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An attribute in Unity to display radians, vectors, and quaternions in the form of human-readable Euler angles in the Editor.
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using UnityEngine; | |
namespace Utility | |
{ | |
public class DisplayAsEulerAttribute : PropertyAttribute | |
{ | |
public float min; | |
public float max; | |
public DisplayAsEulerAttribute(float min = 0, float max = 359.9999f) | |
{ | |
this.min = min; | |
this.max = max; | |
} | |
} | |
} |
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using UnityEditor; | |
using UnityEngine; | |
namespace Utility | |
{ | |
[CustomPropertyDrawer(typeof(DisplayAsEulerAttribute))] | |
public class DisplayAsEulerDrawer : PropertyDrawer | |
{ | |
private DisplayAsEulerAttribute attr; | |
private float angle = 0.0f; | |
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) | |
{ | |
angle = GetAngle(property); | |
attr = attribute as DisplayAsEulerAttribute; | |
if (attr == null) return; | |
angle = Mathf.Clamp(angle, attr.min, attr.max); | |
Rect r = new Rect(position); | |
EditorGUI.BeginChangeCheck(); | |
angle = EditorGUI.Slider(r, property.displayName, angle, attr.min, attr.max); | |
angle = Mathf.Clamp(angle, attr.min, attr.max); | |
if (EditorGUI.EndChangeCheck()) | |
{ | |
SetAngle(property, angle); | |
} | |
} | |
/* | |
* Float -> Radians | |
* Vector2 -> Vector about Z-axis | |
* Vector3 -> Vector with Z-rotation 0 | |
* Quaternion -> Quaternion.Euler(0, 0, angle) => needs rework, should display 3 angles | |
*/ | |
private float GetAngle(SerializedProperty property) | |
{ | |
switch (property.propertyType) | |
{ | |
case SerializedPropertyType.Float: | |
return property.floatValue * Mathf.Rad2Deg; | |
case SerializedPropertyType.Vector2: | |
var angle2 = Mathf.Atan2(property.vector2Value.y, property.vector2Value.x); | |
if (angle2 < 0f) | |
angle2 += 2 * Mathf.PI; | |
return angle2 * Mathf.Rad2Deg; | |
case SerializedPropertyType.Vector3: | |
var angle3 = Mathf.Atan2(property.vector3Value.y, property.vector3Value.x); | |
if (angle3 < 0f) | |
angle3 += 2 * Mathf.PI; | |
return angle3 * Mathf.Rad2Deg; | |
case SerializedPropertyType.Quaternion: | |
return property.quaternionValue.eulerAngles.z; | |
default: | |
Debug.Log("DisplayAsEuler attribute set on incompatible field."); | |
return 0.0f; | |
} | |
} | |
public void SetAngle(SerializedProperty property, float angle) | |
{ | |
if (!property.editable) return; | |
switch (property.propertyType) | |
{ | |
case SerializedPropertyType.Float: | |
property.floatValue = angle * Mathf.Deg2Rad; | |
break; | |
case SerializedPropertyType.Vector2: | |
angle *= Mathf.Deg2Rad; | |
property.vector2Value = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)); | |
break; | |
case SerializedPropertyType.Vector3: | |
angle *= Mathf.Deg2Rad; | |
property.vector3Value = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0.0f); | |
break; | |
case SerializedPropertyType.Quaternion: | |
property.quaternionValue = Quaternion.Euler(0, 0, angle); | |
break; | |
default: | |
Debug.Log("DisplayAsAngle attribute set on incompatible field."); | |
break; | |
} | |
} | |
} | |
} |
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