mirror of
https://github.com/BotChain-Robots/ui.git
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854
Assets/IK/PositionControlGizmo.cs
Normal file
854
Assets/IK/PositionControlGizmo.cs
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@@ -0,0 +1,854 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using TMPro;
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public class PositionControlGizmo : MonoBehaviour
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{
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[Header("Gizmo Settings")]
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public float arrowLength = 1.0f;
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public float arrowHeadSize = 0.25f;
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public float lineWidth = 0.04f;
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public float clickableRadius = 0.5f;
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public float screenSpaceClickThreshold = 30f;
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[Header("Colors")]
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public Color xAxisColor = Color.red;
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public Color yAxisColor = Color.green;
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public Color zAxisColor = Color.blue;
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public Color hoverColor = Color.yellow;
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public Color selectedColor = new Color(1f, 1f, 0f, 0.8f);
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[Header("References")]
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public Camera mainCamera;
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public ModulePositionController positionController;
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[Header("Placement")]
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[Tooltip("If enabled, the gizmo is drawn at the selected module's visual center (renderer/collider bounds center), rather than transform.position.")]
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public bool centerOnModuleBounds = true;
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[Tooltip("World-space offset added to gizmo origin.")]
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public Vector3 gizmoWorldOffset = Vector3.zero;
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private ModuleBase targetModule;
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private int hoveredAxis = -1;
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private int previousHoveredAxis = -1;
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private int selectedAxis = -1;
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private Color[] previousColors = new Color[3];
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private bool isDragging = false;
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private bool gizmoWasClickedThisFrame = false;
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private Vector3 axisDragStartGizmoOrigin;
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private Vector3 axisDragStartModulePosition;
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private Vector2 axisDragStartMousePosition;
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[Header("Axis Drag Settings")]
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public float axisDragSensitivity = 0.01f;
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public bool WasGizmoClicked()
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{
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return gizmoWasClickedThisFrame;
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}
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public void RefreshGizmoVisibility()
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{
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UpdateGizmoVisibility();
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}
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private LineRenderer xAxisLine;
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private LineRenderer yAxisLine;
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private LineRenderer zAxisLine;
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private GameObject gizmoContainer;
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private Transform xAxisHead;
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private Transform yAxisHead;
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private Transform zAxisHead;
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private static Mesh _coneMesh;
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void Start()
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{
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if (mainCamera == null)
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{
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mainCamera = Camera.main;
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if (mainCamera == null)
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{
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mainCamera = FindObjectOfType<Camera>();
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}
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}
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if (positionController == null)
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{
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positionController = GetComponentInParent<ModulePositionController>();
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if (positionController == null)
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{
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positionController = FindObjectOfType<ModulePositionController>();
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}
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if (positionController != null && positionController.gizmo == null)
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{
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positionController.gizmo = this;
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}
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}
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previousColors[0] = xAxisColor;
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previousColors[1] = yAxisColor;
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previousColors[2] = zAxisColor;
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FindGizmoLines();
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}
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void FindGizmoLines()
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{
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if (gizmoContainer != null)
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{
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return;
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}
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Transform existingContainer = this.transform.Find("PositionControlGizmo");
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if (existingContainer != null)
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{
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gizmoContainer = existingContainer.gameObject;
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}
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else
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{
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gizmoContainer = new GameObject("PositionControlGizmo");
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gizmoContainer.transform.SetParent(this.transform);
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gizmoContainer.transform.localPosition = Vector3.zero;
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gizmoContainer.transform.localRotation = Quaternion.identity;
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gizmoContainer.transform.localScale = Vector3.one;
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}
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Transform xAxisTransform = gizmoContainer.transform.Find("XAxis");
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if (xAxisTransform == null)
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{
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GameObject xAxisObj = new GameObject("XAxis");
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xAxisObj.transform.SetParent(gizmoContainer.transform);
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xAxisObj.transform.localPosition = Vector3.zero;
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xAxisObj.transform.localRotation = Quaternion.identity;
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xAxisObj.transform.localScale = Vector3.one;
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xAxisLine = xAxisObj.AddComponent<LineRenderer>();
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SetupLineRenderer(xAxisLine, xAxisColor);
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}
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else
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{
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xAxisLine = xAxisTransform.GetComponent<LineRenderer>();
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if (xAxisLine == null)
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{
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xAxisLine = xAxisTransform.gameObject.AddComponent<LineRenderer>();
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SetupLineRenderer(xAxisLine, xAxisColor);
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}
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else
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{
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SetupLineRenderer(xAxisLine, xAxisColor);
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}
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}
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Transform yAxisTransform = gizmoContainer.transform.Find("YAxis");
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if (yAxisTransform == null)
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{
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GameObject yAxisObj = new GameObject("YAxis");
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yAxisObj.transform.SetParent(gizmoContainer.transform);
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yAxisObj.transform.localPosition = Vector3.zero;
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yAxisObj.transform.localRotation = Quaternion.identity;
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yAxisObj.transform.localScale = Vector3.one;
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yAxisLine = yAxisObj.AddComponent<LineRenderer>();
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SetupLineRenderer(yAxisLine, yAxisColor);
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}
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else
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{
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yAxisLine = yAxisTransform.GetComponent<LineRenderer>();
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if (yAxisLine == null)
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{
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yAxisLine = yAxisTransform.gameObject.AddComponent<LineRenderer>();
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SetupLineRenderer(yAxisLine, yAxisColor);
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}
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else
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{
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SetupLineRenderer(yAxisLine, yAxisColor);
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}
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}
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Transform zAxisTransform = gizmoContainer.transform.Find("ZAxis");
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if (zAxisTransform == null)
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{
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GameObject zAxisObj = new GameObject("ZAxis");
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zAxisObj.transform.SetParent(gizmoContainer.transform);
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zAxisObj.transform.localPosition = Vector3.zero;
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zAxisObj.transform.localRotation = Quaternion.identity;
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zAxisObj.transform.localScale = Vector3.one;
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zAxisLine = zAxisObj.AddComponent<LineRenderer>();
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SetupLineRenderer(zAxisLine, zAxisColor);
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}
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else
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{
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zAxisLine = zAxisTransform.GetComponent<LineRenderer>();
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if (zAxisLine == null)
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{
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zAxisLine = zAxisTransform.gameObject.AddComponent<LineRenderer>();
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SetupLineRenderer(zAxisLine, zAxisColor);
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}
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else
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{
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SetupLineRenderer(zAxisLine, zAxisColor);
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}
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}
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xAxisHead = EnsureArrowHead(xAxisLine != null ? xAxisLine.transform : null, "Head");
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yAxisHead = EnsureArrowHead(yAxisLine != null ? yAxisLine.transform : null, "Head");
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zAxisHead = EnsureArrowHead(zAxisLine != null ? zAxisLine.transform : null, "Head");
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gizmoContainer.SetActive(false);
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}
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private Transform EnsureArrowHead(Transform axisTransform, string name)
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{
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if (axisTransform == null) return null;
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Transform head = axisTransform.Find(name);
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if (head == null)
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{
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var go = new GameObject(name);
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go.transform.SetParent(axisTransform, false);
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head = go.transform;
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}
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var mf = head.GetComponent<MeshFilter>();
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if (mf == null) mf = head.gameObject.AddComponent<MeshFilter>();
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var mr = head.GetComponent<MeshRenderer>();
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if (mr == null) mr = head.gameObject.AddComponent<MeshRenderer>();
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if (_coneMesh == null)
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{
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_coneMesh = CreateConeMesh(18);
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}
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mf.sharedMesh = _coneMesh;
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if (axisTransform.TryGetComponent<LineRenderer>(out var lr) && lr.material != null)
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{
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mr.sharedMaterial = lr.material;
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}
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else
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{
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var mat = new Material(Shader.Find("Unlit/Color"));
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mat.color = Color.white;
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mr.sharedMaterial = mat;
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}
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mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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mr.receiveShadows = false;
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return head;
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}
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private static Mesh CreateConeMesh(int segments)
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{
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segments = Mathf.Clamp(segments, 6, 64);
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var mesh = new Mesh();
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mesh.name = "PositionControlGizmo_Cone";
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int vertCount = segments + 2; // base ring + base center + tip
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Vector3[] v = new Vector3[vertCount];
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Vector3[] n = new Vector3[vertCount];
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Vector2[] uv = new Vector2[vertCount];
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int baseCenter = segments;
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int tip = segments + 1;
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float radius = 0.5f;
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for (int i = 0; i < segments; i++)
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{
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float a = (i / (float)segments) * Mathf.PI * 2f;
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float x = Mathf.Cos(a) * radius;
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float y = Mathf.Sin(a) * radius;
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v[i] = new Vector3(x, y, 0f);
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n[i] = (new Vector3(x, y, radius)).normalized; // approximate
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uv[i] = new Vector2(i / (float)segments, 0f);
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}
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v[baseCenter] = new Vector3(0f, 0f, 0f);
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n[baseCenter] = Vector3.back;
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uv[baseCenter] = new Vector2(0.5f, 0f);
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v[tip] = new Vector3(0f, 0f, 1f);
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n[tip] = Vector3.forward;
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uv[tip] = new Vector2(0.5f, 1f);
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int[] tris = new int[segments * 6];
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int t = 0;
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for (int i = 0; i < segments; i++)
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{
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int next = (i + 1) % segments;
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tris[t++] = i;
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tris[t++] = next;
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tris[t++] = tip;
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tris[t++] = next;
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tris[t++] = i;
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tris[t++] = baseCenter;
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}
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mesh.vertices = v;
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mesh.normals = n;
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mesh.uv = uv;
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mesh.triangles = tris;
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mesh.RecalculateBounds();
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return mesh;
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}
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void OnEnable()
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{
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UpdateGizmoVisibility();
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}
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void UpdateGizmoVisibility()
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{
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if (gizmoContainer != null)
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{
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if (positionController != null)
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{
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targetModule = positionController.selectedModule;
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}
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bool shouldShow = targetModule != null && this.enabled;
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if (shouldShow)
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{
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gizmoContainer.SetActive(true);
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}
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else
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{
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gizmoContainer.SetActive(false);
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}
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if (!shouldShow)
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{
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hoveredAxis = -1;
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selectedAxis = -1;
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isDragging = false;
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}
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}
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else
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{
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FindGizmoLines();
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}
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}
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void SetupLineRenderer(LineRenderer lr, Color color)
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{
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Shader unlitShader = Shader.Find("Unlit/Color");
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Material gizmoMaterial;
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if (unlitShader != null)
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{
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gizmoMaterial = new Material(unlitShader);
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gizmoMaterial.color = color;
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gizmoMaterial.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always);
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gizmoMaterial.SetInt("_ZWrite", 0);
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}
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else
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{
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gizmoMaterial = new Material(Shader.Find("Sprites/Default"));
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gizmoMaterial.color = color;
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}
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lr.material = gizmoMaterial;
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lr.startColor = color;
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lr.endColor = color;
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lr.startWidth = lineWidth;
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lr.endWidth = lineWidth;
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lr.positionCount = 2;
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lr.useWorldSpace = true;
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lr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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lr.receiveShadows = false;
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lr.sortingOrder = 1000;
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}
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void UpdateGizmoVisualization()
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{
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if (targetModule == null)
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{
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return;
|
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}
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if (gizmoContainer == null)
|
||||
{
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||||
FindGizmoLines();
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if (gizmoContainer == null)
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{
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return;
|
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}
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}
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if (xAxisLine == null || yAxisLine == null || zAxisLine == null)
|
||||
{
|
||||
FindGizmoLines();
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||||
if (xAxisLine == null || yAxisLine == null || zAxisLine == null)
|
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{
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return;
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}
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}
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Vector3 gizmoOrigin = GetGizmoOrigin();
|
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|
||||
Color xColor = GetAxisColor(0);
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if (previousColors[0] != xColor)
|
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{
|
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previousColors[0] = xColor;
|
||||
}
|
||||
UpdateAxisLine(xAxisLine, gizmoOrigin, GetAxisDirection(0), arrowLength, xColor);
|
||||
UpdateAxisHead(xAxisHead, gizmoOrigin, GetAxisDirection(0), arrowLength, arrowHeadSize, xColor);
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|
||||
Color yColor = GetAxisColor(1);
|
||||
if (previousColors[1] != yColor)
|
||||
{
|
||||
previousColors[1] = yColor;
|
||||
}
|
||||
UpdateAxisLine(yAxisLine, gizmoOrigin, GetAxisDirection(1), arrowLength, yColor);
|
||||
UpdateAxisHead(yAxisHead, gizmoOrigin, GetAxisDirection(1), arrowLength, arrowHeadSize, yColor);
|
||||
|
||||
Color zColor = GetAxisColor(2);
|
||||
if (previousColors[2] != zColor)
|
||||
{
|
||||
previousColors[2] = zColor;
|
||||
}
|
||||
UpdateAxisLine(zAxisLine, gizmoOrigin, GetAxisDirection(2), arrowLength, zColor);
|
||||
UpdateAxisHead(zAxisHead, gizmoOrigin, GetAxisDirection(2), arrowLength, arrowHeadSize, zColor);
|
||||
}
|
||||
|
||||
void UpdateAxisHead(Transform head, Vector3 start, Vector3 direction, float length, float headSize, Color color)
|
||||
{
|
||||
if (head == null) return;
|
||||
|
||||
Vector3 dir = direction.normalized;
|
||||
Vector3 end = start + dir * length;
|
||||
|
||||
head.position = end;
|
||||
head.rotation = Quaternion.LookRotation(dir, Vector3.up);
|
||||
head.localScale = new Vector3(headSize, headSize, headSize);
|
||||
|
||||
// Update head material color (shared with line renderer in most cases)
|
||||
var mr = head.GetComponent<MeshRenderer>();
|
||||
if (mr != null && mr.sharedMaterial != null)
|
||||
{
|
||||
if (mr.sharedMaterial.HasProperty("_Color"))
|
||||
mr.sharedMaterial.SetColor("_Color", color);
|
||||
mr.sharedMaterial.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateAxisLine(LineRenderer lr, Vector3 start, Vector3 direction, float length, Color color)
|
||||
{
|
||||
if (lr == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure LineRenderer is enabled
|
||||
if (!lr.enabled)
|
||||
{
|
||||
lr.enabled = true;
|
||||
}
|
||||
|
||||
|
||||
Vector3 end = start + direction.normalized * length;
|
||||
lr.SetPosition(0, start);
|
||||
lr.SetPosition(1, end);
|
||||
lr.startColor = color;
|
||||
lr.endColor = color;
|
||||
|
||||
// Also update material color (important for Unlit/Color shader)
|
||||
if (lr.material != null)
|
||||
{
|
||||
lr.material.color = color;
|
||||
// Also set _Color property explicitly (some shaders use this)
|
||||
if (lr.material.HasProperty("_Color"))
|
||||
{
|
||||
lr.material.SetColor("_Color", color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (positionController != null)
|
||||
{
|
||||
targetModule = positionController.selectedModule;
|
||||
}
|
||||
|
||||
UpdateGizmoVisibility();
|
||||
|
||||
if (targetModule != null)
|
||||
{
|
||||
HandleGizmoInteraction();
|
||||
|
||||
UpdateGizmoVisualization();
|
||||
}
|
||||
else
|
||||
{
|
||||
hoveredAxis = -1;
|
||||
selectedAxis = -1;
|
||||
isDragging = false;
|
||||
}
|
||||
}
|
||||
|
||||
void HandleGizmoInteraction()
|
||||
{
|
||||
if (targetModule == null || mainCamera == null)
|
||||
{
|
||||
hoveredAxis = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
hoveredAxis = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 gizmoOrigin = GetGizmoOrigin();
|
||||
Vector2 mouseScreenPos = Input.mousePosition;
|
||||
|
||||
float closestDistance = float.MaxValue;
|
||||
int closestAxis = -1;
|
||||
|
||||
for (int axis = 0; axis < 3; axis++)
|
||||
{
|
||||
Vector3 axisDirection = GetAxisDirection(axis);
|
||||
Vector3 axisStart = gizmoOrigin;
|
||||
Vector3 axisEnd = gizmoOrigin + axisDirection * arrowLength;
|
||||
|
||||
Vector3 screenStart3D = mainCamera.WorldToScreenPoint(axisStart);
|
||||
Vector3 screenEnd3D = mainCamera.WorldToScreenPoint(axisEnd);
|
||||
|
||||
if (screenStart3D.z < 0 || screenEnd3D.z < 0)
|
||||
continue;
|
||||
|
||||
Vector2 screenStart = new Vector2(screenStart3D.x, screenStart3D.y);
|
||||
Vector2 screenEnd = new Vector2(screenEnd3D.x, screenEnd3D.y);
|
||||
|
||||
Vector2 closestPointOnLine = ClosestPointOnScreenLine(screenStart, screenEnd, mouseScreenPos);
|
||||
float screenDistance = Vector2.Distance(mouseScreenPos, closestPointOnLine);
|
||||
|
||||
float distanceToStart = Vector2.Distance(mouseScreenPos, screenStart);
|
||||
float minDistance = Mathf.Min(screenDistance, distanceToStart);
|
||||
|
||||
if (minDistance < screenSpaceClickThreshold && minDistance < closestDistance)
|
||||
{
|
||||
closestDistance = minDistance;
|
||||
closestAxis = axis;
|
||||
}
|
||||
}
|
||||
|
||||
int oldHoveredAxis = hoveredAxis;
|
||||
hoveredAxis = closestAxis;
|
||||
|
||||
if (hoveredAxis != oldHoveredAxis)
|
||||
{
|
||||
// no-op (hover state tracking only)
|
||||
}
|
||||
|
||||
gizmoWasClickedThisFrame = false;
|
||||
|
||||
HandleAxisBasedInteraction();
|
||||
}
|
||||
|
||||
void HandleAxisBasedInteraction()
|
||||
{
|
||||
if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
hoveredAxis = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 gizmoOrigin = GetGizmoOrigin();
|
||||
Vector2 mouseScreenPos = Input.mousePosition;
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
if (hoveredAxis >= 0)
|
||||
{
|
||||
selectedAxis = hoveredAxis;
|
||||
isDragging = true;
|
||||
axisDragStartGizmoOrigin = gizmoOrigin; // Store starting gizmo origin
|
||||
axisDragStartModulePosition = targetModule.transform.position; // Store module pivot position for IK targets
|
||||
axisDragStartMousePosition = mouseScreenPos; // Store starting mouse position
|
||||
gizmoWasClickedThisFrame = true; // Mark that gizmo was clicked
|
||||
|
||||
if (positionController != null)
|
||||
{
|
||||
positionController.OnGizmoClicked();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (isDragging && selectedAxis >= 0 && Input.GetMouseButton(0))
|
||||
{
|
||||
ProcessUnityStyleAxisDrag();
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
if (isDragging)
|
||||
{
|
||||
isDragging = false;
|
||||
selectedAxis = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessUnityStyleAxisDrag()
|
||||
{
|
||||
if (targetModule == null || mainCamera == null || positionController == null) return;
|
||||
|
||||
Vector2 currentMousePos = Input.mousePosition;
|
||||
Vector2 mouseDelta = currentMousePos - axisDragStartMousePosition;
|
||||
|
||||
float minMouseMovement = 2f; // Minimum pixels of movement required
|
||||
if (mouseDelta.magnitude < minMouseMovement)
|
||||
{
|
||||
return; // User just clicked without dragging - no movement
|
||||
}
|
||||
|
||||
Vector3 axisDirection = GetAxisDirection(selectedAxis);
|
||||
Vector3 gizmoOrigin = axisDragStartGizmoOrigin; // Use gizmo origin as reference for screen-space projection
|
||||
|
||||
Vector2 screenAxis = (Vector2)mainCamera.WorldToScreenPoint(gizmoOrigin + axisDirection) -
|
||||
(Vector2)mainCamera.WorldToScreenPoint(gizmoOrigin);
|
||||
screenAxis.Normalize();
|
||||
|
||||
float movementAlongAxis = Vector2.Dot(mouseDelta, screenAxis);
|
||||
|
||||
float worldMovement = movementAlongAxis * axisDragSensitivity;
|
||||
|
||||
if (positionController != null && positionController.ikController != null)
|
||||
{
|
||||
worldMovement *= positionController.ikController.dragSensitivity;
|
||||
}
|
||||
|
||||
// IMPORTANT: keep IK target based on module pivot (transform.position), not the visual gizmo origin.
|
||||
Vector3 currentPosition = targetModule.transform.position;
|
||||
Vector3 targetPosition = axisDragStartModulePosition + axisDirection * worldMovement;
|
||||
|
||||
float minMovementThreshold = 0.03f; // Minimum 3cm movement required
|
||||
float distanceToTarget = Vector3.Distance(targetPosition, currentPosition);
|
||||
|
||||
if (distanceToTarget < minMovementThreshold)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 intendedMovement = targetPosition - currentPosition;
|
||||
float intendedAxisMovement = Vector3.Dot(intendedMovement, axisDirection);
|
||||
float minAxisMovement = 0.02f; // Minimum 2cm movement along the selected axis
|
||||
|
||||
if (Mathf.Abs(intendedAxisMovement) < minAxisMovement)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (positionController.ikController != null)
|
||||
{
|
||||
bool success = positionController.ikController.SolveIK(targetPosition);
|
||||
|
||||
if (success)
|
||||
{
|
||||
Vector3 actualPosition = targetModule.transform.position;
|
||||
Vector3 actualMovement = actualPosition - axisDragStartModulePosition;
|
||||
float actualAxisMovement = Vector3.Dot(actualMovement, axisDirection);
|
||||
float actualMovementDistance = actualMovement.magnitude;
|
||||
|
||||
if (actualMovementDistance >= minMovementThreshold && Mathf.Abs(actualAxisMovement) >= minAxisMovement)
|
||||
{
|
||||
if (Mathf.Sign(actualAxisMovement) == Mathf.Sign(intendedAxisMovement))
|
||||
{
|
||||
axisDragStartModulePosition = actualPosition;
|
||||
axisDragStartGizmoOrigin = GetGizmoOrigin();
|
||||
axisDragStartMousePosition = currentMousePos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 GetGizmoOrigin()
|
||||
{
|
||||
if (targetModule == null) return Vector3.zero;
|
||||
|
||||
Vector3 origin = targetModule.transform.position;
|
||||
if (!centerOnModuleBounds)
|
||||
return origin + gizmoWorldOffset;
|
||||
|
||||
bool hasBounds = false;
|
||||
Bounds b = default;
|
||||
|
||||
foreach (var r in GetRenderersOwnedByModule(targetModule))
|
||||
{
|
||||
if (r == null) continue;
|
||||
if (!hasBounds)
|
||||
{
|
||||
b = r.bounds;
|
||||
hasBounds = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.Encapsulate(r.bounds);
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasBounds)
|
||||
{
|
||||
foreach (var c in GetCollidersOwnedByModule(targetModule))
|
||||
{
|
||||
if (c == null) continue;
|
||||
if (!hasBounds)
|
||||
{
|
||||
b = c.bounds;
|
||||
hasBounds = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.Encapsulate(c.bounds);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
origin = hasBounds ? b.center : origin;
|
||||
return origin + gizmoWorldOffset;
|
||||
}
|
||||
|
||||
static System.Collections.Generic.IEnumerable<Renderer> GetRenderersOwnedByModule(ModuleBase rootModule)
|
||||
{
|
||||
if (rootModule == null) yield break;
|
||||
Transform root = rootModule.transform;
|
||||
|
||||
var stack = new System.Collections.Generic.Stack<Transform>();
|
||||
stack.Push(root);
|
||||
|
||||
while (stack.Count > 0)
|
||||
{
|
||||
Transform t = stack.Pop();
|
||||
if (t == null) continue;
|
||||
|
||||
if (t != root)
|
||||
{
|
||||
ModuleBase other = t.GetComponent<ModuleBase>();
|
||||
if (other != null && other != rootModule)
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var r in t.GetComponents<Renderer>())
|
||||
if (r != null) yield return r;
|
||||
|
||||
for (int i = 0; i < t.childCount; i++)
|
||||
stack.Push(t.GetChild(i));
|
||||
}
|
||||
}
|
||||
|
||||
static System.Collections.Generic.IEnumerable<Collider> GetCollidersOwnedByModule(ModuleBase rootModule)
|
||||
{
|
||||
if (rootModule == null) yield break;
|
||||
Transform root = rootModule.transform;
|
||||
|
||||
var stack = new System.Collections.Generic.Stack<Transform>();
|
||||
stack.Push(root);
|
||||
|
||||
while (stack.Count > 0)
|
||||
{
|
||||
Transform t = stack.Pop();
|
||||
if (t == null) continue;
|
||||
|
||||
if (t != root)
|
||||
{
|
||||
ModuleBase other = t.GetComponent<ModuleBase>();
|
||||
if (other != null && other != rootModule)
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var c in t.GetComponents<Collider>())
|
||||
if (c != null) yield return c;
|
||||
|
||||
for (int i = 0; i < t.childCount; i++)
|
||||
stack.Push(t.GetChild(i));
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 ClosestPointOnScreenLine(Vector2 lineStart, Vector2 lineEnd, Vector2 point)
|
||||
{
|
||||
Vector2 line = lineEnd - lineStart;
|
||||
float lineLength = line.magnitude;
|
||||
|
||||
if (lineLength < 0.001f)
|
||||
return lineStart;
|
||||
|
||||
line.Normalize();
|
||||
Vector2 pointToStart = point - lineStart;
|
||||
float projectionLength = Vector2.Dot(pointToStart, line);
|
||||
projectionLength = Mathf.Clamp(projectionLength, 0f, lineLength);
|
||||
|
||||
return lineStart + line * projectionLength;
|
||||
}
|
||||
|
||||
void AdjustPosition(int axis, int sign)
|
||||
{
|
||||
if (positionController != null)
|
||||
{
|
||||
positionController.AdjustPositionAxis(axis, sign);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 GetAxisDirection(int axis)
|
||||
{
|
||||
switch (axis)
|
||||
{
|
||||
case 0: return Vector3.right; // X axis (world space - always points right)
|
||||
case 1: return Vector3.up; // Y axis (world space - always points up)
|
||||
case 2: return Vector3.forward; // Z axis (world space - always points forward)
|
||||
default: return Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
Color GetAxisColor(int axis)
|
||||
{
|
||||
if (axis == selectedAxis) return selectedColor;
|
||||
if (axis == hoveredAxis) return hoverColor;
|
||||
|
||||
switch (axis)
|
||||
{
|
||||
case 0: return xAxisColor;
|
||||
case 1: return yAxisColor;
|
||||
case 2: return zAxisColor;
|
||||
default: return Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 ClosestPointOnLineSegment(Vector3 lineStart, Vector3 lineEnd, Vector3 point)
|
||||
{
|
||||
Vector3 line = lineEnd - lineStart;
|
||||
float lineLength = line.magnitude;
|
||||
line.Normalize();
|
||||
|
||||
Vector3 pointToStart = point - lineStart;
|
||||
float projectionLength = Vector3.Dot(pointToStart, line);
|
||||
projectionLength = Mathf.Clamp(projectionLength, 0f, lineLength);
|
||||
|
||||
return lineStart + line * projectionLength;
|
||||
}
|
||||
|
||||
Vector3 ClosestPointOnRay(Ray ray, Vector3 point)
|
||||
{
|
||||
Vector3 rayToPoint = point - ray.origin;
|
||||
float projectionLength = Vector3.Dot(rayToPoint, ray.direction);
|
||||
projectionLength = Mathf.Max(0f, projectionLength); // Don't go backwards
|
||||
|
||||
return ray.origin + ray.direction * projectionLength;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// Don't destroy gizmo container - it's part of the scene hierarchy, not created at runtime
|
||||
// Just clear the reference
|
||||
gizmoContainer = null;
|
||||
xAxisLine = null;
|
||||
yAxisLine = null;
|
||||
zAxisLine = null;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user