public static void RegeneratePaintBrushIfNeeded(bool BrushChanged = false)
 {
     if (BrushChanged || SymmetryWindow.GetSymmetryType() != Current.LastSym || (Current.LastSym == 8 && Current.LastRot != SymmetryWindow.GetRotationSym()))
     {
         Current.GeneratePaintBrushesh();
     }
 }
    void Update()
    {
        if (!PlacementObject)
        {
            enabled = false;
            return;
        }

        if (!SelectionManager.Current.IsPointerOnGameplay())
        {
            return;
        }

        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 1000, RaycastMask))
        {
            if (LastSym != SymmetryWindow.GetSymmetryType())
            {
                GenerateSymmetry();
            }

            if (!PlacementObject.activeSelf)
            {
                PlacementObject.SetActive(true);
                for (int i = 0; i < PlacementSymmetry.Length; i++)
                {
                    PlacementSymmetry[i].SetActive(true);
                }
            }


            // Rotate
            bool Rotating = false;
            if (SelectionManager.AllowRotation)
            {
                if (Input.GetKeyDown(KeyCode.E))
                {
                    /*if (MinRotAngle > 1)
                     * {
                     *      PlaceAngle += MinRotAngle;
                     *      if (PlaceAngle >= 360)
                     *              PlaceAngle = 0;
                     *      PlacementObject.transform.rotation = Quaternion.Euler(Vector3.up * PlaceAngle);
                     * }
                     * else*/
                    {
                        RotationStartMousePos = Input.mousePosition;
                        StartRotation         = PlacementObject.transform.eulerAngles;
                    }
                }
                else if (Input.GetKeyUp(KeyCode.E))
                {
                    ChangeControlerType.ChangeCurrentControler(0);
                }
                else if (Input.GetKey(KeyCode.E))
                {
                    Rotating = true;

                    Vector3 NewRot = StartRotation + Vector3.down * ((Input.mousePosition.x - RotationStartMousePos.x) * 0.5f);

                    if (MinRotAngle > 1)
                    {
                        int ClampedRot = (int)(NewRot.y / MinRotAngle);
                        NewRot.y = MinRotAngle * ClampedRot;
                    }

                    PlacementObject.transform.eulerAngles = NewRot;
                }
            }

            //Scale
            bool Scaling = false;
            if (!Rotating && SelectionManager.AllowScale)
            {
                if (Input.GetKeyDown(KeyCode.R))
                {
                    RotationStartMousePos = Input.mousePosition;
                    StartScale            = PlacementObject.transform.localScale;
                    LastHitPoint          = hit.point;
                }
                else if (Input.GetKeyUp(KeyCode.R))
                {
                    ChangeControlerType.ChangeCurrentControler(0);
                }
                else if (Input.GetKey(KeyCode.R))
                {
                    Scaling = true;

                    Vector3 Scale        = StartScale;
                    float   ScalingScale = (Scale.x + Scale.y + Scale.z) / 3f;
                    float   ScalePower   = (Input.mousePosition.x - RotationStartMousePos.x) * 0.003f * ScalingScale;

                    Scale.x = Mathf.Clamp(Scale.x + ScalePower, 0.005f, 100);
                    Scale.y = Mathf.Clamp(Scale.y + ScalePower, 0.005f, 100);
                    Scale.z = Mathf.Clamp(Scale.z + ScalePower, 0.005f, 100);
                    PlacementObject.transform.localScale = Scale;
                }
            }

            if (!Rotating)
            {
                Vector3 Point = hit.point;
                if (Scaling)
                {
                    Point = LastHitPoint;
                }

                if (SelectionManager.Current.SnapToGrid)
                {
                    PlacementObject.transform.position = ScmapEditor.SnapToGridCenter(Point, true, SnapToWater);
                }
                else if (SnapToWater)
                {
                    PlacementObject.transform.position = ScmapEditor.ClampToWater(Point);
                }
                else
                {
                    PlacementObject.transform.position = Point;
                }
            }

            UpdateSymmetryObjects();

            // Action
            if (Input.GetKey(KeyCode.E) || Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.B) || Input.GetKey(KeyCode.M))
            {
            }
            else if (Input.GetMouseButtonDown(0))
            {
                Place();
            }
        }
        else if (PlacementObject.activeSelf)
        {
            PlacementObject.SetActive(false);
            for (int i = 0; i < PlacementSymmetry.Length; i++)
            {
                PlacementSymmetry[i].SetActive(false);
            }
        }
    }
    public void GenerateSymmetry()
    {
        LastSym = SymmetryWindow.GetSymmetryType();
        //LastTolerance = SymmetryWindow.GetTolerance();

        for (int i = 0; i < PlacementSymmetry.Length; i++)
        {
            Destroy(PlacementSymmetry[i]);
        }

        switch (LastSym)
        {
        case 1:                 // X
            SymmetryMatrix    = new Matrix4x4[1];
            InvertRotation    = new bool[1];
            SymmetryMatrix[0] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, 1));
            InvertRotation[0] = true;
            break;

        case 2:                 // Z
            SymmetryMatrix    = new Matrix4x4[1];
            InvertRotation    = new bool[1];
            SymmetryMatrix[0] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1, 1, -1));
            InvertRotation[0] = true;
            break;

        case 3:                 // XZ
            SymmetryMatrix    = new Matrix4x4[1];
            InvertRotation    = new bool[1];
            SymmetryMatrix[0] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, -1));
            InvertRotation[0] = false;
            break;

        case 4:                 // X Z XZ
            SymmetryMatrix    = new Matrix4x4[3];
            InvertRotation    = new bool[3];
            SymmetryMatrix[0] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, 1));
            InvertRotation[0] = true;

            SymmetryMatrix[1] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1, 1, -1));
            InvertRotation[1] = true;

            SymmetryMatrix[2] = SymmetryMatrix[0] * SymmetryMatrix[1];
            InvertRotation[2] = false;
            //SymmetryMatrix[2] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, -1));
            break;

        case 5:                // Diagonal1
            SymmetryMatrix    = new Matrix4x4[1];
            InvertRotation    = new bool[1];
            SymmetryMatrix[0] = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.up * 90), new Vector3(-1, 1, 1));
            InvertRotation[0] = true;
            break;

        case 6:                 // Diagonal 2
            SymmetryMatrix    = new Matrix4x4[1];
            InvertRotation    = new bool[1];
            SymmetryMatrix[0] = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.down * 90), new Vector3(-1, 1, 1));
            InvertRotation[0] = true;
            break;

        case 7:                 // Diagonal 3
            SymmetryMatrix    = new Matrix4x4[3];
            InvertRotation    = new bool[3];
            SymmetryMatrix[0] = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.up * 90), new Vector3(-1, 1, 1));
            InvertRotation[0] = true;
            SymmetryMatrix[1] = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.down * 90), new Vector3(-1, 1, 1));
            InvertRotation[1] = true;
            SymmetryMatrix[2] = SymmetryMatrix[0] * SymmetryMatrix[1];
            InvertRotation[2] = false;
            break;

        case 8:                 // Rotation
            int   RotCount = SymmetryWindow.GetRotationSym() - 1;
            float angle    = 360.0f / (float)(RotCount + 1);
            SymmetryMatrix = new Matrix4x4[RotCount];
            InvertRotation = new bool[RotCount];

            for (int i = 0; i < RotCount; i++)
            {
                SymmetryMatrix[i] = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.up * (angle * (i + 1))), Vector3.one);
                InvertRotation[i] = false;
            }
            break;

        default:
            SymmetryMatrix = new Matrix4x4[0];
            break;
        }

        PlacementSymmetry = new GameObject[SymmetryMatrix.Length];

        for (int i = 0; i < PlacementSymmetry.Length; i++)
        {
            PlacementSymmetry[i] = Instantiate(PlacementObject) as GameObject;
            if (InstantiateAction != null)
            {
                InstantiateAction(PlacementSymmetry[i]);
            }
        }
    }
    public void UpdateSymmetryType()
    {
        int SymmetryCode = SymmetryWindow.GetSymmetryType();

        LastSym = SymmetryCode;
    }
Beispiel #5
0
    // Generate brush textures for all symmetry - need to be done only once, when changing symmetry
    // It mirrors and rotate brush texture
    // Generating textures is slow and make lag when generating
    // Need to find something to speed it up
    void GeneratePaintBrushesh()
    {
        int SymmetryCode = SymmetryWindow.GetSymmetryType();

        LastSym = SymmetryCode;
        switch (SymmetryCode)
        {
        case 1:
            PaintImage    = new Texture2D[2];
            PaintImage[0] = RotatedBrush;
            PaintImage[1] = MirrorTexture(RotatedBrush, true, false);
            break;

        case 2:
            PaintImage    = new Texture2D[2];
            PaintImage[0] = RotatedBrush;
            PaintImage[1] = MirrorTexture(RotatedBrush, false, true);
            break;

        case 3:
            PaintImage    = new Texture2D[2];
            PaintImage[0] = RotatedBrush;
            PaintImage[1] = MirrorTexture(RotatedBrush, true, true);
            break;

        case 4:
            PaintImage    = new Texture2D[4];
            PaintImage[0] = RotatedBrush;
            PaintImage[1] = MirrorTexture(RotatedBrush, true, false);
            PaintImage[2] = MirrorTexture(RotatedBrush, false, true);
            PaintImage[3] = MirrorTexture(RotatedBrush, true, true);
            break;

        case 5:
            PaintImage    = new Texture2D[2];
            PaintImage[0] = RotatedBrush;
            PaintImage[1] = rotateTexture(RotatedBrush, 90);
            PaintImage[1] = MirrorTexture(PaintImage[1], true, false);
            break;

        case 6:
            PaintImage    = new Texture2D[2];
            PaintImage[0] = RotatedBrush;
            PaintImage[1] = rotateTexture(RotatedBrush, 90);
            PaintImage[1] = MirrorTexture(PaintImage[1], false, true);
            break;

        case 7:
            PaintImage    = new Texture2D[4];
            PaintImage[0] = RotatedBrush;
            PaintImage[1] = rotateTexture(RotatedBrush, 90);
            PaintImage[1] = MirrorTexture(PaintImage[1], true, false);
            PaintImage[2] = rotateTexture(RotatedBrush, 90);
            PaintImage[2] = MirrorTexture(PaintImage[2], false, true);

            PaintImage[3] = MirrorTexture(RotatedBrush, true, true);
            break;

        case 8:
            LastRot       = SymmetryWindow.GetRotationSym();
            PaintImage    = new Texture2D[LastRot];
            PaintImage[0] = RotatedBrush;
            float angle = 360.0f / (float)LastRot;
            for (int i = 1; i < LastRot; i++)
            {
                PaintImage[i] = rotateTexture(RotatedBrush, -angle * i);
            }
            break;

        default:
            PaintImage    = new Texture2D[1];
            PaintImage[0] = RotatedBrush;
            break;
        }

        PaintImageWidths  = new int[PaintImage.Length];
        PaintImageHeights = new int[PaintImage.Length];

        Pixels = new Color[PaintImage.Length][];
        Values = new float[PaintImage.Length][];
        for (int i = 0; i < PaintImage.Length; i++)
        {
            Pixels[i] = PaintImage[i].GetPixels();
            Values[i] = new float[Pixels[i].Length];
            for (int v = 0; v < Values[i].Length; v++)
            {
                Values[i][v] = Pixels[i][v].r;
            }
            PaintImageWidths[i]  = PaintImage[i].width;
            PaintImageHeights[i] = PaintImage[i].height;
        }
    }
        void GenerateSymmetry()
        {
            LastSym = SymmetryWindow.GetSymmetryType();
            //if (LastSym > 8)
            //	LastSym = 8;

            LastTolerance = SymmetryWindow.GetTolerance();


            switch (LastSym)
            {
            case 1:                     // X
                SymetrySelection    = new SelectedObjects[1];
                SymetrySelection[0] = new SelectedObjects();
                SymetrySelection[0].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, 1));
                SymetrySelection[0].InverseRotation = true;
                SymetrySelection[0].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[0]);
                break;

            case 2:                     // Z
                SymetrySelection    = new SelectedObjects[1];
                SymetrySelection[0] = new SelectedObjects();
                SymetrySelection[0].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1, 1, -1));
                SymetrySelection[0].InverseRotation = true;
                SymetrySelection[0].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[0]);
                break;

            case 3:                     // XZ
                SymetrySelection    = new SelectedObjects[1];
                SymetrySelection[0] = new SelectedObjects();
                SymetrySelection[0].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, -1));
                SymetrySelection[0].InverseRotation = false;
                SymetrySelection[0].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[0]);
                break;

            case 4:                     // X Z XZ
                SymetrySelection    = new SelectedObjects[3];
                SymetrySelection[0] = new SelectedObjects();
                SymetrySelection[0].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, 1));
                SymetrySelection[0].InverseRotation = true;
                SymetrySelection[0].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[0]);

                SymetrySelection[1] = new SelectedObjects();
                SymetrySelection[1].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1, 1, -1));
                SymetrySelection[1].InverseRotation = true;
                SymetrySelection[1].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[1]);

                SymetrySelection[2] = new SelectedObjects();
                SymetrySelection[2].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1, 1, -1));
                SymetrySelection[2].InverseRotation = false;
                SymetrySelection[2].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[2]);
                break;

            case 5:                    // Diagonal1
                SymetrySelection    = new SelectedObjects[1];
                SymetrySelection[0] = new SelectedObjects();
                SymetrySelection[0].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.up * 90), new Vector3(-1, 1, 1));
                SymetrySelection[0].InverseRotation = true;
                SymetrySelection[0].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[0]);
                break;

            case 6:                     // Diagonal 2
                SymetrySelection    = new SelectedObjects[1];
                SymetrySelection[0] = new SelectedObjects();
                SymetrySelection[0].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.down * 90), new Vector3(-1, 1, 1));
                SymetrySelection[0].InverseRotation = true;
                SymetrySelection[0].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[0]);
                break;

            case 7:                     // Diagonal 3
                SymetrySelection    = new SelectedObjects[3];
                SymetrySelection[0] = new SelectedObjects();
                SymetrySelection[0].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.up * 90), new Vector3(-1, 1, 1));
                SymetrySelection[0].InverseRotation = true;
                SymetrySelection[0].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[0]);

                SymetrySelection[1] = new SelectedObjects();
                SymetrySelection[1].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.down * 90), new Vector3(-1, 1, 1));
                SymetrySelection[1].InverseRotation = true;
                SymetrySelection[1].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[1]);

                SymetrySelection[2] = new SelectedObjects();
                SymetrySelection[2].SymmetryMatrix = SymetrySelection[0].SymmetryMatrix * SymetrySelection[1].SymmetryMatrix;
                //SymetrySelection[2].SymmetryMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.down * 180), new Vector3(-1, 1, -1));
                SymetrySelection[2].InverseRotation = false;
                SymetrySelection[2].LoadSymetryIds();
                GenerateSymmetrySelectionRing(SymetrySelection[2]);

                break;

            case 8:                     // Rotation
                int   RotCount = SymmetryWindow.GetRotationSym() - 1;
                float angle    = 360.0f / (float)(RotCount + 1);
                SymetrySelection = new SelectedObjects[RotCount];

                for (int i = 0; i < RotCount; i++)
                {
                    SymetrySelection[i] = new SelectedObjects();
                    SymetrySelection[i].SymmetryMatrix  = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Vector3.up * (angle * (i + 1))), Vector3.one);
                    SymetrySelection[i].InverseRotation = false;
                    SymetrySelection[i].LoadSymetryIds();
                    GenerateSymmetrySelectionRing(SymetrySelection[i]);
                }
                break;

            default:
                SymetrySelection = new SelectedObjects[0];
                break;
            }
        }