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Colide objects with runtime gizmo movement
Hey Unity people,
How do I ensure that my selected game object does not vibrate when it hits a wall or touches the ground? I would also like to know how I can stop the gizmo from moving if my selected game object has a colliderrack with al wall or ground
Video: https://giphy.com/gifs/x4aK5MoI9GqEHsIeLJ
Code: (The movement is on "IEnumerator TransformSelected(TransformType type)")
using System;
using UnityEngine;
using System.Collections.Generic;
using System.Collections;
using CommandUndoRedo;
namespace RuntimeGizmos
{
//To be safe, if you are changing any transforms hierarchy, such as parenting an object to something,
//you should call ClearTargets before doing so just to be sure nothing unexpected happens... as well as call UndoRedoManager.Clear()
//For example, if you select an object that has children, move the children elsewhere, deselect the original object, then try to add those old children to the selection, I think it wont work.
[RequireComponent(typeof(Camera))]
public class TransformGizmo : MonoBehaviour
{
public TransformSpace space = TransformSpace.Global;
public TransformType type = TransformType.Move;
public TransformPivot pivot = TransformPivot.Pivot;
public CenterType centerType = CenterType.All;
public ScaleType scaleType = ScaleType.FromPoint;
//These are the same as the unity editor hotkeys
public KeyCode SetMoveType = KeyCode.W;
public KeyCode SetRotateType = KeyCode.E;
public KeyCode SetScaleType = KeyCode.R;
public KeyCode SetSpaceToggle = KeyCode.X;
public KeyCode SetPivotModeToggle = KeyCode.Z;
public KeyCode SetCenterTypeToggle = KeyCode.C;
public KeyCode SetScaleTypeToggle = KeyCode.S;
public KeyCode AddSelection = KeyCode.LeftShift;
public KeyCode RemoveSelection = KeyCode.LeftControl;
public KeyCode ActionKey = KeyCode.LeftShift; //Its set to shift instead of control so that while in the editor we dont accidentally undo editor changes =/
public KeyCode UndoAction = KeyCode.Z;
public KeyCode RedoAction = KeyCode.Y;
public Color xColor = new Color(1, 0, 0, 0.8f);
public Color yColor = new Color(0, 1, 0, 0.8f);
public Color zColor = new Color(0, 0, 1, 0.8f);
public Color allColor = new Color(.7f, .7f, .7f, 0.8f);
public Color selectedColor = new Color(1, 1, 0, 0.8f);
public Color hoverColor = new Color(1, .75f, 0, 0.8f);
public bool useFirstSelectedAsMain = true;
public float handleLength = .25f;
public float handleWidth = .003f;
public float triangleSize = .03f;
public float boxSize = .03f;
public int circleDetail = 40;
public float minSelectedDistanceCheck = .04f;
public float moveSpeedMultiplier = 1f;
public float scaleSpeedMultiplier = 1f;
public float rotateSpeedMultiplier = 200f;
public float allRotateSpeedMultiplier = 20f;
public int maxUndoStored = 100;
AxisVectors handleLines = new AxisVectors();
AxisVectors handleTriangles = new AxisVectors();
AxisVectors handleSquares = new AxisVectors();
AxisVectors circlesLines = new AxisVectors();
AxisVectors drawCurrentCirclesLines = new AxisVectors();
bool isTransforming;
float totalScaleAmount;
Quaternion totalRotationAmount;
Axis nearAxis = Axis.None;
AxisInfo axisInfo;
Vector3 pivotPoint;
Vector3 totalCenterPivotPoint;
//We use a HashSet and a List for targetRoots so that we get fast lookup with the hashset while also keeping track of the order with the list.
Transform mainTargetRoot {get {return (targetRootsOrdered.Count > 0) ? (useFirstSelectedAsMain) ? targetRootsOrdered[0] : targetRootsOrdered[targetRootsOrdered.Count - 1] : null;}}
List<Transform> targetRootsOrdered = new List<Transform>();
Dictionary<Transform, TargetInfo> targetRoots = new Dictionary<Transform, TargetInfo>();
HashSet<Renderer> highlightedRenderers = new HashSet<Renderer>();
HashSet<Transform> children = new HashSet<Transform>();
List<Transform> childrenBuffer = new List<Transform>();
List<Renderer> renderersBuffer = new List<Renderer>();
List<Material> materialsBuffer = new List<Material>();
Camera myCamera;
static Material lineMaterial;
static Material outlineMaterial;
//Cis
private int LayerObject;
private int LayerObject2;
public Vector3 PosMin;
public Vector3 PosMax;
public bool PosClamp;
Vector3 prevTargetPosition;
Transform prevTarget;
public Menu_Maneger menu;
public Camera cam;
private Transform sphere;
public float distanceFromCamera;
Rigidbody r;
void Awake()
{
LayerObject = LayerMask.NameToLayer("PlacedObject");
LayerObject2 = LayerMask.NameToLayer("Player");
myCamera = GetComponent<Camera>();
SetMaterial();
}
void OnDisable()
{
ClearTargets(); //Just so things gets cleaned up, such as removing any materials we placed on objects.
}
void OnDestroy()
{
ClearAllHighlightedRenderers();
}
Vector3 lastPos;
void Update()
{
HandleUndoRedo();
SetSpaceAndType();
SetNearAxis();
GetTarget();
#if UNITY_EDITOR
UpdatePivotPoint();
#endif
if(mainTargetRoot == null) return;
TransformSelected();
}
void LateUpdate()
{
if(mainTargetRoot == null) return;
//We run this in lateupdate since coroutines run after update and we want our gizmos to have the updated target transform position after TransformSelected()
SetAxisInfo();
SetLines();
}
void OnPostRender()
{
if(mainTargetRoot == null) return;
lineMaterial.SetPass(0);
Color xColor = (nearAxis == Axis.X) ? (isTransforming) ? selectedColor : hoverColor : this.xColor;
Color yColor = (nearAxis == Axis.Y) ? (isTransforming) ? selectedColor : hoverColor : this.yColor;
Color zColor = (nearAxis == Axis.Z) ? (isTransforming) ? selectedColor : hoverColor : this.zColor;
Color allColor = (nearAxis == Axis.Any) ? (isTransforming) ? selectedColor : hoverColor : this.allColor;
//Note: The order of drawing the axis decides what gets drawn over what.
if (type == TransformType.Rotate)
{
DrawQuads(handleLines.y, yColor);
}
if (type == TransformType.Move)
{
DrawQuads(handleLines.z, zColor);
DrawQuads(handleLines.x, xColor);
DrawQuads(handleLines.y, yColor);
DrawTriangles(handleTriangles.x, xColor);
DrawTriangles(handleTriangles.y, yColor);
DrawTriangles(handleTriangles.z, zColor);
DrawQuads(handleSquares.x, xColor);
DrawQuads(handleSquares.y, yColor);
DrawQuads(handleSquares.z, zColor);
DrawQuads(handleSquares.all, allColor);
}
AxisVectors rotationAxisVector = circlesLines;
if(isTransforming && space == TransformSpace.Global && type == TransformType.Rotate)
{
rotationAxisVector = drawCurrentCirclesLines;
AxisInfo axisInfo = new AxisInfo();
axisInfo.xDirection = totalRotationAmount * Vector3.right;
axisInfo.yDirection = totalRotationAmount * Vector3.up;
axisInfo.zDirection = totalRotationAmount * Vector3.forward;
SetCircles(axisInfo, drawCurrentCirclesLines);
}
if (type == TransformType.Rotate)
{
DrawQuads(rotationAxisVector.y, yColor);
}
else
{
DrawQuads(rotationAxisVector.all, allColor);
DrawQuads(rotationAxisVector.x, xColor);
DrawQuads(rotationAxisVector.y, yColor);
DrawQuads(rotationAxisVector.z, zColor);
}
}
void HandleUndoRedo()
{
if(maxUndoStored != UndoRedoManager.maxUndoStored) { UndoRedoManager.maxUndoStored = maxUndoStored; }
if(Input.GetKey(ActionKey))
{
if(Input.GetKeyDown(UndoAction))
{
UndoRedoManager.Undo();
}
else if(Input.GetKeyDown(RedoAction))
{
UndoRedoManager.Redo();
}
}
}
void SetSpaceAndType()
{
if (Input.GetKey(ActionKey)) return;
if(Input.GetKeyDown(SetMoveType)) type = TransformType.Move;
else if(Input.GetKeyDown(SetRotateType)) type = TransformType.Rotate;
else if(Input.GetKeyDown(SetScaleType)) type = TransformType.Scale;
if(Input.GetKeyDown(SetPivotModeToggle))
{
if(pivot == TransformPivot.Pivot) pivot = TransformPivot.Center;
else if(pivot == TransformPivot.Center) pivot = TransformPivot.Pivot;
SetPivotPoint();
}
if(Input.GetKeyDown(SetCenterTypeToggle))
{
if(centerType == CenterType.All) centerType = CenterType.Solo;
else if(centerType == CenterType.Solo) centerType = CenterType.All;
SetPivotPoint();
}
if(Input.GetKeyDown(SetSpaceToggle))
{
if(space == TransformSpace.Global) space = TransformSpace.Local;
else if(space == TransformSpace.Local) space = TransformSpace.Global;
}
if(Input.GetKeyDown(SetScaleTypeToggle))
{
if(scaleType == ScaleType.FromPoint) scaleType = ScaleType.FromPointOffset;
else if(scaleType == ScaleType.FromPointOffset) scaleType = ScaleType.FromPoint;
}
if(type == TransformType.Scale)
{
space = TransformSpace.Local; //Only support local scale
if(pivot == TransformPivot.Pivot) scaleType = ScaleType.FromPoint; //FromPointOffset can be inaccurate and should only really be used in Center mode if desired.
}
}
void TransformSelected()
{
if(mainTargetRoot != null)
{
if(nearAxis != Axis.None && Input.GetMouseButtonDown(0))
{
StartCoroutine(TransformSelected(type));
}
}
}
IEnumerator TransformSelected(TransformType type)
{
isTransforming = true;
totalScaleAmount = 0;
totalRotationAmount = Quaternion.identity;
Vector3 originalPivot = pivotPoint;
Vector3 planeNormal = (transform.position - originalPivot).normalized;
Vector3 axis = GetNearAxisDirection();
Vector3 projectedAxis = Vector3.ProjectOnPlane(axis, planeNormal).normalized;
Vector3 previousMousePosition = Vector3.zero;
List<ICommand> transformCommands = new List<ICommand>();
for(int i = 0; i < targetRootsOrdered.Count; i++)
{
transformCommands.Add(new TransformCommand(this, targetRootsOrdered[i]));
}
while(!Input.GetMouseButtonUp(0))
{
Ray mouseRay = myCamera.ScreenPointToRay(Input.mousePosition);
Vector3 mousePosition = Geometry.LinePlaneIntersect(mouseRay.origin, mouseRay.direction, originalPivot, planeNormal);
if(previousMousePosition != Vector3.zero && mousePosition != Vector3.zero)
{
if(type == TransformType.Move)
{
Debug.Log("Move");
float moveAmount = ExtVector3.MagnitudeInDirection(mousePosition - previousMousePosition, projectedAxis) * moveSpeedMultiplier;
Vector3 movement = axis * moveAmount;
for (int i = 0; i < targetRootsOrdered.Count; i++)
{
Transform target = targetRootsOrdered[i];
//Debug.Log("Move");
target.Translate(movement, Space.World);
}
SetPivotPointOffset(movement);
}
else if(type == TransformType.Scale)
{
Vector3 projected = (nearAxis == Axis.Any) ? transform.right : projectedAxis;
float scaleAmount = ExtVector3.MagnitudeInDirection(mousePosition - previousMousePosition, projected) * scaleSpeedMultiplier;
//WARNING - There is a bug in unity 5.4 and 5.5 that causes InverseTransformDirection to be affected by scale which will break negative scaling. Not tested, but updating to 5.4.2 should fix it - https://issuetracker.unity3d.com/issues/transformdirection-and-inversetransformdirection-operations-are-affected-by-scale
Vector3 localAxis = (space == TransformSpace.Local && nearAxis != Axis.Any) ? mainTargetRoot.InverseTransformDirection(axis) : axis;
Vector3 targetScaleAmount = Vector3.one;
if(nearAxis == Axis.Any) targetScaleAmount = (ExtVector3.Abs(mainTargetRoot.localScale.normalized) * scaleAmount);
else targetScaleAmount = localAxis * scaleAmount;
for(int i = 0; i < targetRootsOrdered.Count; i++)
{
Transform target = targetRootsOrdered[i];
Vector3 targetScale = target.localScale + targetScaleAmount;
if(pivot == TransformPivot.Pivot)
{
target.localScale = targetScale;
}
else if(pivot == TransformPivot.Center)
{
if(scaleType == ScaleType.FromPoint)
{
target.SetScaleFrom(originalPivot, targetScale);
}
else if(scaleType == ScaleType.FromPointOffset)
{
target.SetScaleFromOffset(originalPivot, targetScale);
}
}
}
totalScaleAmount += scaleAmount;
}
else if(type == TransformType.Rotate)
{
float rotateAmount = 0;
Vector3 rotationAxis = axis;
if(nearAxis == Axis.Any)
{
Vector3 rotation = transform.TransformDirection(new Vector3(Input.GetAxis("Mouse Y"), -Input.GetAxis("Mouse X"), 0));
Quaternion.Euler(rotation).ToAngleAxis(out rotateAmount, out rotationAxis);
rotateAmount *= allRotateSpeedMultiplier;
}else{
Vector3 projected = (nearAxis == Axis.Any || ExtVector3.IsParallel(axis, planeNormal)) ? planeNormal : Vector3.Cross(axis, planeNormal);
rotateAmount = (ExtVector3.MagnitudeInDirection(mousePosition - previousMousePosition, projected) * rotateSpeedMultiplier) / GetDistanceMultiplier();
}
for(int i = 0; i < targetRootsOrdered.Count; i++)
{
Transform target = targetRootsOrdered[i];
if(pivot == TransformPivot.Pivot)
{
target.Rotate(rotationAxis, rotateAmount, Space.World);
}
else if(pivot == TransformPivot.Center)
{
target.RotateAround(originalPivot, rotationAxis, rotateAmount);
}
}
totalRotationAmount *= Quaternion.Euler(rotationAxis * rotateAmount);
}
}
previousMousePosition = mousePosition;
yield return null;
}
for(int i = 0; i < transformCommands.Count; i++)
{
((TransformCommand)transformCommands[i]).StoreNewTransformValues();
}
CommandGroup commandGroup = new CommandGroup();
commandGroup.Set(transformCommands);
UndoRedoManager.Insert(commandGroup);
totalRotationAmount = Quaternion.identity;
totalScaleAmount = 0;
isTransforming = false;
SetPivotPoint();
}
Vector3 GetNearAxisDirection()
{
if(nearAxis != Axis.None)
{
//x en z mag niet bij roteren
if (type == TransformType.Rotate)
{
if (nearAxis == Axis.Y) return axisInfo.yDirection;
}
else
{
if (nearAxis == Axis.X) return axisInfo.xDirection;
if (nearAxis == Axis.Y) return axisInfo.yDirection;
if (nearAxis == Axis.Z) return axisInfo.zDirection;
//if (nearAxis == Axis.Any) return Vector3.one;
}
}
return Vector3.zero;
}
void GetTarget()
{
if(nearAxis == Axis.None && Input.GetMouseButtonDown(0))
{
bool isAdding = Input.GetKey(AddSelection);
bool isRemoving = Input.GetKey(RemoveSelection);
RaycastHit hitInfo;
if(Physics.Raycast(myCamera.ScreenPointToRay(Input.mousePosition), out hitInfo))
{
if (hitInfo.transform.gameObject.layer == LayerObject)
{
Debug.Log("Klik");
Transform target = hitInfo.transform;
if (isAdding)
{
AddTarget(target);
}
else if (isRemoving)
{
RemoveTarget(target);
}
else if (!isAdding && !isRemoving)
{
ClearAndAddTarget(target);
}
}
else
{
if (!isAdding && !isRemoving)
{
ClearTargets();
}
}
if (hitInfo.transform.gameObject.layer == LayerObject2)
{
Debug.Log("Klik");
Transform target = hitInfo.transform;
if (isAdding)
{
AddTarget(target);
}
else if (isRemoving)
{
RemoveTarget(target);
}
else if (!isAdding && !isRemoving)
{
ClearAndAddTarget(target);
}
}
}
}
}
public void AddTarget(Transform target, bool addCommand = true)
{
if(target != null)
{
if(targetRoots.ContainsKey(target)) return;
if(children.Contains(target)) return;
if(addCommand) UndoRedoManager.Insert(new AddTargetCommand(this, target, targetRootsOrdered));
AddTargetRoot(target);
AddTargetHighlightedRenderers(target);
SetPivotPoint();
}
}
public void RemoveTarget(Transform target, bool addCommand = true)
{
if(target != null)
{
if(!targetRoots.ContainsKey(target)) return;
if(addCommand) UndoRedoManager.Insert(new RemoveTargetCommand(this, target));
RemoveTargetHighlightedRenderers(target);
RemoveTargetRoot(target);
SetPivotPoint();
}
}
public void ClearTargets(bool addCommand = true)
{
if(addCommand) UndoRedoManager.Insert(new ClearTargetsCommand(this, targetRootsOrdered));
ClearAllHighlightedRenderers();
targetRoots.Clear();
targetRootsOrdered.Clear();
children.Clear();
}
void ClearAndAddTarget(Transform target)
{
UndoRedoManager.Insert(new ClearAndAddTargetCommand(this, target, targetRootsOrdered));
ClearTargets(false);
AddTarget(target, false);
}
void AddTargetHighlightedRenderers(Transform target)
{
if(target != null)
{
GetTargetRenderers(target, renderersBuffer);
for(int i = 0; i < renderersBuffer.Count; i++)
{
Renderer render = renderersBuffer[i];
if(!highlightedRenderers.Contains(render))
{
materialsBuffer.Clear();
materialsBuffer.AddRange(render.sharedMaterials);
if(!materialsBuffer.Contains(outlineMaterial))
{
materialsBuffer.Add(outlineMaterial);
render.materials = materialsBuffer.ToArray();
}
highlightedRenderers.Add(render);
}
}
materialsBuffer.Clear();
}
}
void GetTargetRenderers(Transform target, List<Renderer> renderers)
{
renderers.Clear();
if(target != null)
{
target.GetComponentsInChildren<Renderer>(true, renderers);
}
}
void ClearAllHighlightedRenderers()
{
foreach(var target in targetRoots)
{
RemoveTargetHighlightedRenderers(target.Key);
}
//In case any are still left, such as if they changed parents or what not when they were highlighted.
renderersBuffer.Clear();
renderersBuffer.AddRange(highlightedRenderers);
RemoveHighlightedRenderers(renderersBuffer);
}
void RemoveTargetHighlightedRenderers(Transform target)
{
GetTargetRenderers(target, renderersBuffer);
RemoveHighlightedRenderers(renderersBuffer);
}
void RemoveHighlightedRenderers(List<Renderer> renderers)
{
for(int i = 0; i < renderersBuffer.Count; i++)
{
Renderer render = renderersBuffer[i];
if(render != null)
{
materialsBuffer.Clear();
materialsBuffer.AddRange(render.sharedMaterials);
if(materialsBuffer.Contains(outlineMaterial))
{
materialsBuffer.Remove(outlineMaterial);
render.materials = materialsBuffer.ToArray();
}
}
highlightedRenderers.Remove(render);
}
renderersBuffer.Clear();
}
void AddTargetRoot(Transform targetRoot)
{
targetRoots.Add(targetRoot, new TargetInfo());
targetRootsOrdered.Add(targetRoot);
AddAllChildren(targetRoot);
}
void RemoveTargetRoot(Transform targetRoot)
{
if(targetRoots.Remove(targetRoot))
{
targetRootsOrdered.Remove(targetRoot);
RemoveAllChildren(targetRoot);
}
}
void AddAllChildren(Transform target)
{
childrenBuffer.Clear();
target.GetComponentsInChildren<Transform>(true, childrenBuffer);
childrenBuffer.Remove(target);
for(int i = 0; i < childrenBuffer.Count; i++)
{
Transform child = childrenBuffer[i];
children.Add(child);
RemoveTargetRoot(child); //We do this in case we selected child first and then the parent.
}
childrenBuffer.Clear();
}
void RemoveAllChildren(Transform target)
{
childrenBuffer.Clear();
target.GetComponentsInChildren<Transform>(true, childrenBuffer);
childrenBuffer.Remove(target);
for(int i = 0; i < childrenBuffer.Count; i++)
{
children.Remove(childrenBuffer[i]);
}
childrenBuffer.Clear();
}
public void SetPivotPoint()
{
if(mainTargetRoot != null)
{
if(pivot == TransformPivot.Pivot)
{
pivotPoint = mainTargetRoot.position;
}
else if(pivot == TransformPivot.Center)
{
totalCenterPivotPoint = Vector3.zero;
Dictionary<Transform, TargetInfo>.Enumerator targetsEnumerator = targetRoots.GetEnumerator(); //We avoid foreach to avoid garbage.
while(targetsEnumerator.MoveNext())
{
Transform target = targetsEnumerator.Current.Key;
TargetInfo info = targetsEnumerator.Current.Value;
info.centerPivotPoint = target.GetCenter(centerType);
totalCenterPivotPoint += info.centerPivotPoint;
}
totalCenterPivotPoint /= targetRoots.Count;
if(centerType == CenterType.Solo)
{
pivotPoint = targetRoots[mainTargetRoot].centerPivotPoint;
}
else if(centerType == CenterType.All)
{
pivotPoint = totalCenterPivotPoint;
}
}
}
}
void SetPivotPointOffset(Vector3 offset)
{
pivotPoint += offset;
totalCenterPivotPoint += offset;
}
AxisVectors axisVectorsBuffer = new AxisVectors();
void SetNearAxis()
{
if(isTransforming) return;
nearAxis = Axis.None;
if(mainTargetRoot == null) return;
float distanceMultiplier = GetDistanceMultiplier();
float handleMinSelectedDistanceCheck = (this.minSelectedDistanceCheck + handleWidth) * distanceMultiplier;
if(type == TransformType.Move || type == TransformType.Scale)
{
float tipMinSelectedDistanceCheck = 0;
axisVectorsBuffer.Clear();
if(type == TransformType.Move)
{
tipMinSelectedDistanceCheck = (this.minSelectedDistanceCheck + triangleSize) * distanceMultiplier;
axisVectorsBuffer.Add(handleTriangles);
}
else if(type == TransformType.Scale)
{
tipMinSelectedDistanceCheck = (this.minSelectedDistanceCheck + boxSize) * distanceMultiplier;
axisVectorsBuffer.Add(handleSquares);
}
HandleNearest(axisVectorsBuffer, tipMinSelectedDistanceCheck);
if(nearAxis == Axis.None)
{
HandleNearest(handleLines, handleMinSelectedDistanceCheck);
}
}
else if(type == TransformType.Rotate)
{
HandleNearest(circlesLines, handleMinSelectedDistanceCheck);
}
}
void HandleNearest(AxisVectors axisVectors, float minSelectedDistanceCheck)
{
float xClosestDistance = ClosestDistanceFromMouseToLines(axisVectors.x);
float yClosestDistance = ClosestDistanceFromMouseToLines(axisVectors.y);
float zClosestDistance = ClosestDistanceFromMouseToLines(axisVectors.z);
float allClosestDistance = ClosestDistanceFromMouseToLines(axisVectors.all);
if(type == TransformType.Scale && allClosestDistance <= minSelectedDistanceCheck) nearAxis = Axis.Any;
else if(xClosestDistance <= minSelectedDistanceCheck && xClosestDistance <= yClosestDistance && xClosestDistance <= zClosestDistance) nearAxis = Axis.X;
else if(yClosestDistance <= minSelectedDistanceCheck && yClosestDistance <= xClosestDistance && yClosestDistance <= zClosestDistance) nearAxis = Axis.Y;
else if(zClosestDistance <= minSelectedDistanceCheck && zClosestDistance <= xClosestDistance && zClosestDistance <= yClosestDistance) nearAxis = Axis.Z;
else if(type == TransformType.Rotate && mainTargetRoot != null)
{
Ray mouseRay = myCamera.ScreenPointToRay(Input.mousePosition);
Vector3 mousePlaneHit = Geometry.LinePlaneIntersect(mouseRay.origin, mouseRay.direction, pivotPoint, (transform.position - pivotPoint).normalized);
//Axis voor alle posities in een keer
//if((pivotPoint - mousePlaneHit).sqrMagnitude <= (handleLength * GetDistanceMultiplier()).Squared()) nearAxis = Axis.Any;
}
}
float ClosestDistanceFromMouseToLines(List<Vector3> lines)
{
Ray mouseRay = myCamera.ScreenPointToRay(Input.mousePosition);
float closestDistance = float.MaxValue;
for(int i = 0; i < lines.Count; i += 2)
{
IntersectPoints points = Geometry.ClosestPointsOnSegmentToLine(lines[i], lines[i + 1], mouseRay.origin, mouseRay.direction);
float distance = Vector3.Distance(points.first, points.second);
if(distance < closestDistance)
{
closestDistance = distance;
}
}
return closestDistance;
}
void SetAxisInfo()
{
if(mainTargetRoot != null)
{
float size = handleLength * GetDistanceMultiplier();
axisInfo.Set(mainTargetRoot, pivotPoint, size, space);
if(isTransforming && type == TransformType.Scale)
{
if(nearAxis == Axis.Any) axisInfo.Set(mainTargetRoot, pivotPoint, size + totalScaleAmount, space);
if(nearAxis == Axis.X) axisInfo.xAxisEnd += (axisInfo.xDirection * totalScaleAmount);
if(nearAxis == Axis.Y) axisInfo.yAxisEnd += (axisInfo.yDirection * totalScaleAmount);
if(nearAxis == Axis.Z) axisInfo.zAxisEnd += (axisInfo.zDirection * totalScaleAmount);
}
}
}
//This helps keep the size consistent no matter how far we are from it.
float GetDistanceMultiplier()
{
if(mainTargetRoot == null) return 0f;
return Mathf.Max(.01f, Mathf.Abs(ExtVector3.MagnitudeInDirection(pivotPoint - transform.position, myCamera.transform.forward)));
}
void SetLines()
{
SetHandleLines();
SetHandleTriangles();
SetHandleSquares();
SetCircles(axisInfo, circlesLines);
}
void SetHandleLines()
{
handleLines.Clear();
if(type == TransformType.Move || type == TransformType.Scale)
{
float distanceMultiplier = GetDistanceMultiplier();
float lineWidth = handleWidth * distanceMultiplier;
//When scaling, the axis will have different line lengths and direction.
float xLineLength = Vector3.Distance(pivotPoint, axisInfo.xAxisEnd) * AxisDirectionMultiplier(axisInfo.xAxisEnd - pivotPoint, axisInfo.xDirection);
float yLineLength = Vector3.Distance(pivotPoint, axisInfo.yAxisEnd) * AxisDirectionMultiplier(axisInfo.yAxisEnd - pivotPoint, axisInfo.yDirection);
float zLineLength = Vector3.Distance(pivotPoint, axisInfo.zAxisEnd) * AxisDirectionMultiplier(axisInfo.zAxisEnd - pivotPoint, axisInfo.zDirection);
AddQuads(pivotPoint, axisInfo.xDirection, axisInfo.yDirection, axisInfo.zDirection, xLineLength, lineWidth, handleLines.x);
AddQuads(pivotPoint, axisInfo.yDirection, axisInfo.xDirection, axisInfo.zDirection, yLineLength, lineWidth, handleLines.y);
AddQuads(pivotPoint, axisInfo.zDirection, axisInfo.xDirection, axisInfo.yDirection, zLineLength, lineWidth, handleLines.z);
}
}
int AxisDirectionMultiplier(Vector3 direction, Vector3 otherDirection)
{
return ExtVector3.IsInDirection(direction, otherDirection) ? 1 : -1;
}
void SetHandleTriangles()
{
handleTriangles.Clear();
if(type == TransformType.Move)
{
float triangleLength = triangleSize * GetDistanceMultiplier();
AddTriangles(axisInfo.xAxisEnd, axisInfo.xDirection, axisInfo.yDirection, axisInfo.zDirection, triangleLength, handleTriangles.x);
AddTriangles(axisInfo.yAxisEnd, axisInfo.yDirection, axisInfo.xDirection, axisInfo.zDirection, triangleLength, handleTriangles.y);
AddTriangles(axisInfo.zAxisEnd, axisInfo.zDirection, axisInfo.yDirection, axisInfo.xDirection, triangleLength, handleTriangles.z);
}
}
void AddTriangles(Vector3 axisEnd, Vector3 axisDirection, Vector3 axisOtherDirection1, Vector3 axisOtherDirection2, float size, List<Vector3> resultsBuffer)
{
Vector3 endPoint = axisEnd + (axisDirection * (size * 2f));
Square baseSquare = GetBaseSquare(axisEnd, axisOtherDirection1, axisOtherDirection2, size / 2f);
resultsBuffer.Add(baseSquare.bottomLeft);
resultsBuffer.Add(baseSquare.topLeft);
resultsBuffer.Add(baseSquare.topRight);
resultsBuffer.Add(baseSquare.topLeft);
resultsBuffer.Add(baseSquare.bottomRight);
resultsBuffer.Add(baseSquare.topRight);
for(int i = 0; i < 4; i++)
{
resultsBuffer.Add(baseSquare[i]);
resultsBuffer.Add(baseSquare[i + 1]);
resultsBuffer.Add(endPoint);
}
}
void SetHandleSquares()
{
handleSquares.Clear();
if(type == TransformType.Scale)
{
float boxSize = this.boxSize * GetDistanceMultiplier();
AddSquares(axisInfo.xAxisEnd, axisInfo.xDirection, axisInfo.yDirection, axisInfo.zDirection, boxSize, handleSquares.x);
AddSquares(axisInfo.yAxisEnd, axisInfo.yDirection, axisInfo.xDirection, axisInfo.zDirection, boxSize, handleSquares.y);
AddSquares(axisInfo.zAxisEnd, axisInfo.zDirection, axisInfo.xDirection, axisInfo.yDirection, boxSize, handleSquares.z);
AddSquares(pivotPoint - (axisInfo.xDirection * (boxSize * .5f)), axisInfo.xDirection, axisInfo.yDirection, axisInfo.zDirection, boxSize, handleSquares.all);
}
}
void AddSquares(Vector3 axisStart, Vector3 axisDirection, Vector3 axisOtherDirection1, Vector3 axisOtherDirection2, float size, List<Vector3> resultsBuffer)
{
AddQuads(axisStart, axisDirection, axisOtherDirection1, axisOtherDirection2, size, size * .5f, resultsBuffer);
}
void AddQuads(Vector3 axisStart, Vector3 axisDirection, Vector3 axisOtherDirection1, Vector3 axisOtherDirection2, float length, float width, List<Vector3> resultsBuffer)
{
Vector3 axisEnd = axisStart + (axisDirection * length);
AddQuads(axisStart, axisEnd, axisOtherDirection1, axisOtherDirection2, width, resultsBuffer);
}
void AddQuads(Vector3 axisStart, Vector3 axisEnd, Vector3 axisOtherDirection1, Vector3 axisOtherDirection2, float width, List<Vector3> resultsBuffer)
{
Square baseRectangle = GetBaseSquare(axisStart, axisOtherDirection1, axisOtherDirection2, width);
Square baseRectangleEnd = GetBaseSquare(axisEnd, axisOtherDirection1, axisOtherDirection2, width);
resultsBuffer.Add(baseRectangle.bottomLeft);
resultsBuffer.Add(baseRectangle.topLeft);
resultsBuffer.Add(baseRectangle.topRight);
resultsBuffer.Add(baseRectangle.bottomRight);
resultsBuffer.Add(baseRectangleEnd.bottomLeft);
resultsBuffer.Add(baseRectangleEnd.topLeft);
resultsBuffer.Add(baseRectangleEnd.topRight);
resultsBuffer.Add(baseRectangleEnd.bottomRight);
for(int i = 0; i < 4; i++)
{
resultsBuffer.Add(baseRectangle[i]);
resultsBuffer.Add(baseRectangleEnd[i]);
resultsBuffer.Add(baseRectangleEnd[i + 1]);
resultsBuffer.Add(baseRectangle[i + 1]);
}
}
Square GetBaseSquare(Vector3 axisEnd, Vector3 axisOtherDirection1, Vector3 axisOtherDirection2, float size)
{
Square square;
Vector3 offsetUp = ((axisOtherDirection1 * size) + (axisOtherDirection2 * size));
Vector3 offsetDown = ((axisOtherDirection1 * size) - (axisOtherDirection2 * size));
//These might not really be the proper directions, as in the bottomLeft might not really be at the bottom left...
square.bottomLeft = axisEnd + offsetDown;
square.topLeft = axisEnd + offsetUp;
square.bottomRight = axisEnd - offsetUp;
square.topRight = axisEnd - offsetDown;
return square;
}
void SetCircles(AxisInfo axisInfo, AxisVectors axisVectors)
{
axisVectors.Clear();
if(type == TransformType.Rotate)
{
float circleLength = handleLength * GetDistanceMultiplier();
AddCircle(pivotPoint, axisInfo.xDirection, circleLength, axisVectors.x);
AddCircle(pivotPoint, axisInfo.yDirection, circleLength, axisVectors.y);
AddCircle(pivotPoint, axisInfo.zDirection, circleLength, axisVectors.z);
AddCircle(pivotPoint, (pivotPoint - transform.position).normalized, circleLength, axisVectors.all, false);
}
}
void AddCircle(Vector3 origin, Vector3 axisDirection, float size, List<Vector3> resultsBuffer, bool depthTest = true)
{
Vector3 up = axisDirection.normalized * size;
Vector3 forward = Vector3.Slerp(up, -up, .5f);
Vector3 right = Vector3.Cross(up, forward).normalized * size;
Matrix4x4 matrix = new Matrix4x4();
matrix[0] = right.x;
matrix[1] = right.y;
matrix[2] = right.z;
matrix[4] = up.x;
matrix[5] = up.y;
matrix[6] = up.z;
matrix[8] = forward.x;
matrix[9] = forward.y;
matrix[10] = forward.z;
Vector3 lastPoint = origin + matrix.MultiplyPoint3x4(new Vector3(Mathf.Cos(0), 0, Mathf.Sin(0)));
Vector3 nextPoint = Vector3.zero;
float multiplier = 360f / circleDetail;
Plane plane = new Plane((transform.position - pivotPoint).normalized, pivotPoint);
float circleHandleWidth = handleWidth * GetDistanceMultiplier();
for(int i = 0; i < circleDetail + 1; i++)
{
nextPoint.x = Mathf.Cos((i * multiplier) * Mathf.Deg2Rad);
nextPoint.z = Mathf.Sin((i * multiplier) * Mathf.Deg2Rad);
nextPoint.y = 0;
nextPoint = origin + matrix.MultiplyPoint3x4(nextPoint);
if(!depthTest || plane.GetSide(lastPoint))
{
Vector3 centerPoint = (lastPoint + nextPoint) * .5f;
Vector3 upDirection = (centerPoint - origin).normalized;
AddQuads(lastPoint, nextPoint, upDirection, axisDirection, circleHandleWidth, resultsBuffer);
}
lastPoint = nextPoint;
}
}
void DrawLines(List<Vector3> lines, Color color)
{
GL.Begin(GL.LINES);
GL.Color(color);
for(int i = 0; i < lines.Count; i += 2)
{
GL.Vertex(lines[i]);
GL.Vertex(lines[i + 1]);
}
GL.End();
}
void DrawTriangles(List<Vector3> lines, Color color)
{
GL.Begin(GL.TRIANGLES);
GL.Color(color);
for(int i = 0; i < lines.Count; i += 3)
{
GL.Vertex(lines[i]);
GL.Vertex(lines[i + 1]);
GL.Vertex(lines[i + 2]);
}
GL.End();
}
void DrawQuads(List<Vector3> lines, Color color)
{
GL.Begin(GL.QUADS);
GL.Color(color);
for(int i = 0; i < lines.Count; i += 4)
{
GL.Vertex(lines[i]);
GL.Vertex(lines[i + 1]);
GL.Vertex(lines[i + 2]);
GL.Vertex(lines[i + 3]);
}
GL.End();
}
void DrawCircles(List<Vector3> lines, Color color)
{
GL.Begin(GL.LINES);
GL.Color(color);
for(int i = 0; i < lines.Count; i += 2)
{
GL.Vertex(lines[i]);
GL.Vertex(lines[i + 1]);
}
GL.End();
}
void SetMaterial()
{
if(lineMaterial == null)
{
lineMaterial = new Material(Shader.Find("Custom/Lines"));
outlineMaterial = new Material(Shader.Find("Custom/Outline"));
}
}
#if UNITY_EDITOR
//This is mainly so if you move the object in the scene editor, the handles will be updated and drawn correctly. Not important at runtime.
//This seemd to work fine with a single target, but now that we can select multiple targets, I dont think it will help much.
//Vector3 prevTargetPosition;
//Transform prevTarget;
void UpdatePivotPoint()
{
if(mainTargetRoot != null && !isTransforming)
{
if(mainTargetRoot.position != prevTargetPosition && prevTarget == mainTargetRoot)
{
SetPivotPoint();
}
prevTargetPosition = mainTargetRoot.position;
prevTarget = mainTargetRoot;
}else{
prevTargetPosition = Vector3.zero;
prevTarget = null;
}
}
#endif
}
}
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