162 lines
5.3 KiB
C#
162 lines
5.3 KiB
C#
using UnityEditor.U2D.Common;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal static class DrawingUtility
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{
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public static readonly Color spriteBorderColor = new Color(0.25f, 0.5f, 1f, 0.75f);
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static readonly int s_AdjustLinearForGamma = Shader.PropertyToID("_AdjustLinearForGamma");
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static Vector3[] s_VertexTmpCache;
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public static void BeginLines(Color color)
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{
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InternalEditorBridge.ApplyWireMaterial();
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GL.PushMatrix();
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GL.MultMatrix(Handles.matrix);
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GL.Begin(GL.LINES);
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GL.Color(color);
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}
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public static void BeginSolidLines()
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{
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InternalEditorBridge.ApplyWireMaterial();
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GL.PushMatrix();
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GL.MultMatrix(Handles.matrix);
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GL.Begin(GL.TRIANGLES);
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}
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public static void EndLines()
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{
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GL.End();
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GL.PopMatrix();
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}
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static void DrawLine(Vector3 p1, Vector3 p2)
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{
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GL.Vertex(p1);
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GL.Vertex(p2);
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}
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public static void DrawSolidLine(float width, Vector3 p1, Vector3 p2)
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{
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DrawSolidLine(p1, p2, Vector3.forward, width, width);
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}
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static void DrawSolidLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
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{
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GL.Color(Handles.color);
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var right = Vector3.Cross(normal, p2 - p1).normalized;
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GL.Vertex(p1 + right * (widthP1 * 0.5f));
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GL.Vertex(p1 - right * (widthP1 * 0.5f));
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GL.Vertex(p2 - right * (widthP2 * 0.5f));
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GL.Vertex(p1 + right * (widthP1 * 0.5f));
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GL.Vertex(p2 - right * (widthP2 * 0.5f));
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GL.Vertex(p2 + right * (widthP2 * 0.5f));
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}
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public static void DrawBox(Rect position)
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{
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var points = new Vector3[5];
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var i = 0;
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points[i++] = new Vector3(position.xMin, position.yMin, 0f);
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points[i++] = new Vector3(position.xMax, position.yMin, 0f);
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points[i++] = new Vector3(position.xMax, position.yMax, 0f);
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points[i] = new Vector3(position.xMin, position.yMax, 0f);
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DrawLine(points[0], points[1]);
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DrawLine(points[1], points[2]);
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DrawLine(points[2], points[3]);
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DrawLine(points[3], points[0]);
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}
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public static void DrawMesh(Mesh mesh, Material material, Matrix4x4 matrix)
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{
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Debug.Assert(mesh != null);
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Debug.Assert(material != null);
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if (Event.current.type != EventType.Repaint)
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return;
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material.SetFloat(s_AdjustLinearForGamma, PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
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material.SetPass(0);
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Graphics.DrawMeshNow(mesh, Handles.matrix * matrix);
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}
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public static void DrawGUIStyleCap(int controlID, Vector3 position, Quaternion rotation, float size, GUIStyle guiStyle)
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{
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if (Event.current.type != EventType.Repaint)
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return;
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if (Camera.current && Vector3.Dot(position - Camera.current.transform.position, Camera.current.transform.forward) < 0f)
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return;
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Handles.BeginGUI();
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guiStyle.Draw(GetGUIStyleRect(guiStyle, position), GUIContent.none, controlID);
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Handles.EndGUI();
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}
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static Rect GetGUIStyleRect(GUIStyle style, Vector3 position)
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{
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var vector = HandleUtility.WorldToGUIPoint(position);
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var fixedWidth = style.fixedWidth;
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var fixedHeight = style.fixedHeight;
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return new Rect(vector.x - fixedWidth / 2f, vector.y - fixedHeight / 2f, fixedWidth, fixedHeight);
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}
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public static void DrawRect(Rect rect, Vector3 position, Quaternion rotation, Color color, float rectAlpha, float outlineAlpha)
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{
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if (Event.current.type != EventType.Repaint)
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return;
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var corners = new Vector3[4];
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for (var i = 0; i < 4; i++)
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{
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Vector3 point = GetLocalRectPoint(rect, i);
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corners[i] = rotation * point + position;
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}
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var points = new Vector3[]
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{
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corners[0],
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corners[1],
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corners[2],
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corners[3],
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corners[0]
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};
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var prevColor = Handles.color;
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Handles.color = color;
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var offset = new Vector2(1f, 1f);
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if (!Camera.current)
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{
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offset.y *= -1;
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}
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var faceColor = new Color(1f, 1f, 1f, rectAlpha);
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var outlineColor = new Color(1f, 1f, 1f, outlineAlpha);
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Handles.DrawSolidRectangleWithOutline(points, faceColor, outlineColor);
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Handles.color = prevColor;
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}
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static Vector2 GetLocalRectPoint(Rect rect, int index)
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{
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switch (index)
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{
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case 0: return new Vector2(rect.xMin, rect.yMax);
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case 1: return new Vector2(rect.xMax, rect.yMax);
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case 2: return new Vector2(rect.xMax, rect.yMin);
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case 3: return new Vector2(rect.xMin, rect.yMin);
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}
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return Vector3.zero;
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}
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}
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}
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