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; } } }