Example #1
0
//            _drag = Drag2D(_drag, r);
//
//            if (_mPrevRender == null)
//                _mPrevRender = new PreviewRenderUtility();
//
//            //            Vector3 max = _wallSection.previewMesh.bounds.size;
//            //            float radius = Mathf.Max(max.x, Mathf.Max(max.y, max.z)) * 1.333f;
//            float dist = radius / (Mathf.Sin(_mPrevRender.camera.fieldOfView * Mathf.Deg2Rad));
//            _mPrevRender.camera.transform.position = Vector2.zero;
//            _mPrevRender.camera.transform.rotation = Quaternion.Euler(new Vector3(-_drag.y, -_drag.x, 0));
//            _mPrevRender.camera.transform.position = _mPrevRender.camera.transform.forward * -dist;
//            _mPrevRender.camera.nearClipPlane = 0.1f;
//            _mPrevRender.camera.farClipPlane = 500;
//
//            _mPrevRender.lights[0].intensity = 0.5f;
//            _mPrevRender.lights[0].transform.rotation = Quaternion.Euler(30f, 30f, 0f);
//            _mPrevRender.lights[1].intensity = 0.5f;
//
//            _mPrevRender.BeginPreview(r, background);
//
//            if (_plane != null && _blueprintMaterial != null)
//            {
//                Matrix4x4 matrix = Matrix4x4.TRS(new Vector3(-25, -25, 1), Quaternion.identity, new Vector3(10, 10, 1));
//                _mPrevRender.DrawMesh(_plane, matrix, _blueprintMaterial, 0);
//                _mPrevRender.camera.Render();
//            }
//
//
//            int materialCount = mats.Length;
//            int submeshCount = mesh.subMeshCount;
//            int count = Mathf.Min(materialCount, submeshCount);
//            for (int c = 0; c < count; c++)
//            {
//                Material mat = c < materialCount ? mats[c] : AssetDatabase.GetBuiltinExtraResource<Material>("Default-Material.mat");
//                if (mat == null) mat = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Material.mat");
//                _mPrevRender.DrawMesh(mesh, Matrix4x4.identity, mat, c);
//            }
//
//            _mPrevRender.camera.Render();
//            Texture texture = _mPrevRender.EndPreview();
//
//            GUI.DrawTexture(r, texture);
//        }
//
//        public static Vector2 Drag2D(Vector2 scrollPosition, Rect position)
//        {
//            int controlID = GUIUtility.GetControlID("Slider".GetHashCode(), FocusType.Passive);
//            Event current = Event.current;
//            switch (current.GetTypeForControl(controlID))
//            {
//                case EventType.MouseDown:
//                    if (position.Contains(current.mousePosition) && position.width > 50f)
//                    {
//                        GUIUtility.hotControl = controlID;
//                        current.Use();
//                        EditorGUIUtility.SetWantsMouseJumping(1);
//                    }
//                    break;
//                case EventType.MouseUp:
//                    if (GUIUtility.hotControl == controlID)
//                    {
//                        GUIUtility.hotControl = 0;
//                    }
//                    EditorGUIUtility.SetWantsMouseJumping(0);
//                    break;
//                case EventType.MouseDrag:
//                    if (GUIUtility.hotControl == controlID)
//                    {
//                        scrollPosition -= current.delta * (float)((!current.shift) ? 1 : 3) / Mathf.Min(position.width, position.height) * 140f;
//                        scrollPosition.y = Mathf.Clamp(scrollPosition.y, -90f, 90f);
//                        current.Use();
//                        GUI.changed = true;
//                    }
//                    break;
//            }
//            return scrollPosition;
//        }


        public static FloorplanClick OnInteriorSelectionClick(Ray mouseRay)
        {
            FloorplanClick output    = new FloorplanClick();
            Building       building  = BuildingEditor.building;
            Volume         volume    = BuildingEditor.volume;
            Floorplan      floorplan = BuildingEditor.floorplan;

            output.volume    = volume;
            output.floorplan = floorplan;

            if (floorplan != null)
            {
                Vector3 basePosition = building.transform.position;
                float   baseHeight   = volume.baseHeight;
                Vector3 testPoint    = basePosition + Vector3.up * baseHeight;
                if (Vector3.Dot(mouseRay.direction, testPoint - mouseRay.origin) < 0)//volume behind camera
                {
                    return(output);
                }

                float       floorHeight = volume.floorHeight;
                List <Room> rooms       = floorplan.rooms;
                int         roomCount   = rooms.Count;
                float       minDistance = Mathf.Infinity;
                for (int rm = 0; rm < roomCount; rm++)
                {
                    Room         room        = rooms[rm];
                    RoomPortal[] portals     = room.GetAllPortals();
                    int          portalCount = portals.Length;
                    for (int p = 0; p < portalCount; p++)
                    {
                        RoomPortal portal = portals[p];

                        int     wallIndex = portal.wallIndex;
                        Vector3 p0        = room[wallIndex].position.vector3XZ;
                        Vector3 p1        = room[(wallIndex + 1) % room.numberOfPoints].position.vector3XZ;
                        Vector3 baseUp    = Vector3.up * (floorHeight - portal.height) * portal.verticalPosition;
                        Vector3 portalUp  = baseUp + Vector3.up * portal.height;
                        Vector3 pointPos  = SceneMeshHandler.PortalPosition(Quaternion.identity, room, portal);
                        pointPos.y = baseHeight;
                        Vector3 wallDirection = (p1 - p0).normalized;
                        float   defaultWidth  = portal.width * 0.5f;
//                        float defaultDepth = 0.1f;

                        Vector3 v0 = pointPos - wallDirection * defaultWidth;
                        Vector3 v1 = pointPos + wallDirection * defaultWidth;
                        Vector3 v2 = v0 + portalUp;
                        Vector3 v3 = v1 + portalUp;

//                        Debug.DrawLine(v0,v1,Color.red,20);
//                        Debug.DrawLine(v1,v3,Color.red,20);
//                        Debug.DrawLine(v3,v2,Color.red,20);
//                        Debug.DrawLine(v2,v0,Color.red,20);

                        float distance = 0;
                        if (RayTriangle.QuadIntersection(v0, v1, v2, v3, mouseRay, out distance, false))
                        {
                            if (minDistance > distance)
                            {
                                minDistance    = distance;
                                output.room    = room;
                                output.portal  = portal;
                                output.opening = null;
                            }
                        }
                    }
                }

                VerticalOpening[] openings = building.GetAllOpenings();
                int openingCount           = openings.Length;
                for (int o = 0; o < openingCount; o++)
                {
                    VerticalOpening opening = openings[o];

                    Vector3 openingPosition = opening.position.vector3XZ;
                    openingPosition.y = volume.floorHeight * opening.baseFloor;
                    Vector3    openingSize     = opening.size.vector3XZ;
                    float      openingWidth    = openingSize.x;
                    float      openingHeight   = openingSize.z;
                    Quaternion openingRotation = Quaternion.Euler(0, opening.rotation, 0);
                    Vector3    p0 = openingPosition + openingRotation * new Vector3(-openingWidth, 0, -openingHeight) * 0.5f;
                    Vector3    p1 = openingPosition + openingRotation * new Vector3(openingWidth, 0, -openingHeight) * 0.5f;
                    Vector3    p2 = openingPosition + openingRotation * new Vector3(openingWidth, 0, openingHeight) * 0.5f;
                    Vector3    p3 = openingPosition + openingRotation * new Vector3(-openingWidth, 0, openingHeight) * 0.5f;
//                    Vector3 openingUp = Vector3.up * volume.floorHeight * (opening.floors + 1);

                    Vector3 floorUpA = Vector3.up * volume.CalculateFloorHeight(volume.Floor(BuildingEditor.floorplan));
//                    Vector3 floorUpB = floorUpA + Vector3.up * volume.floorHeight;

                    float distance = 0;
                    if (RayTriangle.QuadIntersection(p0 + floorUpA, p1 + floorUpA, p2 + floorUpA, p3 + floorUpA, mouseRay, out distance, false))
                    {
                        if (minDistance > distance)
                        {
                            minDistance    = distance;
                            output.room    = null;
                            output.portal  = null;
                            output.opening = opening;
                        }
                    }
                }

                if (output.opening != null)
                {
                    return(output);
                }

                if (output.portal != null)
                {
                    return(output);
                }

                float   intPlanBaseHeight = volume.CalculateFloorHeight(volume.Floor(floorplan));
                Vector3 baseUpV           = Vector3.up * intPlanBaseHeight;
                Plane   planPlane         = new Plane(Vector3.up, baseUpV);
                float   rayDistance       = 0;
                if (planPlane.Raycast(mouseRay, out rayDistance))
                {
                    Vector3    clickPos           = mouseRay.GetPoint(rayDistance) - basePosition;
                    Vector2Int floorClickPosition = new Vector2Int(clickPos, true);

                    for (int rm = 0; rm < roomCount; rm++)
                    {
                        Vector2Int[] roomPoints = rooms[rm].AllPoints();
                        if (BuildrUtils.PointInsidePoly(floorClickPosition, roomPoints))
                        {
                            output.room = rooms[rm];
                        }
                    }
                }
            }
            return(output);
        }
        private static void FacadeDragAndDrop(Building _building) {
            //            EventType eventType = Event.current.type;

            dragDropContent.Reset();

            //            if (eventType == EventType.DragExited) return;
            //            Debug.Log("FacadeDragAndDrop");
            Object[] objArray = DragAndDrop.objectReferences;
            if (objArray != null && objArray.Length == 1) {
                DragAndDrop.visualMode = DragAndDropVisualMode.Link;
                if (objArray[0].GetType() == typeof(Facade)) {
                    //                    if (eventType == EventType.DragExited) Debug.Log("facade");
                    Facade dragContent = (Facade)objArray[0];
                    Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
                    float dist;

                    int numberOfFloorplans = _building.numberOfPlans;
                    bool overNothing = true;
                    for (int f = 0; f < numberOfFloorplans; f++) {
                        //                        if (eventType == EventType.DragExited) Debug.Log("fpl");
                        IVolume volume = _building[f];
                        List<Vector3[]> facadeTriangles = GetFacadeTriangles(volume);
                        List<Vector3[]> facadeQuads = GetFacadeQuads(volume);
                        int facadeTriangleCount = facadeTriangles.Count;

                        for (int facadeIndex = 0; facadeIndex < facadeTriangleCount; facadeIndex++) {
                            Vector3[] tris = facadeTriangles[facadeIndex];
                            Vector3[] quads = facadeQuads[facadeIndex];
                            int triCount = tris.Length;
                            for (int t = 0; t < triCount; t += 3) {
                                Vector3 f0 = tris[t];
                                Vector3 f1 = tris[t + 1];
                                Vector3 f2 = tris[t + 2];
                                bool overBuilding = RayTriangle.TriangleIntersection(f0, f2, f1, ray, out dist);//this bloody works!
                                if (overBuilding) {
                                    //                                if (eventType == EventType.DragExited) Debug.Log("FacadeDragAndDrop");
                                    DragAndDrop.visualMode = DragAndDropVisualMode.Link;
                                    highlightQuad = quads;
                                    overNothing = false;

                                    dragDropContent.building = _building;
                                    dragDropContent.volume = volume;
                                    dragDropContent.facadeIndex = facadeIndex;
                                    dragDropContent.facade = dragContent;

                                    //                                    if (eventType == EventType.DragExited)
                                    //                                    {
                                    //                                        Undo.RecordObject(floorplan, "Change Facade Design");
                                    //                                        floorplan.SetFacade(facadeIndex, dragContent);
                                    //                                        _building.MarkModified();
                                    //                                        ResetHighlight();
                                    //                                    }
                                    break;
                                }
                            }
                        }
                        if (!overNothing)
                            break;
                    }

                    if (overNothing)
                        ResetHighlight();
                }
            }
        }