去掉obi,使用自写绳索
This commit is contained in:
@@ -1,271 +0,0 @@
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user