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Handles.matrix seems strange?

Can anyone shed some light on how to use the Handles.matrix to draw gizmos properly? I was trying to draw a rotation handle that is 0.5 times the size of the normal rotation handle in the SceneView. In OnSceneGUI I tried the following:

Handles.matrix = Handle.matrix * Matrix4x4.Scale(Vector3(0.5,0.5,0.5));
Handles.RotationHandle(.....

But this seems to make the rotation gizmo larger in my view, rather than 0.5 times the size of the normal gizmo?

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asked Jun 11 '10 at 06:11 PM

NZRoadKill gravatar image

NZRoadKill
137 2 3 8

On a related note, is it possible to use Handles.matrix to resize text, like you can with GUI.matrix?

Jan 05 '11 at 12:01 AM yoyo
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2 answers: sort voted first

The matrix only affects the position and rotation of the handle, not the size. Normally you can specify the size that you calculated with HandleUtility.GetHandleSize but the PositionHandle does that internally.

Here's the (internal) implementation of PositionHandle ( thanks ILSpy ;) )

public static Vector3 PositionHandle(Vector3 position, Quaternion rotation)
{
    float handleSize = HandleUtility.GetHandleSize(position);
    Color color = Handles.color;
    Handles.color = Handles.xAxisColor;
    position = Handles.Slider(position, rotation * Vector3.right, handleSize, new Handles.DrawCapFunction(Handles.ArrowCap), SnapSettings.move.x);
    Handles.color = Handles.yAxisColor;
    position = Handles.Slider(position, rotation * Vector3.up, handleSize, new Handles.DrawCapFunction(Handles.ArrowCap), SnapSettings.move.y);
    Handles.color = Handles.zAxisColor;
    position = Handles.Slider(position, rotation * Vector3.forward, handleSize, new Handles.DrawCapFunction(Handles.ArrowCap), SnapSettings.move.z);
    Handles.color = Handles.centerColor;
    position = Handles.FreeMoveHandle(position, rotation, handleSize * 0.15f, SnapSettings.move, new Handles.DrawCapFunction(Handles.RectangleCap));
    Handles.color = color;
    return position;
}
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answered Jun 14 '11 at 12:37 PM

Bunny83 gravatar image

Bunny83
45.2k 11 49 206

Have you got the RotationHandle as well?

Jun 14 '11 at 12:43 PM hardwire

Sorry, i just went through some of my emails (350+ only from UnityAnswers).

    public static Quaternion RotationHandle(Quaternion rotation, Vector3 position)
    {
        float handleSize = HandleUtility.GetHandleSize(position);
        Color color = Handles.color;
        Handles.color = Handles.xAxisColor;
        rotation = Handles.Disc(rotation, position, rotation * Vector3.right, handleSize, true, SnapSettings.rotation);
        Handles.color = Handles.yAxisColor;
        rotation = Handles.Disc(rotation, position, rotation * Vector3.up, handleSize, true, SnapSettings.rotation);
        Handles.color = Handles.zAxisColor;
        rotation = Handles.Disc(rotation, position, rotation * Vector3.forward, handleSize, true, SnapSettings.rotation);
        Handles.color = Handles.centerColor;
        rotation = Handles.Disc(rotation, position, Camera.current.transform.forward, handleSize * 1.1f, false, 0f);
        rotation = Handles.FreeRotateHandle(rotation, position, handleSize);
        Handles.color = color;
        return rotation;
    }
Jun 30 '11 at 11:51 AM Bunny83
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In my experience changing the matrix doesn't have any effect for many functions (inluding RotationHandle()) and it also bugged some other functions for me, so I stopped using it. Now I draw my own handles and transform everything manually before passing it into Handles' functions.

But it might be quite difficult to do the full rotation handle. In my case I was happy with a simple one using Handles.Disc() together with Handles.DrawLine(), so it might work for you as well.

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answered Jun 14 '11 at 12:13 PM

hardwire gravatar image

hardwire
106 1 1 5

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asked: Jun 11 '10 at 06:11 PM

Seen: 1262 times

Last Updated: Jun 30 '11 at 11:51 AM