>
public static void DrawControlNet(BezierCurve curve)
{
Handles.color = Color.green;
Handles.DotHandleCap(-1, curve.P0, Quaternion.identity, HandleUtility.GetHandleSize(curve.P0) * .04f, Event.current.type);
Handles.color = Color.red;
Handles.DotHandleCap(-1, curve.P1, Quaternion.identity, HandleUtility.GetHandleSize(curve.P1) * .04f, Event.current.type);
Handles.color = Color.yellow;
Handles.DotHandleCap(-1, curve.P2, Quaternion.identity, HandleUtility.GetHandleSize(curve.P2) * .04f, Event.current.type);
Handles.color = Color.blue;
Handles.DotHandleCap(-1, curve.P3, Quaternion.identity, HandleUtility.GetHandleSize(curve.P3) * .04f, Event.current.type);
Handles.color = Color.gray;
Handles.DrawDottedLine(curve.P0, curve.P1, 2f);
Handles.DrawDottedLine(curve.P1, curve.P2, 2f);
Handles.DrawDottedLine(curve.P2, curve.P3, 2f);
}
}
}

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using Unity.Mathematics;
using UnityEditor.SettingsManagement;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Splines
{
static class DirectManipulation
{
[UserSetting("Tweak Mode", "Plane Color")]
static readonly Pref<Color> s_GuidePlaneColor = new Pref<Color>("Handles.DirectManipulation.PlaneColor", new Color(1f, 1f, 1f, 5f/255f));
[UserSetting("Tweak Mode", "Snap to Guide Enabled")]
static readonly Pref<bool> s_SnapToGuide = new Pref<bool>("Handles.DirectManipulation.SnapToGuide", true);
[UserSetting("Tweak Mode", "Snap to Guide Distance")]
static readonly Pref<float> s_SnapToGuideDistance = new Pref<float>("Handles.DirectManipulation.SnapToGuideDistance", 7f);
static readonly Vector3[] s_VertexBuffer = new Vector3[4];
public static bool IsDragging => s_IsDragging;
static readonly Vector3 k_GuidePlaneZTestOffset = new Vector3(0.001f, 0.001f, 0.001f);
static Vector3 s_InitialPosition;
static Quaternion s_InitialRotation;
static Vector2 s_InitialMousePosition;
static bool s_IsDragging;
#if UNITY_2022_2_OR_NEWER
static bool IncrementalSnapActive => EditorSnapSettings.incrementalSnapActive;
#else
static bool IncrementalSnapActive => false;
#endif
const float k_HandleColorAlphaFactor = 0.3f;
static bool ShouldMoveOnNormal(int controlId) => GUIUtility.hotControl == controlId && Event.current.alt;
public static void BeginDrag(Vector3 position, Quaternion rotation)
{
s_InitialPosition = position;
s_InitialRotation = rotation;
s_InitialMousePosition = Event.current.mousePosition;
}
public static Vector3 UpdateDrag(int controlId)
{
var position = ShouldMoveOnNormal(controlId)
? MoveOnNormal(Event.current.mousePosition, s_InitialPosition, s_InitialRotation)
: MoveOnPlane(Event.current.mousePosition, s_InitialPosition, s_InitialRotation, IncrementalSnapActive);
s_IsDragging = true;
return position;
}
public static void EndDrag()
{
s_IsDragging = false;
}
public static void DrawHandles(int controlId, Vector3 position)
{
if (GUIUtility.hotControl != controlId || !s_IsDragging)
return;
EditorGUIUtility.AddCursorRect(new Rect(0, 0, 100000, 10000), MouseCursor.MoveArrow);
if (ShouldMoveOnNormal(controlId))
{
var yDir = s_InitialRotation * Vector3.up;
DrawGuideAxis(s_InitialPosition, yDir, Handles.yAxisColor);
}
else
{
var zDir = s_InitialRotation * Vector3.forward;
var xDir = s_InitialRotation * Vector3.right;
DrawGuidePlane(s_InitialPosition, xDir, zDir, position);
DrawGuideDottedLine(s_InitialPosition, zDir, position);
DrawGuideDottedLine(s_InitialPosition, xDir, position);
DrawGuideAxis(s_InitialPosition, zDir, Handles.zAxisColor);
DrawGuideAxis(s_InitialPosition, xDir, Handles.xAxisColor);
}
}
static (Vector3 projection, float distance) GetSnapToGuideData(Vector3 current, Vector3 origin, Vector3 axis)
{
var projection = Vector3.Project(current - origin, axis);
var screenPos = HandleUtility.WorldToGUIPoint(origin + projection);
var distance = Vector2.Distance(screenPos, Event.current.mousePosition);
return (projection, distance);
}
static Vector3 MoveOnPlane(Vector2 mousePosition, Vector3 origin, Quaternion rotation, bool snapping)
{
var ray = HandleUtility.GUIPointToWorldRay(mousePosition);
var manipPlane = new Plane(rotation * Vector3.up, origin);
var position = manipPlane.Raycast(ray, out float distance)
? ray.origin + ray.direction * distance
: origin;
var dir = position - origin;
var forward = GetSnapToGuideData(position, origin, rotation * Vector3.forward);
var right = GetSnapToGuideData(position, origin, rotation * Vector3.right);
if (!snapping && s_SnapToGuide)
{
if (forward.distance < s_SnapToGuideDistance || right.distance < s_SnapToGuideDistance)
{
var snapToForward = forward.distance < right.distance;
var axis = (snapToForward ? forward : right).projection;
return origin + axis;
}
}
if(Mathf.Approximately(dir.magnitude, 0f))
dir = Vector3.forward;
var translation = Handles.SnapValue(Quaternion.Inverse(rotation) * dir, new Vector3(EditorSnapSettings.move.x, 0, EditorSnapSettings.move.z));
return origin + rotation * translation;
}
static Vector3 MoveOnNormal(Vector2 mousePosition, Vector3 origin, Quaternion rotation)
{
var upAxis = rotation * Vector3.up;
var translation = upAxis * Handles.SnapValue(HandleUtility.CalcLineTranslation(s_InitialMousePosition, mousePosition, origin, upAxis), EditorSnapSettings.move.y);
return origin + translation;
}
static void DrawGuideAxis(Vector3 origin, Vector3 axis, Color color)
{
var start = origin - axis.normalized * 10000f;
var end = origin + axis.normalized * 10000f;
using (new ZTestScope(CompareFunction.Less))
using (new Handles.DrawingScope(color))
{
Handles.DrawLine(origin, start, 0f);
Handles.DrawLine(origin, end, 0f);
}
color = new Color(color.r, color.g, color.b, color.a * k_HandleColorAlphaFactor);
using (new ZTestScope(CompareFunction.Greater))
using (new Handles.DrawingScope(color))
{
Handles.DrawLine(origin, start, 0f);
Handles.DrawLine(origin, end, 0f);
}
}
static void DrawGuidePlane(Vector3 origin, Vector3 axisX, Vector3 axisZ, Vector3 position)
{
var xAxisProjection = Vector3.Project(position - origin, axisX);
var zAxisProjection = Vector3.Project(position - origin, axisZ);
var cross = math.cross(xAxisProjection, zAxisProjection);
var normal = math.normalizesafe(cross);
var scaledOffset = k_GuidePlaneZTestOffset * HandleUtility.GetHandleSize(origin);
var calculatedOffset = new Vector3(scaledOffset.x * normal.x, scaledOffset.y * normal.y, scaledOffset.z * normal.z);
position += calculatedOffset;
origin += calculatedOffset;
s_VertexBuffer[0] = origin;
s_VertexBuffer[1] = origin + Vector3.Project(position - origin, axisX);
s_VertexBuffer[2] = position;
s_VertexBuffer[3] = origin + Vector3.Project(position - origin, axisZ);
DrawGuidePlane(Matrix4x4.identity);
}
static void DrawGuidePlane(Matrix4x4 matrix)
{
var color = s_GuidePlaneColor.value;
using (new ZTestScope(CompareFunction.Less))
using (new Handles.DrawingScope(matrix))
Handles.DrawSolidRectangleWithOutline(s_VertexBuffer, color, Color.clear);
color = new Color(s_GuidePlaneColor.value.r, s_GuidePlaneColor.value.g, s_GuidePlaneColor.value.b,
s_GuidePlaneColor.value.a * k_HandleColorAlphaFactor);
using (new ZTestScope(CompareFunction.Greater))
using (new Handles.DrawingScope(matrix))
Handles.DrawSolidRectangleWithOutline(s_VertexBuffer, color, Color.clear);
}
static void DrawGuideDottedLine(Vector3 origin, Vector3 axis, Vector3 position)
{
using (new ZTestScope(CompareFunction.Less))
Handles.DrawDottedLine(origin + Vector3.Project(position - origin, axis), position, 3f);
var color = new Color(Handles.color.r, Handles.color.g, Handles.color.b, Handles.color.a * k_HandleColorAlphaFactor);
using (new ZTestScope(CompareFunction.Greater))
using (new Handles.DrawingScope(color))
Handles.DrawDottedLine(origin + Vector3.Project(position - origin, axis), position, 3f);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Splines
{
static class KnotHandles
{
const float k_ColorAlphaFactor = 0.3f;
const float k_KnotRotDiscRadius = 0.18f;
const float k_KnotRotDiscWidthDefault = 1.5f;
const float k_KnotRotDiscWidthHover = 3f;
const float k_KnotHandleWidth = 2f;
static readonly List<SelectableKnot> k_KnotBuffer = new List<SelectableKnot>();
static readonly Vector3[] k_HandlePoints = new Vector3[11];
static List<(SelectableKnot knot, bool selected, bool hovered, Color knotColor, Color discColor, bool linkedKnot)> s_Knots = new ();
internal static void Do(int controlId, SelectableKnot knot, bool selected = false, bool hovered = false)
{
if (Event.current.GetTypeForControl(controlId) != EventType.Repaint)
return;
//Hovered might not be available if a TRS tool is in use
hovered &= SplineHandleUtility.IsHoverAvailableForSplineElement();
var knotColor = SplineHandleUtility.elementColor;
var rotationDiscColor = SplineHandleUtility.elementPreselectionColor;
if (hovered)
knotColor = SplineHandleUtility.elementPreselectionColor;
else if (selected)
knotColor = SplineHandleUtility.elementSelectionColor;
Draw(knot.Position, knot.Rotation, knotColor, selected, hovered, rotationDiscColor, k_KnotRotDiscWidthHover);
DrawKnotIndices(knot);
}
internal static void Draw(int controlId, SelectableKnot knot)
{
if (Event.current.GetTypeForControl(controlId) != EventType.Repaint)
return;
if(!knot.IsValid())
return;
var selected = SplineSelection.Contains(knot);
var knotHovered = SplineHandleUtility.IsElementHovered(controlId);
//Retrieving linked knots
EditorSplineUtility.GetKnotLinks(knot, k_KnotBuffer);
var drawLinkedKnotHandle = k_KnotBuffer.Count != 1;
var mainKnot = knot;
SelectableKnot lastHovered = new SelectableKnot();
// Retrieving the last hovered element
// SplineHandleUtility.lastHoveredElement is pointing either to:
// - the hovered Knot and the ID is pointing to the controlID of that knot in that case
// - if a curve is hovered, the element is the knot closest to the hovered part of the curve (start or end knot depending)
// and the controlID is the one of the curve
var lastHoveredElementIsKnot = SplineHandleUtility.lastHoveredElement is SelectableKnot;
if (lastHoveredElementIsKnot)
lastHovered = (SelectableKnot)SplineHandleUtility.lastHoveredElement;
var isCurveId = SplineHandles.IsCurveId(SplineHandleUtility.lastHoveredElementId);
var curveIsHovered = lastHoveredElementIsKnot &&
k_KnotBuffer.Contains(lastHovered) &&
isCurveId;
var hovered = knotHovered || (curveIsHovered && knot.Equals(lastHovered));
if (drawLinkedKnotHandle)
{
if (curveIsHovered)
{
drawLinkedKnotHandle = false;
if (!knot.Equals(lastHovered))
{
if (!SplineSelection.Contains(knot))
return;
hovered = false;
mainKnot = lastHovered;
}
}
else
{
foreach (var linkedKnot in k_KnotBuffer)
{
if (!hovered)
{
var kSelected = SplineSelection.Contains(linkedKnot);
// If the current knot in not selected but other linked knots are, skip rendering
if (!selected && kSelected)
return;
// If current knot is selected but not k, don't consider k as a potential knot
if (selected && !kSelected)
{
drawLinkedKnotHandle = false;
continue;
}
}
//Main knot is the older one, the one on the spline of lowest range and the knot of lowest index
if ((!SplineSelection.HasActiveSplineSelection() || SplineSelection.Contains(linkedKnot.SplineInfo)) &&
(linkedKnot.SplineInfo.Index < mainKnot.SplineInfo.Index ||
linkedKnot.SplineInfo.Index == mainKnot.SplineInfo.Index && linkedKnot.KnotIndex < mainKnot.KnotIndex))
mainKnot = linkedKnot;
}
}
}
//Hovered might not be available if a TRS tool is in use
hovered &= SplineHandleUtility.IsHoverAvailableForSplineElement();
var knotColor = SplineHandleUtility.elementColor;
var highlightColor = SplineHandleUtility.elementPreselectionColor;
var rotationDiscColor = SplineHandleUtility.elementPreselectionColor;
if (hovered)
{
knotColor = SplineHandleUtility.elementPreselectionColor;
highlightColor = SplineHandleUtility.elementPreselectionColor;
}
else if (selected)
{
knotColor = SplineHandleUtility.elementSelectionColor;
highlightColor = SplineHandleUtility.elementSelectionColor;
}
if (SplineHandleUtility.canDrawOnCurves && (hovered || selected))
{
using (new Handles.DrawingScope(highlightColor))
CurveHandles.DoCurveHighlightCap(knot);
}
if (knot.Equals(mainKnot))
{
s_Knots.Add((knot, selected, hovered, knotColor, rotationDiscColor, drawLinkedKnotHandle));
DrawKnotIndices(knot);
}
}
internal static void ClearVisibleKnots()
{
if (Event.current.type != EventType.Repaint)
return;
s_Knots.Clear();
}
internal static void DrawVisibleKnots()
{
if (Event.current.type != EventType.Repaint)
return;
foreach (var knotInfo in s_Knots)
Draw(knotInfo.knot.Position, knotInfo.knot.Rotation, knotInfo.knotColor, knotInfo.selected, knotInfo.hovered, knotInfo.discColor, k_KnotRotDiscWidthHover, knotInfo.linkedKnot);
}
static void DrawKnotIndices(SelectableKnot knot)
{
if (!SplineHandleSettings.ShowKnotIndices)
return;
var hasLinkedKnots = !(k_KnotBuffer.Count == 1 && k_KnotBuffer.Contains(knot));
if (k_KnotBuffer != null && k_KnotBuffer.Count > 0 && hasLinkedKnots)
{
var stringBuilder = new System.Text.StringBuilder("[");
for (var i = 0; i < k_KnotBuffer.Count; i++)
{
stringBuilder.Append($"({k_KnotBuffer[i].SplineInfo.Index},{k_KnotBuffer[i].KnotIndex})");
if (i != k_KnotBuffer.Count - 1)
stringBuilder.Append(", ");
}
stringBuilder.Append("]");
Handles.Label(knot.Position, stringBuilder.ToString());
}
else
{
Handles.Label(knot.Position, $"[{knot.KnotIndex}]");
}
}
internal static void Draw(SelectableKnot knot, Color knotColor, bool selected, bool hovered)
{
EditorSplineUtility.GetKnotLinks(knot, k_KnotBuffer);
var mainKnot = knot;
if(k_KnotBuffer.Count != 1)
{
foreach(var k in k_KnotBuffer)
{
//Main knot is the older one, the one on the spline of lowest range and the knot of lowest index
if(k.SplineInfo.Index < mainKnot.SplineInfo.Index ||
k.SplineInfo.Index == mainKnot.SplineInfo.Index && k.KnotIndex < mainKnot.KnotIndex)
mainKnot = k;
}
}
if(!mainKnot.Equals(knot))
return;
Draw(knot.Position, knot.Rotation, knotColor, selected, hovered, knotColor, k_KnotRotDiscWidthDefault, k_KnotBuffer.Count != 1);
}
internal static void Draw(Vector3 position, Quaternion rotation, Color knotColor, bool selected, bool hovered)
{
Draw(position, rotation, knotColor, selected, hovered, knotColor, k_KnotRotDiscWidthDefault);
}
static void UpdateHandlePoints(float size)
{
var startIndex = 5;
k_HandlePoints[startIndex] = Vector3.forward * k_KnotRotDiscRadius * size;
var r = Vector3.right * SplineHandleUtility.knotDiscRadiusFactorDefault * size;
//The first and last element should be in the middle of the points list to get a better visual
for(int i = 0; i < 9; i++)
{
var index = ( i + startIndex + 1 ) % k_HandlePoints.Length;
var pos = Quaternion.Euler(0, ( 1f - i / 8f ) * 180f, 0) * r;
k_HandlePoints[index] = pos;
if(index == k_HandlePoints.Length - 1)
{
startIndex += 1;
k_HandlePoints[0] = pos;
}
}
}
internal static void DrawInformativeKnot(SelectableKnot knot, float sizeFactor = 0.5f)
{
if (Event.current.type != EventType.Repaint)
return;
EditorSplineUtility.GetKnotLinks(knot, k_KnotBuffer);
var drawLinkedKnotHandle = k_KnotBuffer.Count != 1;
if(drawLinkedKnotHandle)
{
foreach(var k in k_KnotBuffer)
{
//If the current knot in not selected but other linked knots are, skip rendering
if(SplineSelection.Contains(k))
return;
}
}
DrawInformativeKnotVisual(knot, SplineHandleUtility.lineColor, sizeFactor);
}
static void DrawInformativeKnotVisual(SelectableKnot knot, Color knotColor, float sizeFactor = 0.5f)
{
var position = knot.Position;
var size = HandleUtility.GetHandleSize(position);
using(new Handles.DrawingScope(knotColor, Matrix4x4.TRS(position, knot.Rotation, Vector3.one)))
{
Handles.DrawSolidDisc(Vector3.zero, Vector3.up, size * SplineHandleUtility.knotDiscRadiusFactorSelected * sizeFactor);
}
}
static void Draw(Vector3 position, Quaternion rotation, Color knotColor, bool selected, bool hovered, Color discColor, float rotationDiscWidth, bool linkedKnots = false)
{
var size = HandleUtility.GetHandleSize(position);
using (new ZTestScope(CompareFunction.Less))
{
using (new Handles.DrawingScope(knotColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
DrawKnotShape(size, selected, linkedKnots);
if (hovered)
{
using (new Handles.DrawingScope(discColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
SplineHandleUtility.DrawAAWireDisc(Vector3.zero, Vector3.up, k_KnotRotDiscRadius * size, rotationDiscWidth);
}
}
using (new ZTestScope(CompareFunction.Greater))
{
var newKnotColor = new Color(knotColor.r, knotColor.g, knotColor.b, knotColor.a * k_ColorAlphaFactor);
using (new Handles.DrawingScope(newKnotColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
DrawKnotShape(size, selected, linkedKnots);
if (hovered)
{
var newDiscColor = new Color(discColor.r, discColor.g,
discColor.b, discColor.a * k_ColorAlphaFactor);
using (new Handles.DrawingScope(newDiscColor, Matrix4x4.TRS(position, rotation, Vector3.one)))
SplineHandleUtility.DrawAAWireDisc(Vector3.zero, Vector3.up, k_KnotRotDiscRadius * size, rotationDiscWidth);
}
}
}
static void DrawKnotShape(float size, bool selected, bool linkedKnots)
{
if (!linkedKnots)
{
UpdateHandlePoints(size);
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex, k_KnotHandleWidth, k_HandlePoints);
if (selected)
Handles.DrawAAConvexPolygon(k_HandlePoints);
}
else
{
// Knot disc
if (selected)
{
var radius = selected ? SplineHandleUtility.knotDiscRadiusFactorSelected : SplineHandleUtility.knotDiscRadiusFactorHover;
Handles.DrawSolidDisc(Vector3.zero, Vector3.up, radius * size);
}
else
Handles.DrawWireDisc(Vector3.zero, Vector3.up, SplineHandleUtility.knotDiscRadiusFactorDefault * size, SplineHandleUtility.handleWidth * SplineHandleUtility.aliasedLineSizeMultiplier);
}
Handles.DrawAAPolyLine(Vector3.zero, Vector3.up * 2f * SplineHandleUtility.sizeFactor * size);
}
}
}

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using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Splines;
namespace UnityEditor.Splines
{
class SplineElementRectSelector
{
enum Mode
{
None,
Replace,
Add,
Subtract
}
static class Styles
{
public static readonly GUIStyle selectionRect = GUI.skin.FindStyle("selectionRect");
}
Rect m_Rect;
Vector2 m_StartPos;
Mode m_Mode;
Mode m_InitialMode;
static readonly HashSet<ISelectableElement> s_SplineElementsCompareSet = new HashSet<ISelectableElement>();
static readonly List<ISelectableElement> s_SplineElementsBuffer = new List<ISelectableElement>();
static readonly HashSet<ISelectableElement> s_PreRectSelectionElements = new HashSet<ISelectableElement>();
public void OnGUI(IReadOnlyList<SplineInfo> splines)
{
int id = GUIUtility.GetControlID(FocusType.Passive);
Event evt = Event.current;
switch (evt.GetTypeForControl(id))
{
case EventType.Layout:
case EventType.MouseMove:
HandleUtility.AddDefaultControl(id);
if (m_Mode != Mode.None)
{
// If we've started rect select in Add or Subtract modes, then if we were in a Replace
// mode just before (i.e. the shift or action has been released temporarily),
// we need to bring back the pre rect selection elements into current selection.
if (m_InitialMode != Mode.Replace && RefreshSelectionMode())
{
SplineSelection.Clear();
s_SplineElementsCompareSet.Clear();
if (m_Mode != Mode.Replace)
{
foreach (var element in s_PreRectSelectionElements)
SplineSelection.Add(element);
}
m_Rect = GetRectFromPoints(m_StartPos, evt.mousePosition);
UpdateSelection(m_Rect, splines);
}
}
break;
case EventType.Repaint:
if (GUIUtility.hotControl == id && m_Rect.size != Vector2.zero)
{
Handles.BeginGUI();
Styles.selectionRect.Draw(m_Rect, GUIContent.none, false, false, false, false);
Handles.EndGUI();
}
break;
case EventType.MouseDown:
if (SplineHandles.ViewToolActive())
return;
if (HandleUtility.nearestControl == id && evt.button == 0)
{
m_StartPos = evt.mousePosition;
m_Rect = new Rect(Vector3.zero, Vector2.zero);
BeginSelection(splines);
GUIUtility.hotControl = id;
evt.Use();
}
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl == id)
{
m_Rect = GetRectFromPoints(m_StartPos, evt.mousePosition);
evt.Use();
UpdateSelection(m_Rect, splines);
}
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == id)
{
GUIUtility.hotControl = 0;
evt.Use();
EndSelection(m_Rect, splines);
}
break;
}
}
void BeginSelection(IReadOnlyList<SplineInfo> splines)
{
RefreshSelectionMode();
m_InitialMode = m_Mode;
s_SplineElementsCompareSet.Clear();
s_SplineElementsBuffer.Clear();
if (m_Mode == Mode.Replace)
{
SplineSelection.Clear();
s_PreRectSelectionElements.Clear();
}
else
SplineSelection.GetElements(splines, s_PreRectSelectionElements);
}
void UpdateSelection(Rect rect, IReadOnlyList<SplineInfo> splines)
{
//Get all elements in rect
s_SplineElementsBuffer.Clear();
for (int i = 0; i < splines.Count; ++i)
{
var splineData = splines[i];
for (int j = 0; j < splineData.Spline.Count; ++j)
if(!SplineSelection.HasActiveSplineSelection() || SplineSelection.Contains(splineData))
GetElementSelection(rect, splineData, j, s_SplineElementsBuffer);
}
foreach (var splineElement in s_SplineElementsBuffer)
{
//Compare current frame buffer with last frame's to find new additions/removals
var wasInRectLastFrame = s_SplineElementsCompareSet.Remove(splineElement);
if (m_Mode == Mode.Replace || m_Mode == Mode.Add)
{
var canAdd = m_Mode == Mode.Replace ? true : !s_PreRectSelectionElements.Contains(splineElement);
if (!wasInRectLastFrame && canAdd)
SplineSelection.Add(splineElement);
}
else if (m_Mode == Mode.Subtract && !wasInRectLastFrame)
{
SplineSelection.Remove(splineElement);
}
}
//Remaining spline elements from last frame are removed from selection (or added if mode is subtract)
foreach (var splineElement in s_SplineElementsCompareSet)
{
if (m_Mode == Mode.Replace || m_Mode == Mode.Add)
{
// If we're in Add mode, don't remove elements that were in select prior to rect selection
if (m_Mode == Mode.Add && s_PreRectSelectionElements.Contains(splineElement))
continue;
SplineSelection.Remove(splineElement);
}
else if (m_Mode == Mode.Subtract && s_PreRectSelectionElements.Contains(splineElement))
SplineSelection.Add(splineElement);
}
//Move current elements buffer to hash set for next frame compare
s_SplineElementsCompareSet.Clear();
foreach (var splineElement in s_SplineElementsBuffer)
s_SplineElementsCompareSet.Add(splineElement);
}
bool RefreshSelectionMode()
{
var modeBefore = m_Mode;
if (Event.current.shift)
m_Mode = Mode.Add;
else if (EditorGUI.actionKey)
m_Mode = Mode.Subtract;
else
m_Mode = Mode.Replace;
// Return true if the mode has changed
return m_Mode != modeBefore;
}
void GetElementSelection(Rect rect, SplineInfo splineInfo, int index, List<ISelectableElement> results)
{
var knot = splineInfo.Spline[index];
var localToWorld = splineInfo.LocalToWorld;
var worldKnot = knot.Transform(localToWorld);
Vector3 screenSpace = HandleUtility.WorldToGUIPointWithDepth(worldKnot.Position);
if (screenSpace.z > 0 && rect.Contains(screenSpace))
results.Add(new SelectableKnot(splineInfo, index));
var tangentIn = new SelectableTangent(splineInfo, index, BezierTangent.In);
if (SplineSelectionUtility.IsSelectable(tangentIn))
{
screenSpace = HandleUtility.WorldToGUIPointWithDepth(worldKnot.Position + math.rotate(worldKnot.Rotation, worldKnot.TangentIn));
if (screenSpace.z > 0 && rect.Contains(screenSpace))
results.Add(tangentIn);
}
var tangentOut = new SelectableTangent(splineInfo, index, BezierTangent.Out);
if (SplineSelectionUtility.IsSelectable(tangentOut))
{
screenSpace = HandleUtility.WorldToGUIPointWithDepth(worldKnot.Position + math.rotate(worldKnot.Rotation, worldKnot.TangentOut));
if (screenSpace.z > 0 && rect.Contains(screenSpace))
results.Add(tangentOut);
}
}
void EndSelection(Rect rect, IReadOnlyList<SplineInfo> splines)
{
m_Mode = m_InitialMode = Mode.None;
}
static Rect GetRectFromPoints(Vector2 a, Vector2 b)
{
Vector2 min = new Vector2(Mathf.Min(a.x, b.x), Mathf.Min(a.y, b.y));
Vector2 max = new Vector2(Mathf.Max(a.x, b.x), Mathf.Max(a.y, b.y));
return new Rect(min, max - min);
}
}
}

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using System;
using UnityEngine;
using UnityEditor.SettingsManagement;
using UnityEngine.Splines;
namespace UnityEditor.Splines
{
static class SplineHandleSettings
{
[UserSetting]
static readonly Pref<bool> s_FlowDirectionEnabled = new Pref<bool>("Handles.FlowDirectionEnabled", true);
[UserSetting]
static readonly Pref<bool> s_ShowAllTangents = new Pref<bool>("Handles.ShowAllTangents", true);
static readonly Pref<bool> s_ShowKnotIndices = new Pref<bool>("Handles.ShowKnotIndices", false);
[UserSetting]
static UserSetting<bool> s_ShowMesh = new UserSetting<bool>(PathSettings.instance,"Handles.Debug.ShowMesh", false, SettingsScope.User);
[UserSetting]
static UserSetting<Color> s_MeshColor = new UserSetting<Color>(PathSettings.instance, "Handles.Debug.MeshColor", Color.white, SettingsScope.User);
[UserSetting]
static UserSetting<float> s_MeshSize = new UserSetting<float>(PathSettings.instance, "Handles.Debug.MeshSize", 0.1f, SettingsScope.User);
[UserSetting]
static UserSetting<int> s_MeshResolution = new UserSetting<int>(PathSettings.instance, "Handles.Debug.MeshResolution", SplineUtility.DrawResolutionDefault, SettingsScope.User);
[UserSettingBlock("Spline Mesh")]
static void HandleDebugPreferences(string searchContext)
{
EditorGUI.BeginChangeCheck();
s_MeshColor.value = SettingsGUILayout.SettingsColorField("Color", s_MeshColor, searchContext);
s_MeshSize.value = SettingsGUILayout.SettingsSlider("Size", s_MeshSize, 0.01f, 1f, searchContext);
s_MeshResolution.value = SettingsGUILayout.SettingsSlider("Resolution", s_MeshResolution, 4, 100, searchContext);
if(EditorGUI.EndChangeCheck())
SceneView.RepaintAll();
}
public static bool FlowDirectionEnabled
{
get => s_FlowDirectionEnabled;
set => s_FlowDirectionEnabled.SetValue(value);
}
public static bool ShowAllTangents
{
get => s_ShowAllTangents;
set => s_ShowAllTangents.SetValue(value);
}
public static bool ShowKnotIndices
{
get => s_ShowKnotIndices;
set => s_ShowKnotIndices.SetValue(value);
}
public static bool ShowMesh
{
get => s_ShowMesh;
set => s_ShowMesh.SetValue(value);
}
public static Color SplineMeshColor => s_MeshColor;
public static float SplineMeshSize => s_MeshSize;
public static int SplineMeshResolution => s_MeshResolution;
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.Splines;
namespace UnityEditor.Splines
{
/// <summary>
/// This class provides the ability to draw a handle for a spline.
/// </summary>
public static class SplineHandles
{
/// <summary>
/// The scope used to draw a spline. This is managing several purposes when using SplineHandles.DrawSomething().
/// This ensure selection is working properly, and that hovering an element is highlighting the correct related
/// elements (for instance hovering a tangent highlights the opposite one when needed and the knot as well).
/// </summary>
public class SplineHandleScope : IDisposable
{
int m_NearestControl;
/// <summary>
/// Defines a new scope to draw spline elements in.
/// </summary>
public SplineHandleScope()
{
m_NearestControl = HandleUtility.nearestControl;
Clear();
SplineHandleUtility.minElementId = GUIUtility.GetControlID(FocusType.Passive);
}
/// <summary>
/// Called automatically when the `SplineHandleScope` is disposed.
/// </summary>
public void Dispose()
{
SplineHandleUtility.maxElementId = GUIUtility.GetControlID(FocusType.Passive);
var evtType = Event.current.type;
if ( (evtType == EventType.MouseMove || evtType == EventType.Layout)
&& HandleUtility.nearestControl == m_NearestControl)
SplineHandleUtility.ResetLastHoveredElement();
}
}
/// <summary>
/// The color of sections of spline curve handles that are behind objects in the Scene view.
/// </summary>
public static Color lineBehindColor => SplineHandleUtility.lineBehindColor;
/// <summary>
/// The color of sections of spline curves handles that are in front of objects in the Scene view.
/// </summary>
public static Color lineColor => SplineHandleUtility.lineColor;
/// <summary>
/// The color of tangent handles for a spline.
/// </summary>
public static Color tangentColor => SplineHandleUtility.tangentColor;
/// <summary>
/// The distance to pick a spline knot, tangent, or curve handle at.
/// </summary>
public static float pickingDistance => SplineHandleUtility.pickingDistance;
static List<int> s_ControlIDs = new();
static List<int> s_CurveIDs = new();
static readonly List<SelectableKnot> k_KnotBuffer = new ();
static Dictionary<SelectableKnot, int> s_KnotsIDs = new ();
// todo Tools.viewToolActive should be handling the modifier check, but 2022.2 broke this
internal static bool ViewToolActive()
{
return Tools.viewToolActive || Tools.current == Tool.View || (Event.current.modifiers & EventModifiers.Alt) == EventModifiers.Alt;
}
static void Clear()
{
s_CurveIDs.Clear();
s_KnotsIDs.Clear();
}
/// <summary>
/// Creates handles for a set of splines. These handles display the knots, tangents, and segments of a spline.
/// These handles support selection and the direct manipulation of spline elements.
/// </summary>
/// <param name="splines">The set of splines to draw handles for.</param>
public static void DoHandles(IReadOnlyList<SplineInfo> splines)
{
Profiler.BeginSample("SplineHandles.DoHandles");
using (new SplineHandleScope())
{
// Drawing done in two separate passes to make sure the curves are drawn behind the spline elements.
// Draw the curves.
for (int i = 0; i < splines.Count; ++i)
{
DoSegmentsHandles(splines[i]);
}
DoKnotsAndTangentsHandles(splines);
}
Profiler.EndSample();
}
internal static bool IsCurveId(int id)
{
return s_CurveIDs.Contains(id);
}
/// <summary>
/// Creates knot and tangent handles for a spline. Call `DoKnotsAndTangentsHandles` in a `SplineHandleScope`.
/// This method is used internally by `DoHandles`.
/// </summary>
/// <param name="spline">The spline to create knot and tangent handles for.</param>
public static void DoKnotsAndTangentsHandles(SplineInfo spline)
{
SplineHandleUtility.UpdateElementColors();
KnotHandles.ClearVisibleKnots();
// Draw the spline elements.
DrawSplineElements(spline);
//Drawing knots on top of all other elements and above other splines
KnotHandles.DrawVisibleKnots();
}
/// <summary>
/// Creates knot and tangent handles for multiple splines. Call `DoKnotsAndTangentsHandles` in a `SplineHandleScope`.
/// This method is used internally by `DoHandles`.
/// </summary>
/// <param name="splines">The splines to create knot and tangent handles for.</param>
public static void DoKnotsAndTangentsHandles(IReadOnlyList<SplineInfo> splines)
{
SplineHandleUtility.UpdateElementColors();
KnotHandles.ClearVisibleKnots();
// Draw the spline elements.
for (int i = 0; i < splines.Count; ++i)
DrawSplineElements(splines[i]);
//Drawing knots on top of all other elements and above other splines
KnotHandles.DrawVisibleKnots();
}
/// <summary>
/// Creates segment handles for a spline. Call `DoCurvesHandles` in a `SplineHandleScope`.
/// This method is used internally by `DrawHandles`.
/// </summary>
/// <param name="splineInfo">The splineInfo of the spline to draw knots and tangents for.</param>
public static void DoSegmentsHandles(SplineInfo splineInfo)
{
var spline = splineInfo.Spline;
if (spline == null || spline.Count < 2)
return;
var localToWorld = splineInfo.LocalToWorld;
// If the spline isn't closed, skip the last index of the spline
int lastIndex = spline.Closed ? spline.Count - 1 : spline.Count - 2;
if (SplineHandleSettings.ShowMesh)
{
using (var nativeSpline = new NativeSpline(spline, localToWorld))
using (var mesh = new SplineMeshHandle<NativeSpline>())
using (new ZTestScope(UnityEngine.Rendering.CompareFunction.Less))
{
mesh.Do(nativeSpline, SplineHandleSettings.SplineMeshSize, SplineHandleSettings.SplineMeshColor, SplineHandleSettings.SplineMeshResolution);
}
}
s_ControlIDs.Clear();
for (int idIndex = 0; idIndex < lastIndex + 1; ++idIndex)
{
var id = GUIUtility.GetControlID(FocusType.Passive);
s_ControlIDs.Add(id);
s_CurveIDs.Add(id);
}
var drawHandlesAsActive = !SplineSelection.HasActiveSplineSelection() || SplineSelection.Contains(splineInfo);
//Draw all the curves at once
SplineCacheUtility.GetCachedPositions(spline, out var positions);
using (new Handles.DrawingScope(SplineHandleUtility.lineColor, localToWorld))
{
using (new ZTestScope(CompareFunction.Less))
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex, 4f, positions);
}
using (new Handles.DrawingScope(SplineHandleUtility.lineBehindColor, localToWorld))
{
using (new ZTestScope(CompareFunction.Greater))
Handles.DrawAAPolyLine(SplineHandleUtility.denseLineAATex, 4f, positions);
}
if (drawHandlesAsActive)
{
for (int curveIndex = 0; curveIndex < lastIndex + 1; ++curveIndex)
{
if (SplineHandleSettings.FlowDirectionEnabled && Event.current.type == EventType.Repaint)
{
var curve = spline.GetCurve(curveIndex).Transform(localToWorld);
CurveHandles.DrawFlow(curve, spline, curveIndex);
}
}
}
for (int curveIndex = 0; curveIndex < lastIndex + 1; ++curveIndex)
{
CurveHandles.DrawWithHighlight(
s_ControlIDs[curveIndex],
spline,
curveIndex,
localToWorld,
new SelectableKnot(splineInfo, curveIndex),
new SelectableKnot(splineInfo, SplineUtility.NextIndex(curveIndex, spline.Count, spline.Closed)),
drawHandlesAsActive);
}
SplineHandleUtility.canDrawOnCurves = true;
}
static void DrawSplineElements(SplineInfo splineInfo)
{
var spline = splineInfo.Spline;
var drawHandlesAsActive = !SplineSelection.HasActiveSplineSelection() || SplineSelection.Contains(splineInfo);
if (drawHandlesAsActive)
{
for (int knotIndex = 0; knotIndex < spline.Count; ++knotIndex)
DrawKnotWithTangentsHandles_Internal(new SelectableKnot(splineInfo, knotIndex));
}
else
{
for (int knotIndex = 0; knotIndex < spline.Count; ++knotIndex)
KnotHandles.DrawInformativeKnot(new SelectableKnot(splineInfo, knotIndex));
}
}
/// <summary>
/// Creates handles for a knot and its tangents if those tangents are modifiable.
/// These handles support the selection and direct manipulation of spline elements.
/// Call `DoKnotWithTangentsHandles` in a `SplineHandleScope`.
/// </summary>
/// <param name="knot">The knot to draw handles for.</param>
public static void DoKnotWithTangentsHandles(SelectableKnot knot)
{
KnotHandles.ClearVisibleKnots();
DrawKnotWithTangentsHandles_Internal(knot);
KnotHandles.DrawVisibleKnots();
}
static void DrawKnotWithTangentsHandles_Internal(SelectableKnot knot)
{
var splineInfo = knot.SplineInfo;
if (SplineUtility.AreTangentsModifiable(splineInfo.Spline.GetTangentMode(knot.KnotIndex)))
DoTangentsHandles(knot);
DrawKnotHandles_Internal(knot);
}
/// <summary>
/// Create handles for a knot. These handles the support selection and direct manipulation of spline elements.
/// Call `DoKnotHandles` in a `SplineHandleScope`.
/// </summary>
/// <param name="knot">The knot to draw handles for.</param>
public static void DoKnotHandles(SelectableKnot knot)
{
KnotHandles.ClearVisibleKnots();
DrawKnotHandles_Internal(knot);
KnotHandles.DrawVisibleKnots();
}
static void DrawKnotHandles_Internal(SelectableKnot knot)
{
var id = GetKnotID(knot);
SelectionHandle(id, knot);
KnotHandles.Draw(id, knot);
}
/// <summary>
/// Create handles for a knot's tangents if those tangents are modifiable. `DoTangentsHandles` does not create handles for the knot.
/// These handles support the selection and direct manipulation of the spline elements.
/// Call `DoTangentsHandles` in a `SplineHandleScope`.
/// </summary>
/// <param name="knot">The knot to draw tangent handles for.</param>
public static void DoTangentsHandles(SelectableKnot knot)
{
if(!knot.IsValid())
return;
var splineInfo = knot.SplineInfo;
var spline = splineInfo.Spline;
var knotIndex = knot.KnotIndex;
var tangentIn = new SelectableTangent(splineInfo, knotIndex, BezierTangent.In);
var tangentOut = new SelectableTangent(splineInfo, knotIndex, BezierTangent.Out);
var controlIdIn = GUIUtility.GetControlID(FocusType.Passive);
var controlIdOut = GUIUtility.GetControlID(FocusType.Passive);
// Tangent In
if (GUIUtility.hotControl == controlIdIn || SplineHandleUtility.ShouldShowTangent(tangentIn) && (spline.Closed || knotIndex != 0))
{
SelectionHandle(controlIdIn, tangentIn);
TangentHandles.Draw(controlIdIn, tangentIn);
}
// Tangent Out
if (GUIUtility.hotControl == controlIdOut || SplineHandleUtility.ShouldShowTangent(tangentOut) && (spline.Closed || knotIndex + 1 != spline.Count))
{
SelectionHandle(controlIdOut, tangentOut);
TangentHandles.Draw(controlIdOut, tangentOut);
}
}
static int GetKnotID(SelectableKnot knot)
{
EditorSplineUtility.GetKnotLinks(knot, k_KnotBuffer);
//If a linked knot as already been assigned, return the same id
if (s_KnotsIDs.ContainsKey(k_KnotBuffer[0]))
return s_KnotsIDs[k_KnotBuffer[0]];
//else compute a new id and record it
var id = GUIUtility.GetControlID(FocusType.Passive);
s_KnotsIDs.Add(k_KnotBuffer[0], id);
return id;
}
static void SelectionHandle<T>(int id, T element)
where T : struct, ISelectableElement
{
Event evt = Event.current;
EventType eventType = evt.GetTypeForControl(id);
switch (eventType)
{
case EventType.Layout:
case EventType.MouseMove:
if (!ViewToolActive())
{
HandleUtility.AddControl(id, SplineHandleUtility.DistanceToCircle(element.Position, SplineHandleUtility.pickingDistance));
if (GUIUtility.hotControl == 0 && HandleUtility.nearestControl == id)
SplineHandleUtility.SetLastHoveredElement(element, id);
}
break;
case EventType.MouseDown:
if (HandleUtility.nearestControl == id && evt.button == 0)
{
GUIUtility.hotControl = id;
evt.Use();
DirectManipulation.BeginDrag(element.Position, EditorSplineUtility.GetElementRotation(element));
}
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl == id)
{
EditorSplineUtility.RecordObject(element.SplineInfo, "Move Knot");
var pos = TransformOperation.ApplySmartRounding(DirectManipulation.UpdateDrag(id));
if (element is SelectableTangent tangent)
EditorSplineUtility.ApplyPositionToTangent(tangent, pos);
else
element.Position = pos;
GUI.changed = true;
evt.Use();
}
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == id && evt.button == 0)
{
if (!DirectManipulation.IsDragging)
SplineSelectionUtility.HandleSelection(element);
DirectManipulation.EndDrag();
GUI.changed = true;
evt.Use();
GUIUtility.hotControl = 0;
}
break;
case EventType.Repaint:
DirectManipulation.DrawHandles(id, element.Position);
break;
}
}
/// <summary>
/// Draws a handle for a spline.
/// </summary>
/// <param name="spline">The target spline.</param>
/// <typeparam name="T">A type implementing ISpline.</typeparam>
public static void DoSpline<T>(T spline) where T : ISpline => DoSpline(-1, spline);
/// <summary>
/// Draws a handle for a spline.
/// </summary>
/// <param name="controlID">The spline mesh controlID.</param>
/// <param name="spline">The target spline.</param>
/// <typeparam name="T">A type implementing ISpline.</typeparam>
public static void DoSpline<T>(int controlID, T spline) where T : ISpline
{
for(int i = 0; i < spline.GetCurveCount(); ++i)
CurveHandles.Draw(controlID, spline.GetCurve(i));
}
/// <summary>
/// Draws a handle for a <see cref="BezierCurve"/>.
/// </summary>
/// <param name="curve">The <see cref="BezierCurve"/> to create handles for.</param>
public static void DoCurve(BezierCurve curve) => CurveHandles.Draw(-1, curve);
/// <summary>
/// Draws a handle for a <see cref="BezierCurve"/>.
/// </summary>
/// <param name="controlID">The spline mesh controlID.</param>
/// <param name="curve">The <see cref="BezierCurve"/> to create handles for.</param>
public static void DoCurve(int controlID, BezierCurve curve) => CurveHandles.Draw(controlID, curve);
/// <summary>
/// Draws handles for a knot. These handles are drawn only during repaint events and not on selection.
/// </summary>
/// <param name="knot">The <see cref="SelectableKnot"/> to create handles for.</param>
/// <param name="selected">Set to true to draw the knot handle as a selected element.</param>
/// <param name="hovered">Set to true to draw the knot handle as a hovered element.</param>
public static void DrawKnot(SelectableKnot knot, bool selected = false, bool hovered = false)
=> DrawKnot(-1, knot, selected, hovered);
/// <summary>
/// Draws handles for a knot. These handles are drawn only during repaint events and not on selection.
/// </summary>
/// <param name="controlID">The controlID of the tangent to create handles for.</param>
/// <param name="knot">The <see cref="SelectableKnot"/> to create handles for.</param>
/// <param name="selected">Set to true to draw the knot handle as a selected element.</param>
/// <param name="hovered">Set to true to draw the knot handle as a hovered element.</param>
public static void DrawKnot(int controlID, SelectableKnot knot, bool selected = false, bool hovered = false)
{
KnotHandles.Do(controlID, knot, selected, hovered);
}
/// <summary>
/// Draws handles for a tangent. These handles are drawn only during repaint events and not on selection.
/// </summary>
/// <param name="tangent">The <see cref="SelectableTangent"/> to create handles for.</param>
/// <param name="selected">Set to true to draw the tangent handle as a selected element.</param>
/// <param name="hovered">Set to true to draw the tangent handle as a hovered element.</param>
public static void DrawTangent(SelectableTangent tangent, bool selected = false, bool hovered = false) => DrawTangent(-1, tangent, selected, hovered);
/// <summary>
/// Draws handles for a tangent. These handles are drawn only during repaint events and not on selection.
/// </summary>
/// <param name="controlID">The controlID of the tangent to create handles for.</param>
/// <param name="tangent">The <see cref="SelectableTangent"/> to create handles for.</param>
/// <param name="selected">Set to true to draw the tangent handle as a selected element.</param>
/// <param name="hovered">Set to true to draw the tangent handle as a hovered element.</param>
public static void DrawTangent(int controlID, SelectableTangent tangent, bool selected = false, bool hovered = false)
{
TangentHandles.Do(controlID, tangent, selected, hovered);
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Splines;
using Object = UnityEngine.Object;
namespace UnityEditor.Splines
{
/// <summary>
/// Creates a cylinder mesh along a spline.
/// </summary>
/// <typeparam name="T">The type of ISpline.</typeparam>
public class SplineMeshHandle<T> : IDisposable where T : ISpline
{
class SplineMeshDrawingScope : IDisposable
{
Material m_Material;
int m_HandleZTestId;
int m_BlendSrcModeId;
int m_BlendDstModeId;
float m_PreviousZTest;
int m_PreviousBlendSrcMode;
int m_PreviousBlendDstMode;
public SplineMeshDrawingScope(Material material, Color color)
{
Shader.SetGlobalColor("_HandleColor", color);
Shader.SetGlobalFloat("_HandleSize", 1f);
Shader.SetGlobalMatrix("_ObjectToWorld", Handles.matrix);
if (material == null)
{
m_Material = HandleUtility.handleMaterial;
m_HandleZTestId = Shader.PropertyToID("_HandleZTest");
m_BlendSrcModeId = Shader.PropertyToID("_BlendSrcMode");
m_BlendDstModeId = Shader.PropertyToID("_BlendDstMode");
m_PreviousZTest = m_Material.GetFloat(m_HandleZTestId);
m_PreviousBlendSrcMode = m_Material.GetInt(m_BlendSrcModeId);
m_PreviousBlendDstMode = m_Material.GetInt(m_BlendDstModeId);
m_Material.SetFloat(m_HandleZTestId, (float)Handles.zTest);
m_Material.SetInt(m_BlendSrcModeId, (int)UnityEngine.Rendering.BlendMode.One);
m_Material.SetInt(m_BlendDstModeId, (int)UnityEngine.Rendering.BlendMode.One);
m_Material.SetPass(0);
}
else
material.SetPass(0);
}
public void Dispose()
{
if (m_Material != null)
{
m_Material.SetFloat(m_HandleZTestId, m_PreviousZTest);
m_Material.SetInt(m_BlendSrcModeId, m_PreviousBlendSrcMode);
m_Material.SetInt(m_BlendDstModeId, m_PreviousBlendDstMode);
}
}
}
Mesh m_Mesh;
Material m_Material;
/// <summary>
/// Creates a new mesh handle. This class implements IDisposable to clean up allocated mesh resources. Call
/// <see cref="Dispose"/> when you are finished with the instance.
/// </summary>
public SplineMeshHandle()
{
m_Mesh = new Mesh()
{
hideFlags = HideFlags.HideAndDontSave
};
m_Material = null;
}
/// <summary>
/// Create a new mesh handle. This class implements IDisposable to clean up allocated mesh resources. Call
/// <see cref="Dispose"/> when you are finished with the instance.
/// </summary>
/// <param name="material">The material to render the cylinder mesh with.</param>
public SplineMeshHandle(Material material) : base()
{
m_Material = material;
}
/// <summary>
/// The material to render this mesh with. If null, a default material is used.
/// </summary>
public Material material
{
get => m_Material;
set => m_Material = value;
}
/// <summary>
/// Draws a 3D mesh from a spline.
/// </summary>
/// <param name="spline">The target spline.</param>
/// <param name="size">The width to use for the spline mesh.</param>
/// <param name="color">The color to use for the spline mesh in normal mode.</param>
/// <param name="resolution">The resolution to use for the mesh, defines the number of segments per unit
/// with default value of <see cref="SplineUtility.DrawResolutionDefault"/>.</param>
public void Do(T spline, float size, Color color, int resolution = SplineUtility.DrawResolutionDefault)
{
if(Event.current.type != EventType.Repaint)
return;
Do(-1, spline, size, color, resolution);
}
/// <summary>
/// Draws a 3D mesh handle from a spline.
/// </summary>
/// <param name="controlID">The spline mesh controlID.</param>
/// <param name="spline">The target spline.</param>
/// <param name="size">The width to use for the spline mesh.</param>
/// <param name="color">The color to use for the spline mesh in normal mode.</param>
/// <param name="resolution">The resolution to use for the mesh, defines the number of segments per unit
/// with default value of <see cref="SplineUtility.DrawResolutionDefault"/>.</param>
public void Do(int controlID, T spline, float size, Color color, int resolution = SplineUtility.DrawResolutionDefault)
{
using (new Handles.DrawingScope(color))
Do(controlID, spline, size, resolution);
}
/// <summary>
/// Draws a 3D mesh from a spline.
/// </summary>
/// <param name="spline">The target spline.</param>
/// <param name="size">The width to use for the spline mesh.</param>
/// <param name="resolution">The resolution to use for the mesh, defines the number of segments per unit
/// with default value of <see cref="SplineUtility.DrawResolutionDefault"/>.</param>
public void Do(T spline, float size, int resolution = SplineUtility.DrawResolutionDefault)
{
if (Event.current.type != EventType.Repaint)
return;
Do(-1, spline, size, resolution);
}
/// <summary>
/// Draws a 3D mesh handle from a spline.
/// </summary>
/// <param name="controlID">The spline mesh controlID.</param>
/// <param name="spline">The target spline.</param>
/// <param name="size">The width to use for the spline mesh.</param>
/// <param name="resolution">The resolution to use for the mesh, defines the number of segments per unit
/// with default value of <see cref="SplineUtility.DrawResolutionDefault"/>.</param>
public void Do(int controlID, T spline, float size, int resolution = SplineUtility.DrawResolutionDefault)
{
var evt = Event.current;
switch (evt.type)
{
case EventType.MouseMove:
var ray = HandleUtility.GUIPointToWorldRay(evt.mousePosition);
HandleUtility.AddControl(controlID, SplineUtility.GetNearestPoint(spline, ray, out _, out _));
break;
case EventType.Repaint:
var segments = SplineUtility.GetSubdivisionCount(spline.GetLength(), resolution);
SplineMesh.Extrude(spline, m_Mesh, size, 8, segments, !spline.Closed);
var color = GUIUtility.hotControl == controlID
? Handles.selectedColor
: HandleUtility.nearestControl == controlID
? Handles.preselectionColor
: Handles.color;
using (new SplineMeshDrawingScope(m_Material, color))
Graphics.DrawMeshNow(m_Mesh, Handles.matrix);
break;
}
}
/// <summary>
/// Destroys the 3D mesh.
/// </summary>
public void Dispose() => Object.DestroyImmediate(m_Mesh);
}
}

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fileFormatVersion: 2
guid: b7822ae247afa5945befac0bc63be0bb
timeCreated: 1654094147

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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);
}
}
}
}

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