Unity Udexreal开发插件包
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

136 lines
5.4 KiB

using UnityEngine;
using UnityEditor;
namespace UDE_HAND_INTERACTION
{
[CustomEditor(typeof(InteractableSurface))]
public class InteractableSurfaceEditor : Editor
{
private const int NUM_SEGMENTS = 10;
private const float FADE_DISTANCE = 1f;
private static readonly Color Color = new Color(0f, 1f, 1f, 0.1f);
private static float Interval => FADE_DISTANCE / NUM_SEGMENTS;
private InteractableSurface surface;
private void OnEnable()
{
surface = target as InteractableSurface;
}
public void OnSceneGUI()
{
Draw(surface);
}
public override void OnInspectorGUI()
{
DrawDefaultInspector();
switch((int)surface.surfaceType)
{
case 0:
//surface.Position = EditorGUILayout.Vector3Field("Position", surface.Position);
surface._width = EditorGUILayout.FloatField("Width", surface._width);
surface._height = EditorGUILayout.FloatField("Height", surface._height);
break;
case 1:
surface._radius = EditorGUILayout.FloatField("Radius", surface._radius);
break;
case 2:
break;
}
}
public static void Draw(InteractableSurface surface)
{
Vector3 origin = surface.transform.position;
if (SceneView.lastActiveSceneView?.camera != null)
{
Transform camTransform = SceneView.lastActiveSceneView.camera.transform;
if (surface.ClosestSurfacePoint(camTransform.position, out SurfaceHit hit, 0))
{
Vector3 hitDelta = PoseManager.Delta(surface.transform, new Pose(hit.Point, surface.transform.rotation)).position;
hitDelta.x = Mathf.RoundToInt(hitDelta.x / Interval) * Interval;
hitDelta.y = Mathf.RoundToInt(hitDelta.y / Interval) * Interval;
hitDelta.z = 0f;
origin = PoseManager.Multiply(surface.transform.GetPose(), new Pose(hitDelta, Quaternion.identity)).position;
}
}
if((int)surface.surfaceType == 1)
{
Handles.color = Color.green;
Vector3 ArcDir = Quaternion.AngleAxis(0, surface.Normal) * Vector3.ProjectOnPlane(origin, surface.Normal).normalized;
Handles.DrawWireArc(origin, surface.Normal, ArcDir, 360, surface._radius);
for (int i = 0; i < 12; ++i)
{
Vector3 Cur_dir = Quaternion.AngleAxis(i * 30, surface.Normal) * ArcDir;
Handles.DrawLine(origin, origin + Cur_dir * surface._radius);
}
}
else if((int)surface.surfaceType == 0)
{
if (!surface.GetLocalBounds(surface.transform, out Bounds localBounds))
{
return;
}
Handles.color = Color.green;
Handles.matrix = surface.transform.localToWorldMatrix;
Handles.DrawWireCube(localBounds.center, localBounds.size);
Vector3 BondSizeX = new(localBounds.size.x / 5, 0, 0);
Vector3 BondSizeY = new(0, localBounds.size.y / 5, 0);
for (int i = 0; i < 5; ++i)
{
Handles.DrawLine(localBounds.center - (localBounds.size / 2) + i * BondSizeY, localBounds.center + (localBounds.size / 2) - i * BondSizeX);
Handles.DrawLine(localBounds.center - (localBounds.size / 2) + i * BondSizeX, localBounds.center + (localBounds.size / 2) - i * BondSizeY);
}
}
else
{
DrawLines(origin, surface.Normal, surface.transform.up, Color);
DrawLines(origin, surface.Normal, -surface.transform.up, Color);
DrawLines(origin, surface.Normal, surface.transform.right, Color);
DrawLines(origin, surface.Normal, -surface.transform.right, Color);
}
}
private static void DrawLines(in Vector3 origin, in Vector3 normal, in Vector3 direction, in Color baseColor)
{
Color prevColor = Handles.color;
Color color = baseColor;
Vector3 offsetOrigin = origin;
for (int i = 0; i < NUM_SEGMENTS; ++i)
{
Handles.color = color;
Vector3 cross = Vector3.Cross(normal, direction).normalized;
float interval = Interval;
for (int j = -NUM_SEGMENTS; j < NUM_SEGMENTS; ++j)
{
float horizStart = interval * j;
float horizEnd = horizStart + interval;
Vector3 start = offsetOrigin + cross * horizStart;
Vector3 end = offsetOrigin + cross * horizEnd;
color.a = 1f - Mathf.Abs((float)j / NUM_SEGMENTS);
color.a *= 1f - ((float)i / NUM_SEGMENTS);
color.a *= color.a;
Handles.color = color;
Handles.DrawLine(start, end);
}
offsetOrigin += direction * interval;
color = baseColor;
}
Handles.color = prevColor;
}
}
}