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Custom Unity Handles - `HandlesExtensions.DrawSolidHollowDiscArc(...)` - Just like `Handles.DrawSolidDisc` but has a inner and outer radius for hollow discs: http://docs.unity3d.com/ScriptReference/Handles.DrawSolidDisc.html
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Reflection; | |
using self = HandlesExtensions; | |
public class HandlesExtensions { | |
static PropertyInfo handlesHandleWireMaterial_PropertyInfo; | |
static MethodInfo handleUtilityApplyWireMaterial_MethodInfo; | |
static HandlesExtensions() { | |
BindingFlags bindingFlags = BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy; | |
self.handleUtilityApplyWireMaterial_MethodInfo = typeof(HandleUtility).GetMethod("ApplyWireMaterial", bindingFlags); | |
self.handlesHandleWireMaterial_PropertyInfo = typeof(HandleUtility).GetProperty("handleWireMaterial", bindingFlags); | |
} | |
static void DrawSolidHollowDiscArc( | |
Vector3 position, | |
Vector3 normal, | |
Vector3 alongPlane, | |
float angle, | |
float innerRadius, | |
float outerRadius | |
) { | |
if (Event.current.type != EventType.Repaint) { | |
return; | |
} | |
int numSamples = 60; | |
Shader.SetGlobalColor("_HandleColor", Handles.color * new Color(1f, 1f, 1f, 0.5f)); | |
Shader.SetGlobalFloat("_HandleSize", 1f); | |
if(self.handleUtilityApplyWireMaterial_MethodInfo != null) { | |
self.handleUtilityApplyWireMaterial_MethodInfo.Invoke(null, null); | |
} | |
else if(handlesHandleWireMaterial_PropertyInfo != null) { | |
((Material)handlesHandleWireMaterial_PropertyInfo.GetValue(null, null)).SetPass(0); | |
} | |
GL.PushMatrix(); | |
GL.MultMatrix(Handles.matrix); | |
GL.Begin(GL.TRIANGLES); | |
alongPlane.Normalize(); | |
Vector3 outerArcEdge = alongPlane * outerRadius; | |
Vector3 innerArcEdge = alongPlane * innerRadius; | |
for (int i = 0; i <= numSamples; i++) { | |
Quaternion rotation = Quaternion.AngleAxis((((float)i)/numSamples)*angle, normal); | |
Vector3 outerVertice = position + rotation * outerArcEdge; | |
Vector3 innerVertice = position + rotation * innerArcEdge; | |
Quaternion rotationNext = Quaternion.AngleAxis((Mathf.Clamp((float)i+1, 0f, numSamples)/numSamples)*angle, normal); | |
Vector3 outerVerticeNext = position + rotationNext * outerArcEdge; | |
Vector3 innerVerticeNext = position + rotationNext * innerArcEdge; | |
GL.Color(Handles.color); | |
// 1____2 | |
// | / | |
// | / | |
// 3|/ | |
GL.Vertex(outerVertice); | |
GL.Vertex(outerVerticeNext); | |
GL.Vertex(innerVertice); | |
// /|2 | |
// / | | |
// / | | |
// 1‾‾‾‾3 | |
GL.Vertex(innerVertice); | |
GL.Vertex(outerVerticeNext); | |
GL.Vertex(innerVerticeNext); | |
} | |
GL.End(); | |
GL.PopMatrix(); | |
} | |
} |
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