Ejemplo n.º 1
0
        /// <summary>
        /// Creates the scene camera and updates the render texture. Should be called at least once before using the
        /// scene view. Should be called whenever the window is resized.
        /// </summary>
        /// <param name="width">Width of the scene render target, in pixels.</param>
        /// <param name="height">Height of the scene render target, in pixels.</param>
        private void UpdateRenderTexture(int width, int height)
        {
            width  = MathEx.Max(20, width);
            height = MathEx.Max(20, height);

            // Note: Depth buffer is required because ScenePicking uses it
            renderTexture          = new RenderTexture2D(PixelFormat.R8G8B8A8, width, height, 1, false, true);
            renderTexture.Priority = 1;

            if (camera == null)
            {
                SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
                camera              = sceneCameraSO.AddComponent <Camera>();
                camera.Target       = renderTexture;
                camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

                sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
                sceneCameraSO.LookAt(new Vector3(0, 0.5f, 0));

                camera.Priority      = 2;
                camera.NearClipPlane = 0.05f;
                camera.FarClipPlane  = 2500.0f;
                camera.ClearColor    = ClearColor;
                camera.Layers        = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera

                cameraController = sceneCameraSO.AddComponent <SceneCamera>();

                renderTextureGUI = new GUIRenderTexture(renderTexture);
                rtPanel.AddElement(renderTextureGUI);

                sceneGrid      = new SceneGrid(camera);
                sceneSelection = new SceneSelection(camera);
                sceneGizmos    = new SceneGizmos(camera);
                sceneHandles   = new SceneHandles(this, camera);
            }
            else
            {
                camera.Target = renderTexture;
                renderTextureGUI.RenderTexture = renderTexture;
            }

            Rect2I rtBounds = new Rect2I(0, 0, width, height);

            renderTextureGUI.Bounds = rtBounds;
            focusCatcher.Bounds     = GUILayoutUtility.CalculateBounds(rtPanel, GUI);

            sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);

            // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
            // render target destroy/create cycle for every single pixel.

            camera.AspectRatio = width / (float)height;

            if (profilerCamera != null)
            {
                profilerCamera.Target = renderTexture;
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Creates the scene camera and updates the render texture. Should be called at least once before using the
        /// scene view. Should be called whenever the window is resized.
        /// </summary>
        /// <param name="width">Width of the scene render target, in pixels.</param>
        /// <param name="height">Height of the scene render target, in pixels.</param>
        private void UpdateRenderTexture(int width, int height)
        {
            width  = MathEx.Max(20, width);
            height = MathEx.Max(20, height);

            // Note: Depth buffer and readable flags are required because ScenePicking uses it
            Texture colorTex = Texture.Create2D((uint)width, (uint)height, PixelFormat.RGBA8, TextureUsage.Render | TextureUsage.CPUReadable);
            Texture depthTex = Texture.Create2D((uint)width, (uint)height, PixelFormat.D32_S8X24, TextureUsage.DepthStencil | TextureUsage.CPUReadable);

            renderTexture          = new RenderTexture(colorTex, depthTex);
            renderTexture.Priority = 1;

            if (camera == null)
            {
                SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
                camera = sceneCameraSO.AddComponent <Camera>();
                camera.Viewport.Target = renderTexture;
                camera.Viewport.Area   = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

                sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
                sceneCameraSO.LookAt(new Vector3(0, 0.5f, 0));

                camera.Priority            = 2;
                camera.Viewport.ClearColor = ClearColor;
                camera.Layers = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera

                cameraController = sceneCameraSO.AddComponent <SceneCamera>();

                cameraController.Initialize();

                renderTextureGUI = new GUIRenderTexture(renderTexture);
                rtPanel.AddElement(renderTextureGUI);

                sceneGrid      = new SceneGrid(camera);
                sceneSelection = new SceneSelection(camera);
                sceneGizmos    = new SceneGizmos(camera);
                sceneHandles   = new SceneHandles(this, camera);
            }
            else
            {
                camera.Viewport.Target         = renderTexture;
                renderTextureGUI.RenderTexture = renderTexture;
            }

            Rect2I rtBounds = new Rect2I(0, 0, width, height);

            renderTextureGUI.Bounds = rtBounds;
            focusCatcher.Bounds     = GUIUtility.CalculateBounds(rtPanel, GUI);

            sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);

            // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
            // render target destroy/create cycle for every single pixel.

            camera.AspectRatio = width / (float)height;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Creates a new scene axes GUI.
        /// </summary>
        /// <param name="window">Window in which the GUI is located in.</param>
        /// <param name="panel">Panel onto which to place the GUI element.</param>
        /// <param name="width">Width of the GUI element.</param>
        /// <param name="height">Height of the GUI element.</param>
        /// <param name="projType">Projection type to display on the GUI.</param>
        public SceneAxesGUI(SceneWindow window, GUIPanel panel, int width, int height, ProjectionType projType)
        {
            renderTexture          = new RenderTexture(PixelFormat.RGBA8, width, height);
            renderTexture.Priority = 1;

            SceneObject cameraSO = new SceneObject("SceneAxesCamera", true);

            camera = cameraSO.AddComponent <Camera>();
            camera.Viewport.Target = renderTexture;
            camera.Viewport.Area   = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

            cameraSO.Position = new Vector3(0, 0, 5);
            cameraSO.LookAt(new Vector3(0, 0, 0));

            camera.Priority            = 2;
            camera.NearClipPlane       = 0.05f;
            camera.FarClipPlane        = 1000.0f;
            camera.Viewport.ClearColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
            camera.ProjectionType      = ProjectionType.Orthographic;
            camera.Layers      = SceneAxesHandle.LAYER;
            camera.AspectRatio = 1.0f;
            camera.OrthoHeight = 2.0f;
            camera.RenderSettings.EnableHDR    = false;
            camera.RenderSettings.EnableSkybox = false;

            renderTextureGUI = new GUIRenderTexture(renderTexture, true);

            GUILayoutY layout        = panel.AddLayoutY();
            GUILayoutX textureLayout = layout.AddLayoutX();

            textureLayout.AddElement(renderTextureGUI);
            textureLayout.AddFlexibleSpace();

            Rect2I bounds = new Rect2I(0, 0, width, height);

            sceneHandles            = new SceneHandles(window, camera);
            renderTextureGUI.Bounds = bounds;

            labelGUI = new GUILabel(projType.ToString(), EditorStyles.LabelCentered);
            layout.AddElement(labelGUI);
            layout.AddFlexibleSpace();

            this.panel  = panel;
            this.bounds = bounds;
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Creates a new scene axes GUI.
        /// </summary>
        /// <param name="window">Window in which the GUI is located in.</param>
        /// <param name="panel">Panel onto which to place the GUI element.</param>
        /// <param name="width">Width of the GUI element.</param>
        /// <param name="height">Height of the GUI element.</param>
        /// <param name="projType">Projection type to display on the GUI.</param>
        public SceneAxesGUI(SceneWindow window, GUIPanel panel, int width, int height, ProjectionType projType)
        {
            renderTexture = new RenderTexture2D(PixelFormat.R8G8B8A8, width, height);
            renderTexture.Priority = 1;

            SceneObject cameraSO = new SceneObject("SceneAxesCamera", true);
            camera = cameraSO.AddComponent<Camera>();
            camera.Target = renderTexture;
            camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

            cameraSO.Position = new Vector3(0, 0, 5);
            cameraSO.LookAt(new Vector3(0, 0, 0));

            camera.Priority = 2;
            camera.NearClipPlane = 0.05f;
            camera.FarClipPlane = 1000.0f;
            camera.ClearColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
            camera.ProjectionType = ProjectionType.Orthographic;
            camera.Layers = SceneAxesHandle.LAYER;
            camera.AspectRatio = 1.0f;
            camera.OrthoHeight = 2.0f;
            camera.HDR = false;

            renderTextureGUI = new GUIRenderTexture(renderTexture, true);

            GUILayoutY layout = panel.AddLayoutY();
            GUILayoutX textureLayout = layout.AddLayoutX();
            textureLayout.AddElement(renderTextureGUI);
            textureLayout.AddFlexibleSpace();

            Rect2I bounds = new Rect2I(0, 0, width, height);
            sceneHandles = new SceneHandles(window, camera);
            renderTextureGUI.Bounds = bounds;

            labelGUI = new GUILabel(projType.ToString(), EditorStyles.LabelCentered);
            layout.AddElement(labelGUI);
            layout.AddFlexibleSpace();

            this.panel = panel;
            this.bounds = bounds;
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Creates the scene camera and updates the render texture. Should be called at least once before using the
        /// scene view. Should be called whenever the window is resized.
        /// </summary>
        /// <param name="width">Width of the scene render target, in pixels.</param>
        /// <param name="height">Height of the scene render target, in pixels.</param>
        private void UpdateRenderTexture(int width, int height)
        {
            width = MathEx.Max(20, width);
            height = MathEx.Max(20, height);

            // Note: Depth buffer and readable flags are required because ScenePicking uses it
            Texture2D colorTex = new Texture2D(width, height, PixelFormat.R8G8B8A8, TextureUsage.Render | TextureUsage.CPUReadable);
            Texture2D depthTex = new Texture2D(width, height, PixelFormat.D32_S8X24, TextureUsage.DepthStencil | TextureUsage.CPUReadable);

            renderTexture = new RenderTexture2D(colorTex, depthTex);
            renderTexture.Priority = 1;

            if (camera == null)
            {
                SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
                camera = sceneCameraSO.AddComponent<Camera>();
                camera.Target = renderTexture;
                camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

                sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
                sceneCameraSO.LookAt(new Vector3(0, 0.5f, 0));

                camera.Priority = 2;
                camera.NearClipPlane = 0.05f;
                camera.FarClipPlane = 2500.0f;
                camera.ClearColor = ClearColor;
                camera.Layers = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera

                cameraController = sceneCameraSO.AddComponent<SceneCamera>();

                renderTextureGUI = new GUIRenderTexture(renderTexture);
                rtPanel.AddElement(renderTextureGUI);

                sceneGrid = new SceneGrid(camera);
                sceneSelection = new SceneSelection(camera);
                sceneGizmos = new SceneGizmos(camera);
                sceneHandles = new SceneHandles(this, camera);
            }
            else
            {
                camera.Target = renderTexture;
                renderTextureGUI.RenderTexture = renderTexture;
            }

            Rect2I rtBounds = new Rect2I(0, 0, width, height);
            renderTextureGUI.Bounds = rtBounds;
            focusCatcher.Bounds = GUIUtility.CalculateBounds(rtPanel, GUI);

            sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);

            // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
            // render target destroy/create cycle for every single pixel.

            camera.AspectRatio = width / (float)height;

            if (profilerCamera != null)
                profilerCamera.Target = renderTexture;
        }
Ejemplo n.º 6
0
        private void OnEditorUpdate()
        {
            UpdateLoadingProgress();

            if (HasFocus)
            {
                if (!Input.IsPointerButtonHeld(PointerButton.Right))
                {
                    if (VirtualInput.IsButtonDown(EditorApplication.DuplicateKey))
                    {
                        DuplicateSelection();
                    }
                    else if (VirtualInput.IsButtonDown(EditorApplication.DeleteKey))
                    {
                        DeleteSelection();
                    }
                    else if (VirtualInput.IsButtonDown(viewToolKey))
                    {
                        EditorApplication.ActiveSceneTool = SceneViewTool.View;
                    }
                    else if (VirtualInput.IsButtonDown(moveToolKey))
                    {
                        EditorApplication.ActiveSceneTool = SceneViewTool.Move;
                    }
                    else if (VirtualInput.IsButtonDown(rotateToolKey))
                    {
                        EditorApplication.ActiveSceneTool = SceneViewTool.Rotate;
                    }
                    else if (VirtualInput.IsButtonDown(scaleToolKey))
                    {
                        EditorApplication.ActiveSceneTool = SceneViewTool.Scale;
                    }
                }
            }

            // Refresh GUI buttons if needed (in case someones changes the values from script)
            if (editorSettingsHash != EditorSettings.Hash)
            {
                UpdateButtonStates();
                editorSettingsHash = EditorSettings.Hash;
            }

            // Update scene view handles and selection
            sceneGrid.Draw();

            bool handleActive = sceneHandles.IsActive() || sceneAxesGUI.IsActive();

            Vector2I scenePos;
            bool     inBounds = ScreenToScenePos(Input.PointerPosition, out scenePos);

            bool clearSelection = false;

            if (AllowViewportInput)
            {
                if (Input.IsPointerButtonUp(PointerButton.Left))
                {
                    clearSelection = true;
                }
                else if (Input.IsPointerButtonDown(PointerButton.Left))
                {
                    mouseDownPosition = scenePos;
                }
            }
            else
            {
                clearSelection = true;
                inBounds       = false;
            }

            bool dragResult = false;

            if (clearSelection)
            {
                dragResult = EndDragSelection();
                if (sceneHandles.IsActive())
                {
                    sceneHandles.ClearSelection();
                }

                if (sceneAxesGUI.IsActive())
                {
                    sceneAxesGUI.ClearSelection();
                }
            }

            bool draggedOver = DragDrop.DragInProgress || DragDrop.DropInProgress;

            draggedOver &= IsPointerHovering && inBounds && DragDrop.Type == DragDropType.Resource;

            if (draggedOver)
            {
                if (DragDrop.DropInProgress)
                {
                    dragActive = false;
                    if (draggedSO != null)
                    {
                        Selection.SceneObject = draggedSO;
                        EditorApplication.SetSceneDirty();
                    }

                    draggedSO = null;
                }
                else
                {
                    if (!dragActive)
                    {
                        dragActive = true;

                        ResourceDragDropData dragData = (ResourceDragDropData)DragDrop.Data;

                        string[] draggedPaths = dragData.Paths;

                        for (int i = 0; i < draggedPaths.Length; i++)
                        {
                            ResourceMeta meta = ProjectLibrary.GetMeta(draggedPaths[i]);
                            if (meta != null)
                            {
                                if (meta.ResType == ResourceType.Mesh)
                                {
                                    if (!string.IsNullOrEmpty(draggedPaths[i]))
                                    {
                                        string meshName = Path.GetFileNameWithoutExtension(draggedPaths[i]);
                                        draggedSO = UndoRedo.CreateSO(meshName, "Created a new Renderable \"" + meshName + "\"");
                                        Mesh mesh = ProjectLibrary.Load <Mesh>(draggedPaths[i]);

                                        Renderable renderable = draggedSO.AddComponent <Renderable>();
                                        renderable.Mesh = mesh;
                                        if (mesh != null)
                                        {
                                            draggedSOOffset = mesh.Bounds.Box.Center;
                                        }
                                        else
                                        {
                                            draggedSOOffset = Vector3.Zero;
                                        }
                                    }

                                    break;
                                }
                                else if (meta.ResType == ResourceType.Prefab)
                                {
                                    if (!string.IsNullOrEmpty(draggedPaths[i]))
                                    {
                                        Prefab prefab = ProjectLibrary.Load <Prefab>(draggedPaths[i]);
                                        draggedSO = UndoRedo.Instantiate(prefab, "Instantiating " + prefab.Name);

                                        if (draggedSO != null)
                                        {
                                            AABox draggedObjBounds = EditorUtility.CalculateBounds(draggedSO);
                                            draggedSOOffset = draggedObjBounds.Center;
                                        }
                                        else
                                        {
                                            draggedSOOffset = Vector3.Zero;
                                        }
                                    }

                                    break;
                                }
                            }
                        }
                    }

                    if (draggedSO != null)
                    {
                        if (Input.IsButtonHeld(ButtonCode.Space))
                        {
                            SnapData snapData;
                            sceneSelection.Snap(scenePos, out snapData, new SceneObject[] { draggedSO });

                            Quaternion q = Quaternion.FromToRotation(Vector3.YAxis, snapData.normal);
                            draggedSO.Position = snapData.position;
                            draggedSO.Rotation = q;
                        }
                        else
                        {
                            Ray worldRay = camera.ScreenPointToRay(scenePos);
                            draggedSO.Position = worldRay * DefaultPlacementDepth - draggedSOOffset;
                        }
                    }
                }

                return;
            }
            else
            {
                if (dragActive)
                {
                    dragActive = false;

                    if (draggedSO != null)
                    {
                        draggedSO.Destroy();
                        draggedSO = null;
                    }
                }
            }

            if ((HasContentFocus || IsPointerHovering) && AllowViewportInput)
            {
                cameraController.EnableInput(true);

                if (inBounds && HasContentFocus)
                {
                    if (Input.IsPointerButtonDown(PointerButton.Left))
                    {
                        Rect2I sceneAxesGUIBounds = new Rect2I(Width - HandleAxesGUISize - HandleAxesGUIPaddingX,
                                                               HandleAxesGUIPaddingY, HandleAxesGUISize, HandleAxesGUISize);

                        if (sceneAxesGUIBounds.Contains(scenePos))
                        {
                            sceneAxesGUI.TrySelect(scenePos);
                        }
                        else
                        {
                            sceneHandles.TrySelect(scenePos);
                        }
                    }
                    else if (Input.IsPointerButtonHeld(PointerButton.Left) && !handleActive && !dragActive &&
                             draggedSO == null && scenePos != mouseDownPosition)
                    {
                        if (isDraggingSelection)
                        {
                            UpdateDragSelection(scenePos);
                        }
                        else
                        {
                            StartDragSelection(scenePos);
                        }
                    }
                    else if (Input.IsPointerButtonUp(PointerButton.Left))
                    {
                        if (!handleActive && !dragActive && !dragResult)
                        {
                            bool ctrlHeld = Input.IsButtonHeld(ButtonCode.LeftControl) ||
                                            Input.IsButtonHeld(ButtonCode.RightControl);

                            sceneSelection.PickObject(scenePos, ctrlHeld, new SceneObject[] { draggedSO });
                        }
                    }
                }
            }
            else
            {
                cameraController.EnableInput(false);
            }

            if (AllowViewportInput)
            {
                SceneHandles.BeginInput();
                sceneHandles.UpdateInput(scenePos, Input.PointerDelta);
                sceneAxesGUI.UpdateInput(scenePos);
                SceneHandles.EndInput();
            }

            sceneHandles.Draw();
            sceneAxesGUI.Draw();

            // Must be done after handle input is processed, in order to reflect most recent transform
            sceneGizmos.Draw();
            sceneSelection.Draw();

            UpdateGridMode();

            if (VirtualInput.IsButtonDown(frameKey))
            {
                cameraController.FrameSelected();
            }
        }
Ejemplo n.º 7
0
 private static extern void Internal_Create(SceneHandles managedInstance, IntPtr parentWindow, IntPtr camera);
Ejemplo n.º 8
0
        private void OnEditorUpdate()
        {
            if (HasFocus)
            {
                if (!Input.IsPointerButtonHeld(PointerButton.Right))
                {
                    if (VirtualInput.IsButtonDown(toggleProfilerOverlayKey))
                        EditorSettings.SetBool(ProfilerOverlayActiveKey, !EditorSettings.GetBool(ProfilerOverlayActiveKey));

                    if (VirtualInput.IsButtonDown(viewToolKey))
                        EditorApplication.ActiveSceneTool = SceneViewTool.View;

                    if (VirtualInput.IsButtonDown(moveToolKey))
                        EditorApplication.ActiveSceneTool = SceneViewTool.Move;

                    if (VirtualInput.IsButtonDown(rotateToolKey))
                        EditorApplication.ActiveSceneTool = SceneViewTool.Rotate;

                    if (VirtualInput.IsButtonDown(scaleToolKey))
                        EditorApplication.ActiveSceneTool = SceneViewTool.Scale;

                    if (VirtualInput.IsButtonDown(duplicateKey))
                    {
                        SceneObject[] selectedObjects = Selection.SceneObjects;
                        CleanDuplicates(ref selectedObjects);

                        if (selectedObjects.Length > 0)
                        {
                            String message;
                            if (selectedObjects.Length == 1)
                                message = "Duplicated " + selectedObjects[0].Name;
                            else
                                message = "Duplicated " + selectedObjects.Length + " elements";

                            UndoRedo.CloneSO(selectedObjects, message);
                            EditorApplication.SetSceneDirty();
                        }
                    }

                    if (VirtualInput.IsButtonDown(deleteKey))
                    {
                        SceneObject[] selectedObjects = Selection.SceneObjects;
                        CleanDuplicates(ref selectedObjects);

                        if (selectedObjects.Length > 0)
                        {
                            foreach (var so in selectedObjects)
                            {
                                string message = "Deleted " + so.Name;
                                UndoRedo.DeleteSO(so, message);
                            }

                            EditorApplication.SetSceneDirty();
                        }
                    }
                }
            }

            // Refresh GUI buttons if needed (in case someones changes the values from script)
            if (editorSettingsHash != EditorSettings.Hash)
            {
                UpdateButtonStates();
                UpdateProfilerOverlay();
                editorSettingsHash = EditorSettings.Hash;
            }

            // Update scene view handles and selection
            sceneGizmos.Draw();
            sceneGrid.Draw();

            bool handleActive = false;
            if (Input.IsPointerButtonUp(PointerButton.Left))
            {
                if (sceneHandles.IsActive())
                {
                    sceneHandles.ClearSelection();
                    handleActive = true;
                }

                if (sceneAxesGUI.IsActive())
                {
                    sceneAxesGUI.ClearSelection();
                    handleActive = true;
                }
            }

            Vector2I scenePos;
            bool inBounds = ScreenToScenePos(Input.PointerPosition, out scenePos);

            bool draggedOver = DragDrop.DragInProgress || DragDrop.DropInProgress;
            draggedOver &= IsPointerHovering && inBounds && DragDrop.Type == DragDropType.Resource;

            if (draggedOver)
            {
                if (DragDrop.DropInProgress)
                {
                    dragActive = false;

                    if (draggedSO != null)
                    {
                        Selection.SceneObject = draggedSO;
                        EditorApplication.SetSceneDirty();
                    }

                    draggedSO = null;
                }
                else
                {
                    if (!dragActive)
                    {
                        dragActive = true;

                        ResourceDragDropData dragData = (ResourceDragDropData)DragDrop.Data;

                        string[] draggedPaths = dragData.Paths;

                        for (int i = 0; i < draggedPaths.Length; i++)
                        {
                            LibraryEntry entry = ProjectLibrary.GetEntry(draggedPaths[i]);
                            if (entry != null && entry.Type == LibraryEntryType.File)
                            {
                                FileEntry fileEntry = (FileEntry) entry;
                                if (fileEntry.ResType == ResourceType.Mesh)
                                {
                                    if (!string.IsNullOrEmpty(draggedPaths[i]))
                                    {
                                        string meshName = Path.GetFileNameWithoutExtension(draggedPaths[i]);
                                        draggedSO = UndoRedo.CreateSO(meshName, "Created a new Renderable \"" + meshName + "\"");
                                        Mesh mesh = ProjectLibrary.Load<Mesh>(draggedPaths[i]);

                                        Renderable renderable = draggedSO.AddComponent<Renderable>();
                                        renderable.Mesh = mesh;
                                    }

                                    break;
                                }
                                else if (fileEntry.ResType == ResourceType.Prefab)
                                {
                                    if (!string.IsNullOrEmpty(draggedPaths[i]))
                                    {
                                        Prefab prefab = ProjectLibrary.Load<Prefab>(draggedPaths[i]);
                                        draggedSO = UndoRedo.Instantiate(prefab, "Instantiating " + prefab.Name);
                                    }

                                    break;
                                }
                            }
                        }
                    }

                    if (draggedSO != null)
                    {
                        Ray worldRay = camera.ScreenToWorldRay(scenePos);
                        draggedSO.Position = worldRay*DefaultPlacementDepth;
                    }
                }

                return;
            }
            else
            {
                if (dragActive)
                {
                    dragActive = false;

                    if (draggedSO != null)
                    {
                        draggedSO.Destroy();
                        draggedSO = null;
                    }
                }
            }

            if (HasFocus)
            {
                cameraController.EnableInput(true);

                if (inBounds)
                {
                    if (Input.IsPointerButtonDown(PointerButton.Left))
                    {
                        Rect2I sceneAxesGUIBounds = new Rect2I(Width - HandleAxesGUISize - HandleAxesGUIPaddingX, 
                            HandleAxesGUIPaddingY, HandleAxesGUISize, HandleAxesGUISize);

                        if (sceneAxesGUIBounds.Contains(scenePos))
                            sceneAxesGUI.TrySelect(scenePos);
                        else
                            sceneHandles.TrySelect(scenePos);
                    }
                    else if (Input.IsPointerButtonUp(PointerButton.Left))
                    {
                        if (!handleActive)
                        {
                            bool ctrlHeld = Input.IsButtonHeld(ButtonCode.LeftControl) ||
                                            Input.IsButtonHeld(ButtonCode.RightControl);

                            sceneSelection.PickObject(scenePos, ctrlHeld);
                        }
                    }
                }
            }
            else
                cameraController.EnableInput(false);

            SceneHandles.BeginInput();
            sceneHandles.UpdateInput(scenePos, Input.PointerDelta);
            sceneHandles.Draw();

            sceneAxesGUI.UpdateInput(scenePos);
            sceneAxesGUI.Draw();
            SceneHandles.EndInput();

            sceneSelection.Draw();

            UpdateGridMode();

            if (VirtualInput.IsButtonDown(frameKey))
                cameraController.FrameSelected();
        }
Ejemplo n.º 9
0
 private static extern void Internal_Create(SceneHandles managedInstance, IntPtr parentWindow, IntPtr camera);