UnityEditor.HandleUtility.WorldToGUIPoint C# (CSharp) Method

WorldToGUIPoint() public static method

Convert world space point to a 2D GUI position.

public static WorldToGUIPoint ( Vector3 world ) : Vector2
world Vector3 Point in world space.
return Vector2
        public static Vector2 WorldToGUIPoint(Vector3 world)
        {
            world = Handles.matrix.MultiplyPoint(world);
            Camera current = Camera.current;
            if (current != null)
            {
                Vector2 position = current.WorldToScreenPoint(world);
                position.y = Screen.height - position.y;
                return GUIClip.Clip(EditorGUIUtility.PixelsToPoints(position));
            }
            return new Vector2(world.x, world.y);
        }

Usage Example

示例#1
0
        // This function implements selection of points. Returns true is selection changes
        public static bool SelectPoints(IEditablePoint points, Transform cloudTransform, ref List <int> selection, bool firstSelect)
        {
            int id = GUIUtility.GetControlID(FocusType.Passive);

            if (Event.current.alt && Event.current.type != EventType.Repaint)
            {
                return(false);
            }

            bool  selectionChanged = false;
            Event evt = Event.current;

            switch (evt.GetTypeForControl(id))
            {
            case EventType.Layout:
                // Tell the handles system that we're the default tool (the one that should get focus when user clicks on nothing else.)
                HandleUtility.AddDefaultControl(id);
                break;

            case EventType.MouseDown:
                // If we got a left-mouse down (HandleUtility.nearestControl== id is only true when the user clicked outside any handles),
                // we should begin selecting.
                if ((HandleUtility.nearestControl == id || firstSelect) && evt.button == 0)
                {
                    // If neither shift nor control is held down, we'll clear the selection as the fist thing.
                    if (!evt.shift && !EditorGUI.actionKey)
                    {
                        selection.Clear();
                        selectionChanged = true;
                    }

                    s_SelectionStart = new List <int>(selection);
                    // Grab focus so that we can do a rect selection.
                    GUIUtility.hotControl = id;
                    // And remember where the drag was from.
                    s_StartMouseDragPosition = evt.mousePosition;

                    // Also remember the selection at the start so additive rect selection will work correctly
                    s_StartDragSelection = new List <int>(selection);

                    // Use the mouse down event so no other controls get them
                    evt.Use();
                }
                break;

            case EventType.MouseDrag:
                // The user dragged the mouse (and we have the focus from MouseDown). We have a rect selection here
                if (GUIUtility.hotControl == id && evt.button == 0)
                {
                    s_DidDrag = true;
                    // Start by resetting the selection to what it was when the drag began.
                    selection.Clear();
                    selection.AddRange(s_StartDragSelection);

                    // now, we'll go over every point and see if it's inside the Rect defined by the mouse position and
                    // the start drag position
                    Rect r = FromToRect(s_StartMouseDragPosition, evt.mousePosition);

                    var oldMatrix = Handles.matrix;
                    Handles.matrix = cloudTransform.localToWorldMatrix;
                    // Go over all the points and add them if they are inside the rect
                    for (int i = 0; i < points.Count; i++)
                    {
                        var point = HandleUtility.WorldToGUIPoint(points.GetPosition(i));
                        if (r.Contains(point))
                        {
                            if (EditorGUI.actionKey)
                            {
                                if (s_SelectionStart.Contains(i))
                                {
                                    selection.Remove(i);
                                }
                            }
                            else
                            {
                                if (!s_SelectionStart.Contains(i))
                                {
                                    selection.Add(i);
                                }
                            }
                        }
                    }
                    Handles.matrix = oldMatrix;

                    // We'll assume the selection has changed and set GUI.changed to true.
                    // Worst case, somebody will validate a bit too much, but oh well.
                    GUI.changed = true;
                    evt.Use();
                }
                break;

            case EventType.MouseUp:
                // If we got the mousedown event, the mouseup is ours as well - this is where we clean up.
                if (GUIUtility.hotControl == id && evt.button == 0)
                {
                    //Dragging vs clicking
                    if (!s_DidDrag)
                    {
                        // Find out if it was on top of a point.
                        int selectedPoint = FindNearest(s_StartMouseDragPosition, cloudTransform, points);

                        // We found a point. We either need to make it selected or add it to an existing selection.
                        if (selectedPoint != -1)
                        {
                            // If neither shift nor action is held down, simply set selection to the picked point.
                            if (!evt.shift && !EditorGUI.actionKey)
                            {
                                selection.Add(selectedPoint);
                            }
                            else
                            {
                                // Shift was held down. This means we need to add/remove the point
                                int alreadyInSelection = selection.IndexOf(selectedPoint);
                                if (alreadyInSelection != -1)
                                {
                                    selection.RemoveAt(alreadyInSelection);
                                }
                                else
                                {
                                    selection.Add(selectedPoint);
                                }
                            }
                        }

                        // Selection has changed. set GUI.changed to true so caller can react (e.g. repaint inspector).
                        GUI.changed      = true;
                        selectionChanged = true;
                    }


                    // Clean up various stuff.
                    s_StartDragSelection     = null;
                    s_StartMouseDragPosition = Vector2.zero;
                    s_DidDrag = false;

                    // Release the mouse focus
                    GUIUtility.hotControl = 0;

                    // use the event
                    evt.Use();
                }
                break;

            case EventType.Repaint:
                // If we have focus and the mouse has been moved, we'll the draw selection rect.
                if (GUIUtility.hotControl == id && evt.mousePosition != s_StartMouseDragPosition)
                {
                    GUIStyle gs = "SelectionRect";
                    Handles.BeginGUI();
                    gs.Draw(FromToRect(s_StartMouseDragPosition, evt.mousePosition), false, false, false, false);
                    Handles.EndGUI();
                }
                break;
            }
            if (selectionChanged)
            {
                selection = selection.Distinct().ToList();
            }
            return(selectionChanged);
        }
All Usage Examples Of UnityEditor.HandleUtility::WorldToGUIPoint