PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/DrawingUtility.cs

262 lines
8.7 KiB
C#
Raw Normal View History

2022-01-12 10:06:03 +03:00
using UnityEditor.U2D.Common;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal class DrawingUtility
{
public static readonly Color kSpriteBorderColor = new Color(0.25f, 0.5f, 1f, 0.75f);
public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float width)
{
DrawLine(p1, p2, normal, width, width);
}
public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
{
DrawLine(p1, p2, normal, widthP1, widthP2, Handles.color);
}
public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2, Color color)
{
if (Event.current.type != EventType.Repaint)
return;
Vector3 up = Vector3.Cross(normal, p2 - p1).normalized;
Shader.SetGlobalFloat("_HandleSize", 1);
InternalEditorBridge.ApplyWireMaterial();
GL.PushMatrix();
GL.MultMatrix(Handles.matrix);
GL.Begin(4);
GL.Color(color);
GL.Vertex(p1 + up * widthP1 * 0.5f);
GL.Vertex(p1 - up * widthP1 * 0.5f);
GL.Vertex(p2 - up * widthP2 * 0.5f);
GL.Vertex(p1 + up * widthP1 * 0.5f);
GL.Vertex(p2 - up * widthP2 * 0.5f);
GL.Vertex(p2 + up * widthP2 * 0.5f);
GL.End();
GL.PopMatrix();
}
public static void BeginLines(Color color)
{
InternalEditorBridge.ApplyWireMaterial();
GL.PushMatrix();
GL.MultMatrix(Handles.matrix);
GL.Begin(GL.LINES);
GL.Color(color);
}
public static void BeginSolidLines()
{
InternalEditorBridge.ApplyWireMaterial();
GL.PushMatrix();
GL.MultMatrix(Handles.matrix);
GL.Begin(GL.TRIANGLES);
}
public static void EndLines()
{
GL.End();
GL.PopMatrix();
}
public static void DrawLine(Vector3 p1, Vector3 p2)
{
GL.Vertex(p1);
GL.Vertex(p2);
}
public static void DrawSolidLine(float width, Vector3 p1, Vector3 p2)
{
DrawSolidLine(p1, p2, Vector3.forward, width, width);
}
public static void DrawSolidLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
{
GL.Color(Handles.color);
Vector3 right = Vector3.Cross(normal, p2 - p1).normalized;
GL.Vertex(p1 + right * widthP1 * 0.5f);
GL.Vertex(p1 - right * widthP1 * 0.5f);
GL.Vertex(p2 - right * widthP2 * 0.5f);
GL.Vertex(p1 + right * widthP1 * 0.5f);
GL.Vertex(p2 - right * widthP2 * 0.5f);
GL.Vertex(p2 + right * widthP2 * 0.5f);
}
public static void DrawBox(Rect position)
{
Vector3[] points = new Vector3[5];
int i = 0;
points[i++] = new Vector3(position.xMin, position.yMin, 0f);
points[i++] = new Vector3(position.xMax, position.yMin, 0f);
points[i++] = new Vector3(position.xMax, position.yMax, 0f);
points[i++] = new Vector3(position.xMin, position.yMax, 0f);
DrawLine(points[0], points[1]);
DrawLine(points[1], points[2]);
DrawLine(points[2], points[3]);
DrawLine(points[3], points[0]);
}
public static void DrawMesh(Mesh mesh, Material material, Matrix4x4 matrix)
{
Debug.Assert(mesh != null);
Debug.Assert(material != null);
if (Event.current.type != EventType.Repaint)
return;
material.SetFloat("_AdjustLinearForGamma", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
material.SetPass(0);
Graphics.DrawMeshNow(mesh, Handles.matrix * matrix);
}
public static void DrawGUIStyleCap(int controlID, Vector3 position, Quaternion rotation, float size, GUIStyle guiStyle)
{
if (Event.current.type != EventType.Repaint)
return;
if (Camera.current && Vector3.Dot(position - Camera.current.transform.position, Camera.current.transform.forward) < 0f)
return;
Handles.BeginGUI();
guiStyle.Draw(GetGUIStyleRect(guiStyle, position), GUIContent.none, controlID);
Handles.EndGUI();
}
private static Rect GetGUIStyleRect(GUIStyle style, Vector3 position)
{
Vector2 vector = HandleUtility.WorldToGUIPoint(position);
float fixedWidth = style.fixedWidth;
float fixedHeight = style.fixedHeight;
return new Rect(vector.x - fixedWidth / 2f, vector.y - fixedHeight / 2f, fixedWidth, fixedHeight);
}
public static void DrawRect(Rect rect, Vector3 position, Quaternion rotation, Color color, float rectAlpha, float outlineAlpha)
{
if (Event.current.type != EventType.Repaint)
return;
Vector3[] corners = new Vector3[4];
for (int i = 0; i < 4; i++)
{
Vector3 point = GetLocalRectPoint(rect, i);
corners[i] = rotation * point + position;
}
Vector3[] points = new Vector3[]
{
corners[0],
corners[1],
corners[2],
corners[3],
corners[0]
};
Color l_color = Handles.color;
Handles.color = color;
Vector2 offset = new Vector2(1f, 1f);
if (!Camera.current)
{
offset.y *= -1;
}
Handles.DrawSolidRectangleWithOutline(points, new Color(1f, 1f, 1f, rectAlpha), new Color(1f, 1f, 1f, outlineAlpha));
Handles.color = l_color;
}
private static Vector2 GetLocalRectPoint(Rect rect, int index)
{
switch (index)
{
case (0): return new Vector2(rect.xMin, rect.yMax);
case (1): return new Vector2(rect.xMax, rect.yMax);
case (2): return new Vector2(rect.xMax, rect.yMin);
case (3): return new Vector2(rect.xMin, rect.yMin);
}
return Vector3.zero;
}
private static void SetDiscSectionPoints(Vector3[] dest, int count, Vector3 normal, Vector3 from, float angle)
{
from.Normalize();
Quaternion rotation = Quaternion.AngleAxis(angle / (float)(count - 1), normal);
Vector3 vector = from;
for (int i = 0; i < count; i++)
{
dest[i] = vector;
vector = rotation * vector;
}
}
static Vector3[] s_array;
public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, int numSamples = 60)
{
if (Event.current.type != EventType.Repaint)
return;
numSamples = Mathf.Clamp(numSamples, 3, 60);
if (s_array == null)
s_array = new Vector3[60];
Color color = Handles.color;
SetDiscSectionPoints(s_array, numSamples, normal, from, angle);
InternalEditorBridge.ApplyWireMaterial();
GL.PushMatrix();
GL.MultMatrix(Handles.matrix);
GL.Begin(GL.TRIANGLES);
for (int i = 1; i < numSamples; i++)
{
GL.Color(color);
GL.Vertex(center);
GL.Vertex(center + s_array[i - 1] * radius);
GL.Vertex(center + s_array[i] * radius);
}
GL.End();
GL.PopMatrix();
}
public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, float outlineScale, int numSamples = 60)
{
if (Event.current.type != EventType.Repaint)
return;
numSamples = Mathf.Clamp(numSamples, 3, 60);
if(s_array == null)
s_array = new Vector3[60];
Color color = Handles.color;
SetDiscSectionPoints(s_array, numSamples, normal, from, angle);
InternalEditorBridge.ApplyWireMaterial();
GL.PushMatrix();
GL.MultMatrix(Handles.matrix);
GL.Begin(4);
for (int i = 1; i < numSamples; i++)
{
GL.Color(color);
GL.Vertex(center + s_array[i - 1] * radius * outlineScale);
GL.Vertex(center + s_array[i - 1] * radius);
GL.Vertex(center + s_array[i] * radius);
GL.Vertex(center + s_array[i - 1] * radius * outlineScale);
GL.Vertex(center + s_array[i] * radius);
GL.Vertex(center + s_array[i] * radius * outlineScale);
}
GL.End();
GL.PopMatrix();
}
}
}