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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- namespace Leap.Unity.RuntimeGizmos
- {
- [ExecuteInEditMode]
- public class RuntimeGizmoManager : MonoBehaviour
- {
- public static event Action<RuntimeGizmoDrawer> OnPostRenderGizmos;
- public static bool TryGetGizmoDrawer(out RuntimeGizmoDrawer drawer)
- {
- drawer = RuntimeGizmoManager._backDrawer;
- if (drawer != null)
- {
- drawer.ResetMatrixAndColorState();
- return true;
- }
- return false;
- }
- public static bool TryGetGizmoDrawer(GameObject attatchedGameObject, out RuntimeGizmoDrawer drawer)
- {
- drawer = RuntimeGizmoManager._backDrawer;
- if (drawer != null && !RuntimeGizmoManager.areGizmosDisabled(attatchedGameObject.transform))
- {
- drawer.ResetMatrixAndColorState();
- return true;
- }
- return false;
- }
- protected virtual void OnValidate()
- {
- if (this._gizmoShader == null)
- {
- this._gizmoShader = Shader.Find("Hidden/Runtime Gizmos");
- }
- if (new Material(this._gizmoShader)
- {
- hideFlags = HideFlags.HideAndDontSave
- }.passCount != 4)
- {
- Debug.LogError("Shader " + this._gizmoShader + " does not have 4 passes and cannot be used as a gizmo shader.");
- this._gizmoShader = Shader.Find("Hidden/Runtime Gizmos");
- }
- if (this._sphereMesh == null)
- {
- GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere);
- gameObject.hideFlags = HideFlags.HideAndDontSave;
- this._sphereMesh = gameObject.GetComponent<MeshFilter>().sharedMesh;
- gameObject.GetComponent<MeshFilter>().sharedMesh = null;
- }
- if (RuntimeGizmoManager._frontDrawer != null && RuntimeGizmoManager._backDrawer != null)
- {
- this.assignDrawerParams();
- }
- }
- protected virtual void Reset()
- {
- this._gizmoShader = Shader.Find("Hidden/Runtime Gizmos");
- }
- protected virtual void OnEnable()
- {
- if (!this._enabledForBuild)
- {
- base.enabled = false;
- return;
- }
- RuntimeGizmoManager._frontDrawer = new RuntimeGizmoDrawer();
- RuntimeGizmoManager._backDrawer = new RuntimeGizmoDrawer();
- RuntimeGizmoManager._frontDrawer.BeginGuard();
- if (this._gizmoShader == null)
- {
- this._gizmoShader = Shader.Find("Hidden/Runtime Gizmos");
- }
- this.generateMeshes();
- this.assignDrawerParams();
- Camera.onPostRender = (Camera.CameraCallback)Delegate.Remove(Camera.onPostRender, new Camera.CameraCallback(this.onPostRender));
- Camera.onPostRender = (Camera.CameraCallback)Delegate.Combine(Camera.onPostRender, new Camera.CameraCallback(this.onPostRender));
- }
- protected virtual void OnDisable()
- {
- RuntimeGizmoManager._frontDrawer = null;
- RuntimeGizmoManager._backDrawer = null;
- Camera.onPostRender = (Camera.CameraCallback)Delegate.Remove(Camera.onPostRender, new Camera.CameraCallback(this.onPostRender));
- }
- protected virtual void Update()
- {
- SceneManager.GetActiveScene().GetRootGameObjects(this._objList);
- for (int i = 0; i < this._objList.Count; i++)
- {
- GameObject gameObject = this._objList[i];
- gameObject.GetComponentsInChildren<IRuntimeGizmoComponent>(false, this._gizmoList);
- for (int j = 0; j < this._gizmoList.Count; j++)
- {
- if (!RuntimeGizmoManager.areGizmosDisabled((this._gizmoList[j] as Component).transform))
- {
- RuntimeGizmoManager._backDrawer.ResetMatrixAndColorState();
- try
- {
- this._gizmoList[j].OnDrawRuntimeGizmos(RuntimeGizmoManager._backDrawer);
- }
- catch (Exception exception)
- {
- Debug.LogException(exception);
- }
- }
- }
- }
- this._readyForSwap = true;
- }
- protected void onPostRender(Camera camera)
- {
- if (this._readyForSwap)
- {
- if (RuntimeGizmoManager.OnPostRenderGizmos != null)
- {
- RuntimeGizmoManager._backDrawer.ResetMatrixAndColorState();
- RuntimeGizmoManager.OnPostRenderGizmos(RuntimeGizmoManager._backDrawer);
- }
- RuntimeGizmoDrawer backDrawer = RuntimeGizmoManager._backDrawer;
- RuntimeGizmoManager._backDrawer = RuntimeGizmoManager._frontDrawer;
- RuntimeGizmoManager._frontDrawer = backDrawer;
- RuntimeGizmoManager._frontDrawer.BeginGuard();
- RuntimeGizmoManager._backDrawer.EndGuard();
- this._readyForSwap = false;
- RuntimeGizmoManager._backDrawer.ClearAllGizmos();
- }
- RuntimeGizmoManager._frontDrawer.DrawAllGizmosToScreen();
- }
- protected static bool areGizmosDisabled(Transform transform)
- {
- bool result = false;
- do
- {
- RuntimeGizmoToggle componentInParent = transform.GetComponentInParent<RuntimeGizmoToggle>();
- if (componentInParent == null)
- {
- break;
- }
- if (!componentInParent.enabled)
- {
- goto Block_2;
- }
- transform = transform.parent;
- }
- while (transform != null);
- return result;
- Block_2:
- result = true;
- return result;
- }
- private void assignDrawerParams()
- {
- if (this._gizmoShader != null)
- {
- RuntimeGizmoManager._frontDrawer.gizmoShader = this._gizmoShader;
- RuntimeGizmoManager._backDrawer.gizmoShader = this._gizmoShader;
- }
- RuntimeGizmoManager._frontDrawer.sphereMesh = this._sphereMesh;
- RuntimeGizmoManager._frontDrawer.cubeMesh = this._cubeMesh;
- RuntimeGizmoManager._frontDrawer.wireSphereMesh = this._wireSphereMesh;
- RuntimeGizmoManager._frontDrawer.wireCubeMesh = this._wireCubeMesh;
- RuntimeGizmoManager._backDrawer.sphereMesh = this._sphereMesh;
- RuntimeGizmoManager._backDrawer.cubeMesh = this._cubeMesh;
- RuntimeGizmoManager._backDrawer.wireSphereMesh = this._wireSphereMesh;
- RuntimeGizmoManager._backDrawer.wireCubeMesh = this._wireCubeMesh;
- }
- private void generateMeshes()
- {
- this._cubeMesh = new Mesh();
- this._cubeMesh.name = "RuntimeGizmoCube";
- this._cubeMesh.hideFlags = HideFlags.HideAndDontSave;
- List<Vector3> list = new List<Vector3>();
- List<int> list2 = new List<int>();
- Vector3[] array = new Vector3[]
- {
- Vector3.forward,
- Vector3.right,
- Vector3.up
- };
- for (int i = 0; i < 3; i++)
- {
- this.addQuad(list, list2, array[i % 3], -array[(i + 1) % 3], array[(i + 2) % 3]);
- this.addQuad(list, list2, -array[i % 3], array[(i + 1) % 3], array[(i + 2) % 3]);
- }
- this._cubeMesh.SetVertices(list);
- this._cubeMesh.SetIndices(list2.ToArray(), MeshTopology.Quads, 0);
- this._cubeMesh.RecalculateNormals();
- this._cubeMesh.RecalculateBounds();
- this._cubeMesh.UploadMeshData(true);
- this._wireCubeMesh = new Mesh();
- this._wireCubeMesh.name = "RuntimeWireCubeMesh";
- this._wireCubeMesh.hideFlags = HideFlags.HideAndDontSave;
- list.Clear();
- list2.Clear();
- for (int j = 1; j >= -1; j -= 2)
- {
- for (int k = 1; k >= -1; k -= 2)
- {
- for (int l = 1; l >= -1; l -= 2)
- {
- list.Add(0.5f * new Vector3((float)j, (float)k, (float)l));
- }
- }
- }
- this.addCorner(list2, 0, 1, 2, 4);
- this.addCorner(list2, 3, 1, 2, 7);
- this.addCorner(list2, 5, 1, 4, 7);
- this.addCorner(list2, 6, 2, 4, 7);
- this._wireCubeMesh.SetVertices(list);
- this._wireCubeMesh.SetIndices(list2.ToArray(), MeshTopology.Lines, 0);
- this._wireCubeMesh.RecalculateBounds();
- this._wireCubeMesh.UploadMeshData(true);
- this._wireSphereMesh = new Mesh();
- this._wireSphereMesh.name = "RuntimeWireSphereMesh";
- this._wireSphereMesh.hideFlags = HideFlags.HideAndDontSave;
- list.Clear();
- list2.Clear();
- int num = 96;
- for (int m = 0; m < 32; m++)
- {
- float f = 6.28318548f * (float)m / 32f;
- float num2 = 0.5f * Mathf.Cos(f);
- float num3 = 0.5f * Mathf.Sin(f);
- for (int n = 0; n < 3; n++)
- {
- list2.Add((m * 3 + n) % num);
- list2.Add((m * 3 + n + 3) % num);
- }
- list.Add(new Vector3(num2, num3, 0f));
- list.Add(new Vector3(0f, num2, num3));
- list.Add(new Vector3(num2, 0f, num3));
- }
- this._wireSphereMesh.SetVertices(list);
- this._wireSphereMesh.SetIndices(list2.ToArray(), MeshTopology.Lines, 0);
- this._wireSphereMesh.RecalculateBounds();
- this._wireSphereMesh.UploadMeshData(true);
- }
- private void addQuad(List<Vector3> verts, List<int> indexes, Vector3 normal, Vector3 axis1, Vector3 axis2)
- {
- indexes.Add(verts.Count);
- indexes.Add(verts.Count + 1);
- indexes.Add(verts.Count + 2);
- indexes.Add(verts.Count + 3);
- verts.Add(0.5f * (normal + axis1 + axis2));
- verts.Add(0.5f * (normal + axis1 - axis2));
- verts.Add(0.5f * (normal - axis1 - axis2));
- verts.Add(0.5f * (normal - axis1 + axis2));
- }
- private void addCorner(List<int> indexes, int a, int b, int c, int d)
- {
- indexes.Add(a);
- indexes.Add(b);
- indexes.Add(a);
- indexes.Add(c);
- indexes.Add(a);
- indexes.Add(d);
- }
- public const string DEFAULT_SHADER_NAME = "Hidden/Runtime Gizmos";
- public const int CIRCLE_RESOLUTION = 32;
- [Tooltip("Should the gizmos be visible in the game view.")]
- [SerializeField]
- protected bool _displayInGameView = true;
- [Tooltip("Should the gizmos be visible in a build.")]
- [SerializeField]
- protected bool _enabledForBuild = true;
- [Tooltip("The mesh to use for the filled sphere gizmo.")]
- [SerializeField]
- protected Mesh _sphereMesh;
- [Tooltip("The shader to use for rendering gizmos.")]
- [SerializeField]
- protected Shader _gizmoShader;
- protected Mesh _cubeMesh;
- protected Mesh _wireCubeMesh;
- protected Mesh _wireSphereMesh;
- protected static RuntimeGizmoDrawer _backDrawer;
- protected static RuntimeGizmoDrawer _frontDrawer;
- private bool _readyForSwap;
- private List<GameObject> _objList = new List<GameObject>();
- private List<IRuntimeGizmoComponent> _gizmoList = new List<IRuntimeGizmoComponent>();
- }
- }
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