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