ZeroVR/ZeroPacientVR/Assets/EasyColliderEditor/Scripts/EasyColliderGizmos.cs

218 lines
6.7 KiB
C#

#if (UNITY_EDITOR)
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace ECE
{
/// <summary>
/// Used to draw gizmos for selected / hovered vertices
/// Gizmos draw significantly faster than handles.
/// </summary>
[System.Serializable]
public class EasyColliderGizmos : MonoBehaviour
{
public float DensityScale = 0.0f;
public bool UseDensityScale = false;
public float CommonScale = 1.0f;
/// <summary>
/// Should all valid vertices be displayed
/// </summary>
public bool DisplayAllVertices = false;
/// <summary>
/// Color to display all valid vertices with
/// </summary>
public Color DisplayVertexColor = Color.blue;
/// <summary>
/// List of all valid vertex positions in world space
/// </summary>
public HashSet<Vector3> DisplayVertexPositions = new HashSet<Vector3>();
/// <summary>
/// Scale to display all valid vertex positions
/// </summary>
public float DisplayVertexScale = 0.05f;
/// <summary>
/// Should gizmos be drawn
/// </summary>
public bool DrawGizmos = true;
/// <summary>
/// Type of gizmo use when drawing gizmos
/// </summary>
public GIZMO_TYPE GizmoType = GIZMO_TYPE.SPHERE;
/// <summary>
/// Color of hovered vertices
/// </summary>
public Color HoveredVertexColor = Color.cyan;
/// <summary>
/// Set of hovered vertices in world space
/// </summary>
public HashSet<Vector3> HoveredVertexPositions = new HashSet<Vector3>();
/// <summary>
/// Scale of hovered vertices
/// </summary>
public float HoveredVertexScale = 0.1f;
/// <summary>
/// Color of overlapped vertices
/// </summary>
public Color OverlapVertexColor = Color.red;
/// <summary>
/// Scale of overlapped vertices
/// </summary>
public float OverlapVertexScale = 0.125f;
/// <summary>
/// Color of selected vertices
/// </summary>
public Color SelectedVertexColor = Color.green;
/// <summary>
/// Set of selected vertices in world space
/// </summary>
public HashSet<Vector3> SelectedVertexPositions = new HashSet<Vector3>();
/// <summary>
/// Scale of selected vertices
/// </summary>
public float SelectedVertexScale = 0.15f;
/// <summary>
/// Should HandleUtility.GetHandleSize be used for each vertice to maintain a fixed scale and ignore distance?
/// </summary>
public bool UseFixedGizmoScale = true;
void OnDrawGizmos()
{
if (DrawGizmos)
{
// Keep track of gizmos color to reset at end
Color original = Gizmos.color;
// Selected vertices.
// size is modified for each vertex if using fixed scaling from handle utility.
Vector3 size = Vector3.zero;
// original size is kept track of to make calculations easier.
Vector3 originalSize = Vector3.zero;
// scale for spheres.
float scale = 0.0f;
float originalScale = 0.0f;
float handleSize = 0.0f;
// Display all vertices.
if (DisplayAllVertices)
{
Gizmos.color = DisplayVertexColor;
originalScale = UseDensityScale ? DensityScale * CommonScale : DisplayVertexScale * CommonScale;
originalSize = Vector3.one * originalScale;
foreach (Vector3 vert in DisplayVertexPositions)
{
scale = originalScale;
size = originalSize;
if (UseFixedGizmoScale)
{
handleSize = HandleUtility.GetHandleSize(vert);
scale *= handleSize;
size *= handleSize;
}
DrawAGizmo(vert, size, scale, GizmoType);
}
}
// Selected vertices
Gizmos.color = SelectedVertexColor;
originalScale = UseDensityScale ? DensityScale * CommonScale : SelectedVertexScale * CommonScale;
originalSize = Vector3.one * originalScale;
foreach (Vector3 vert in SelectedVertexPositions)
{
scale = originalScale;
size = originalSize;
if (UseFixedGizmoScale)
{
handleSize = HandleUtility.GetHandleSize(vert);
scale *= handleSize;
size *= handleSize;
}
DrawAGizmo(vert, size, scale, GizmoType);
}
// Hover vertices.
Gizmos.color = HoveredVertexColor;
originalScale = UseDensityScale ? DensityScale * CommonScale : HoveredVertexScale * CommonScale;
originalSize = Vector3.one * originalScale;
float originalScaleOverlap = UseDensityScale ? DensityScale * CommonScale : OverlapVertexScale * CommonScale;
Vector3 originalSizeOverlap = Vector3.one * originalScaleOverlap;
foreach (Vector3 vert in HoveredVertexPositions)
{
if (SelectedVertexPositions.Contains(vert))
{
scale = originalScaleOverlap;
size = originalSizeOverlap;
if (UseFixedGizmoScale)
{
handleSize = HandleUtility.GetHandleSize(vert);
scale *= handleSize;
size *= handleSize;
}
Gizmos.color = OverlapVertexColor;
DrawAGizmo(vert, size, scale, GizmoType);
}
else
{
scale = originalScale;
size = originalSize;
if (UseFixedGizmoScale)
{
handleSize = HandleUtility.GetHandleSize(vert);
scale *= handleSize;
size *= handleSize;
}
Gizmos.color = HoveredVertexColor;
DrawAGizmo(vert, size, scale, GizmoType);
}
}
Gizmos.color = original;
}
}
/// <summary>
/// Draws a gizmo of type at position at size or scale.
/// </summary>
/// <param name="position">World position to draw at</param>
/// <param name="size">Size of cube to draw</param>
/// <param name="scale">Radius of sphere to draw</param>
/// <param name="gizmoType">Sphere or Cubes?</param>
private void DrawAGizmo(Vector3 position, Vector3 size, float scale, GIZMO_TYPE gizmoType)
{
switch (gizmoType)
{
case GIZMO_TYPE.SPHERE:
Gizmos.DrawSphere(position, scale / 2);
break;
case GIZMO_TYPE.CUBE:
Gizmos.DrawCube(position, size);
break;
}
}
/// <summary>
/// Sets the set of selected vertices from a list of selected world vertices
/// </summary>
/// <param name="worldVertices">List of world vertex positions that are selected</param>
public void SetSelectedVertices(List<Vector3> worldVertices)
{
SelectedVertexPositions.Clear();
SelectedVertexPositions.UnionWith(worldVertices);
}
}
}
#endif