ColliderGizmos.cs 5.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using BansheeEngine;
  4. namespace BansheeEditor
  5. {
  6. /** @addtogroup Gizmos
  7. * @{
  8. */
  9. /// <summary>
  10. /// Handles drawing of gizmos for all the types of <see cref="Collider"/> component.
  11. /// </summary>
  12. internal class ColliderGizmos
  13. {
  14. /// <summary>
  15. /// Method called by the runtime when gizmos are meant to be drawn.
  16. /// </summary>
  17. /// <param name="collider">Collider to draw gizmos for.</param>
  18. [DrawGizmo(DrawGizmoFlags.Selected | DrawGizmoFlags.ParentSelected)]
  19. private static void DrawBoxCollider(BoxCollider collider)
  20. {
  21. SceneObject so = collider.SceneObject;
  22. Gizmos.Color = Color.Green;
  23. Gizmos.Transform = Matrix4.TRS(so.Position, so.Rotation, Vector3.One);
  24. Vector3 scale = so.Scale;
  25. Vector3 scaledExtents = collider.Extents*scale;
  26. Gizmos.DrawWireCube(collider.Center * scale, scaledExtents);
  27. }
  28. /// <summary>
  29. /// Method called by the runtime when gizmos are meant to be drawn.
  30. /// </summary>
  31. /// <param name="collider">Collider to draw gizmos for.</param>
  32. [DrawGizmo(DrawGizmoFlags.Selected | DrawGizmoFlags.ParentSelected)]
  33. private static void DrawSphereCollider(SphereCollider collider)
  34. {
  35. SceneObject so = collider.SceneObject;
  36. Gizmos.Color = Color.Green;
  37. Gizmos.Transform = Matrix4.TRS(so.Position, so.Rotation, Vector3.One);
  38. Vector3 scale = so.Scale;
  39. float scaledRadius = collider.Radius * MathEx.Max(scale.x, scale.y, scale.z);
  40. Gizmos.DrawWireSphere(collider.Center * scale, scaledRadius);
  41. }
  42. /// <summary>
  43. /// Method called by the runtime when gizmos are meant to be drawn.
  44. /// </summary>
  45. /// <param name="collider">Collider to draw gizmos for.</param>
  46. [DrawGizmo(DrawGizmoFlags.Selected | DrawGizmoFlags.ParentSelected)]
  47. private static void DrawCapsuleCollider(CapsuleCollider collider)
  48. {
  49. SceneObject so = collider.SceneObject;
  50. Vector3 offset = collider.Center;
  51. Quaternion rotation = Quaternion.FromToRotation(Vector3.YAxis, collider.Normal);
  52. // Rotate around origin
  53. Matrix4 rotMatrix = Matrix4.TRS(offset, Quaternion.Identity, Vector3.One) *
  54. Matrix4.TRS(Vector3.Zero, rotation, Vector3.One) *
  55. Matrix4.TRS(-offset, Quaternion.Identity, Vector3.One);
  56. Gizmos.Color = Color.Green;
  57. Gizmos.Transform = Matrix4.TRS(so.Position, so.Rotation, Vector3.One) * rotMatrix;
  58. Vector3 scale = so.Scale;
  59. float scaledHeight = collider.HalfHeight*2.0f*scale.y;
  60. float scaledRadius = collider.Radius*MathEx.Max(scale.x, scale.z);
  61. Gizmos.DrawWireCapsule(offset * scale, scaledHeight, scaledRadius);
  62. }
  63. /// <summary>
  64. /// Method called by the runtime when gizmos are meant to be drawn.
  65. /// </summary>
  66. /// <param name="collider">Collider to draw gizmos for.</param>
  67. [DrawGizmo(DrawGizmoFlags.Selected | DrawGizmoFlags.ParentSelected)]
  68. private static void DrawMeshCollider(MeshCollider collider)
  69. {
  70. PhysicsMesh mesh = collider.Mesh;
  71. if (mesh == null)
  72. return;
  73. SceneObject so = collider.SceneObject;
  74. Gizmos.Color = Color.Green;
  75. Gizmos.Transform = so.WorldTransform;
  76. MeshData meshData = mesh.MeshData;
  77. Gizmos.DrawWireMesh(meshData);
  78. }
  79. /// <summary>
  80. /// Method called by the runtime when gizmos are meant to be drawn.
  81. /// </summary>
  82. /// <param name="collider">Collider to draw gizmos for.</param>
  83. [DrawGizmo(DrawGizmoFlags.Selected | DrawGizmoFlags.ParentSelected)]
  84. private static void DrawPlaneCollider(PlaneCollider collider)
  85. {
  86. SceneObject so = collider.SceneObject;
  87. Vector3 normal = collider.Normal;
  88. Vector3 center = normal * collider.Distance;
  89. // Rotate around origin
  90. Quaternion rotation = Quaternion.FromToRotation(Vector3.XAxis, normal);
  91. Matrix4 rotMatrix = Matrix4.TRS(center, Quaternion.Identity, Vector3.One) *
  92. Matrix4.TRS(Vector3.Zero, rotation, Vector3.One) *
  93. Matrix4.TRS(-center, Quaternion.Identity, Vector3.One);
  94. Gizmos.Color = Color.Green;
  95. Gizmos.Transform = Matrix4.TRS(so.Position, so.Rotation, Vector3.One) * rotMatrix;
  96. Vector3 bottomLeft = new Vector3(0.0f, -0.5f, -0.5f);
  97. Vector3 topLeft = new Vector3(0.0f, 0.5f, -0.5f);
  98. Vector3 topRight = new Vector3(0.0f, 0.5f, 0.5f);
  99. Vector3 bottomRight = new Vector3(0.0f, -0.5f, 0.5f);
  100. bottomLeft += center;
  101. topLeft += center;
  102. topRight += center;
  103. bottomRight += center;
  104. // Draw sides
  105. Gizmos.DrawLine(bottomLeft, topLeft);
  106. Gizmos.DrawLine(topLeft, topRight);
  107. Gizmos.DrawLine(topRight, bottomRight);
  108. Gizmos.DrawLine(bottomRight, bottomLeft);
  109. // Draw normal
  110. Vector3 scale = so.Scale;
  111. Gizmos.DrawLine(center * scale, (center + Vector3.XAxis*0.5f) * scale);
  112. }
  113. }
  114. /** @} */
  115. }