_xiaofang/xiaofang/Assets/Obi/Editor/RopeAndRod/ObiPathHandles.cs

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C#
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2024-12-18 02:18:45 +08:00
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Obi
{
public class ObiPathHandles
{
static int splineSelectorHash = "ObiPathSelectorHash".GetHashCode();
const int minSelectionDistance = 5;
static Vector2 startPos;
static Vector2 currentPos;
static bool dragging = false;
static Rect marquee;
public static bool SplineCPSelector(ObiPath path, bool[] selectionStatus)
{
int controlID = GUIUtility.GetControlID(splineSelectorHash, FocusType.Passive);
int selectedCPIndex = -1;
bool selectionStatusChanged = false;
// select vertex on mouse click:
switch (Event.current.GetTypeForControl(controlID))
{
case EventType.Layout:
case EventType.MouseMove:
float minSqrDistance = System.Single.MaxValue;
float sqrMinSelectionDistance = minSelectionDistance * minSelectionDistance;
for (int i = 0; i < path.ControlPointCount; i++)
{
// get particle position in gui space:
Vector2 pos = HandleUtility.WorldToGUIPoint(path.points[i].position);
// get distance from mouse position to particle position:
float sqrDistance = Vector2.SqrMagnitude(Event.current.mousePosition - pos);
// check if this control point is closer to the cursor that any previously considered point.
if (sqrDistance < sqrMinSelectionDistance && sqrDistance < minSqrDistance)
{
minSqrDistance = sqrDistance;
}
}
HandleUtility.AddControl(controlID, Mathf.Sqrt(minSqrDistance));
break;
case EventType.MouseDown:
marquee.Set(0, 0, 0, 0);
startPos = Event.current.mousePosition;
if (Event.current.button == 0)
{
if (HandleUtility.nearestControl == controlID)
{
GUIUtility.hotControl = controlID;
// If the user is pressing shift or ctrl, accumulate selection.
if ((Event.current.modifiers & (EventModifiers.Shift | EventModifiers.Control)) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0)
{
for (int i = 0; i < selectionStatus.Length; i++)
selectionStatus[i] = false;
selectionStatusChanged = true;
}
minSqrDistance = System.Single.MaxValue;
sqrMinSelectionDistance = minSelectionDistance * minSelectionDistance;
for (int i = 0; i < path.ControlPointCount; i++)
{
// get particle position in gui space:
Vector2 pos = HandleUtility.WorldToGUIPoint(path.points[i].position);
// get distance from mouse position to particle position:
float sqrDistance = Vector2.SqrMagnitude(startPos - pos);
// check if this control point is closer to the cursor that any previously considered point.
if (sqrDistance < sqrMinSelectionDistance && sqrDistance < minSqrDistance)
{
minSqrDistance = sqrDistance;
selectedCPIndex = i;
}
}
if (selectedCPIndex >= 0)
{ // toggle particle selection status.
selectionStatus[selectedCPIndex] = !selectionStatus[selectedCPIndex];
selectionStatusChanged = true;
// Prevent spline deselection if we have selected a particle:
Event.current.Use();
}
}
else if ((Event.current.modifiers & (EventModifiers.Shift | EventModifiers.Control)) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0)
{
for (int i = 0; i < selectionStatus.Length; i++)
selectionStatus[i] = false;
selectionStatusChanged = true;
}
}
break;
case EventType.MouseDrag:
if (Event.current.button == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0)
{
currentPos = Event.current.mousePosition;
if (!dragging && Vector2.Distance(startPos, currentPos) > 5)
{
dragging = true;
}
if (dragging)
{
GUIUtility.hotControl = controlID;
Event.current.Use();
}
//update marquee rect:
float left = Mathf.Min(startPos.x, currentPos.x);
float right = Mathf.Max(startPos.x, currentPos.x);
float bottom = Mathf.Min(startPos.y, currentPos.y);
float top = Mathf.Max(startPos.y, currentPos.y);
marquee = new Rect(left, bottom, right - left, top - bottom);
}
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == controlID)
{
dragging = false;
for (int i = 0; i < path.ControlPointCount; i++)
{
// get particle position in gui space:
Vector2 pos = HandleUtility.WorldToGUIPoint(path.points[i].position);
if (pos.x > marquee.xMin && pos.x < marquee.xMax && pos.y > marquee.yMin && pos.y < marquee.yMax)
{
selectionStatus[i] = true;
selectionStatusChanged = true;
}
}
GUIUtility.hotControl = 0;
Event.current.Use();
}
break;
case EventType.Repaint:
if (dragging)
{
GUISkin oldSkin = GUI.skin;
GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene);
Handles.BeginGUI();
GUI.Box(new Rect(marquee.xMin, marquee.yMin, marquee.width, marquee.height), "");
Handles.EndGUI();
GUI.skin = oldSkin;
}
break;
}
return selectionStatusChanged;
}
private static void DrawControlPointArcs(ObiPath path, float thicknessScale)
{
for (int i = 0; i < path.ControlPointCount; ++i)
{
Vector3 position = path.points[i].position;
Vector3 tangent = path.points.GetTangent(i);
Vector3 right = Vector3.Cross(tangent, path.normals[i]).normalized;
float thickness = path.thicknesses[i] * thicknessScale + 0.05f;
Handles.DrawWireArc(position, tangent, right, -180, thickness);
}
}
private static void DrawPathPolylines(Vector3[] samples, Vector3[] leftSamples, Vector3[] rightSamples, Vector3[] upSamples, bool drawOrientation)
{
Handles.DrawPolyLine(samples);
if (drawOrientation)
{
Handles.DrawPolyLine(leftSamples);
Handles.DrawPolyLine(upSamples);
Handles.DrawPolyLine(rightSamples);
}
}
public static void DrawPathHandle(ObiPath path, Matrix4x4 referenceFrame, float thicknessScale, int resolution, bool drawOrientation = true)
{
if (path == null || path.GetSpanCount() == 0) return;
Matrix4x4 prevMatrix = Handles.matrix;
Handles.matrix = referenceFrame;
// Draw the curve:
int curveSegments = path.GetSpanCount() * resolution;
Vector3[] samples = new Vector3[curveSegments + 1];
Vector3[] leftSamples = new Vector3[curveSegments + 1];
Vector3[] rightSamples = new Vector3[curveSegments + 1];
Vector3[] upSamples = new Vector3[curveSegments + 1];
for (int i = 0; i <= curveSegments; ++i)
{
float mu = i / (float)curveSegments;
samples[i] = path.points.GetPositionAtMu(path.Closed,mu);
if (drawOrientation)
{
Vector3 tangent = path.points.GetTangentAtMu(path.Closed,mu);
Vector3 right = Vector3.Cross(tangent, path.normals.GetAtMu(path.Closed,mu)).normalized;
Vector3 up = Vector3.Cross(right, tangent).normalized;
float thickness = path.thicknesses.GetAtMu(path.Closed,mu) * thicknessScale + 0.05f;
leftSamples[i] = samples[i] - right * thickness;
rightSamples[i] = samples[i] + right * thickness;
upSamples[i] = samples[i] + up * thickness;
if (i % 5 == 0)
{
Handles.DrawLine(leftSamples[i], rightSamples[i]);
Handles.DrawLine(samples[i], samples[i] + up * thickness);
}
}
}
if (drawOrientation)
DrawControlPointArcs(path, thicknessScale);
DrawPathPolylines(samples, leftSamples, rightSamples, upSamples, drawOrientation);
DrawPathPolylines(samples, leftSamples, rightSamples, upSamples, drawOrientation);
Handles.matrix = prevMatrix;
}
}
}