using UnityEngine; using UnityEditor; using System; using System.Collections; using System.Collections.Generic; namespace Obi { public static class ObiParticleSelection { static int particleSelectorHash = "ObiParticleSelectorHash".GetHashCode(); static Vector2 startPos; static Vector2 currentPos; static bool dragging = false; static Rect marquee; public static bool DoSelection(Vector3[] positions, bool[] selectionStatus, bool[] facingCamera) { Matrix4x4 cachedMatrix = Handles.matrix; int controlID = GUIUtility.GetControlID(particleSelectorHash, FocusType.Passive); int selectedParticleIndex = -1; bool selectionStatusChanged = false; // select vertex on mouse click: switch (Event.current.GetTypeForControl(controlID)) { case EventType.MouseDown: if (Event.current.button != 0) break; startPos = Event.current.mousePosition; marquee.Set(0, 0, 0, 0); // If the user is not pressing shift, clear selection. if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0) { for (int i = 0; i < selectionStatus.Length; i++) selectionStatus[i] = false; } // Allow use of marquee selection if (Event.current.modifiers == EventModifiers.None || (Event.current.modifiers & EventModifiers.Shift) != 0) GUIUtility.hotControl = controlID; float minSqrDistance = System.Single.MaxValue; for (int i = 0; i < positions.Length; i++) { // skip not selectable particles: //if (!facingCamera[i] && (selectBackfaces & ObiActorBlueprintEditor.ParticleCulling.Back) != 0) continue; //if (facingCamera[i] && (selectBackfaces & ObiActorBlueprintEditor.ParticleCulling.Front) != 0) continue; // get particle position in gui space: Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); // get distance from mouse position to particle position: float sqrDistance = Vector2.SqrMagnitude(startPos - pos); // check if this particle is closer to the cursor that any previously considered particle. if (sqrDistance < 100 && sqrDistance < minSqrDistance) { //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle. minSqrDistance = sqrDistance; selectedParticleIndex = i; } } if (selectedParticleIndex >= 0) { // toggle particle selection status. selectionStatus[selectedParticleIndex] = !selectionStatus[selectedParticleIndex]; selectionStatusChanged = true; GUIUtility.hotControl = controlID; Event.current.Use(); } else if (Event.current.modifiers == EventModifiers.None) { // deselect all particles: for (int i = 0; i < selectionStatus.Length; i++) selectionStatus[i] = false; selectionStatusChanged = true; } break; case EventType.MouseMove: SceneView.RepaintAll(); break; case EventType.MouseDrag: if (GUIUtility.hotControl == controlID) { currentPos = Event.current.mousePosition; if (!dragging && Vector2.Distance(startPos, currentPos) > 5) { dragging = true; } else { 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 < positions.Length; i++) { // skip not selectable particles: //switch (selectBackfaces) { //case ObiActorBlueprintEditor.ParticleCulling.Back: if (!facingCamera[i]) continue; break; //case ObiActorBlueprintEditor.ParticleCulling.Front: if (facingCamera[i]) continue; break; } // get particle position in gui space: Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); 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: Handles.matrix = Matrix4x4.identity; 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; } Handles.matrix = cachedMatrix; break; } return selectionStatusChanged; } } }