using UnityEngine; namespace UnityEditor.U2D.Animation { internal static class BoneDrawingUtility { public static float GetBoneRadius(Vector3 position, float scale = 1.0f) { if (Camera.current != null) { return 0.15f * scale * HandleUtility.GetHandleSize(position); } return 10f * scale / Handles.matrix.GetColumn(0).magnitude; } public static void DrawBoneNode(Vector3 position, Vector3 forward, Color color, float scale = 1.0f) { Color c = Handles.color; Handles.color = color; Handles.DrawSolidDisc(position, -forward, GetBoneRadius(position, scale) * 0.3f); Handles.color = c; } public static void DrawBone(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float scale = 1.0f) { Color c = Handles.color; Handles.color = color; var right = Vector3.right; var v = endPosition - position; if (v.sqrMagnitude != 0) right = v.normalized; var up = Vector3.Cross(right, forward).normalized; var radius = GetBoneRadius(position, scale) * 0.5f; var numSamples = 12; if (v.sqrMagnitude <= radius * radius) DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, numSamples * 2); else { DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, numSamples); DrawingUtility.DrawLine(position, endPosition, forward, radius * 2f, 0f); } Handles.color = c; } public static void DrawBoneOutline(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float outlineScale = 1.35f, float scale = 1.0f) { outlineScale = Mathf.Max(1f, outlineScale); Color c = Handles.color; Handles.color = color; var right = Vector3.right; var v = endPosition - position; if (v.sqrMagnitude != 0) right = v.normalized; var up = Vector3.Cross(right, forward).normalized; var radius = GetBoneRadius(position, scale) * 0.5f; var outlineWidth = radius * (outlineScale - 1f); var numSamples = 12; if (v.sqrMagnitude <= radius * radius) DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, outlineScale, numSamples * 2); else { DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, outlineScale, numSamples); DrawingUtility.DrawSolidArc(endPosition, -forward, -up, 180f, outlineWidth, 0f, numSamples); DrawingUtility.DrawLine(position + up * (radius + outlineWidth * 0.5f), endPosition + up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth); DrawingUtility.DrawLine(position - up * (radius + outlineWidth * 0.5f), endPosition - up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth); } Handles.color = c; } } }