Net-Game/Library/PackageCache/com.unity.2d.animation@494a3b4e73a9/Editor/SkinningModule/DrawingUtility.cs
2025-03-28 08:33:16 -04:00

162 lines
5.3 KiB
C#

using UnityEditor.U2D.Common;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal static class DrawingUtility
{
public static readonly Color spriteBorderColor = new Color(0.25f, 0.5f, 1f, 0.75f);
static readonly int s_AdjustLinearForGamma = Shader.PropertyToID("_AdjustLinearForGamma");
static Vector3[] s_VertexTmpCache;
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();
}
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);
}
static void DrawSolidLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
{
GL.Color(Handles.color);
var 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)
{
var points = new Vector3[5];
var 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(s_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();
}
static Rect GetGUIStyleRect(GUIStyle style, Vector3 position)
{
var vector = HandleUtility.WorldToGUIPoint(position);
var fixedWidth = style.fixedWidth;
var 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;
var corners = new Vector3[4];
for (var i = 0; i < 4; i++)
{
Vector3 point = GetLocalRectPoint(rect, i);
corners[i] = rotation * point + position;
}
var points = new Vector3[]
{
corners[0],
corners[1],
corners[2],
corners[3],
corners[0]
};
var prevColor = Handles.color;
Handles.color = color;
var offset = new Vector2(1f, 1f);
if (!Camera.current)
{
offset.y *= -1;
}
var faceColor = new Color(1f, 1f, 1f, rectAlpha);
var outlineColor = new Color(1f, 1f, 1f, outlineAlpha);
Handles.DrawSolidRectangleWithOutline(points, faceColor, outlineColor);
Handles.color = prevColor;
}
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;
}
}
}