Exemple #1
0
    public static bool RayCastDrawTarget(Ray ray, out DrawTarget target, int minvol, bool voxelbest = false)
    {
        target = new DrawTarget();
        if (!VCEditor.DocumentOpen())
        {
            return(false);
        }
        // Cast grid and voxel above minvol
        RaycastHit rch_voxel    = new RaycastHit();
        RaycastHit rch_grid     = new RaycastHit();
        float      dist_voxel   = 10000;
        float      dist_grid    = 10000;
        bool       to_cast_grid = true;

        if (VCEMath.RayCastVoxel(VCEInput.s_PickRay, out rch_voxel, minvol))
        {
            dist_voxel = rch_voxel.distance;
            if (voxelbest)
            {
                to_cast_grid = false;
            }
        }

        if (to_cast_grid && VCEMath.RayCastGrid(VCEInput.s_PickRay, out rch_grid))
        {
            if (rch_grid.normal.y > 0)
            {
                dist_grid = rch_grid.distance;
            }
        }

        // cast voxel
        if (dist_voxel < dist_grid)
        {
            target.rch    = rch_voxel;
            target.snapto = new IntVector3(Mathf.FloorToInt(rch_voxel.point.x - rch_voxel.normal.x * 0.5f),
                                           Mathf.FloorToInt(rch_voxel.point.y - rch_voxel.normal.y * 0.5f),
                                           Mathf.FloorToInt(rch_voxel.point.z - rch_voxel.normal.z * 0.5f));
            target.cursor = new IntVector3(Mathf.FloorToInt(rch_voxel.point.x + rch_voxel.normal.x * 0.5f),
                                           Mathf.FloorToInt(rch_voxel.point.y + rch_voxel.normal.y * 0.5f),
                                           Mathf.FloorToInt(rch_voxel.point.z + rch_voxel.normal.z * 0.5f));
            return(true);
        }
        // cast grid
        else if (dist_grid < dist_voxel)
        {
            target.rch    = rch_grid;
            target.snapto = new IntVector3(Mathf.FloorToInt(rch_grid.point.x - rch_grid.normal.x * 0.5f),
                                           Mathf.FloorToInt(rch_grid.point.y - rch_grid.normal.y * 0.5f),
                                           Mathf.FloorToInt(rch_grid.point.z - rch_grid.normal.z * 0.5f));
            target.cursor = new IntVector3(Mathf.FloorToInt(rch_grid.point.x + rch_grid.normal.x * 0.5f),
                                           Mathf.FloorToInt(rch_grid.point.y + rch_grid.normal.y * 0.5f),
                                           Mathf.FloorToInt(rch_grid.point.z + rch_grid.normal.z * 0.5f));
            if (VCEditor.s_Scene.m_IsoData.GetVoxel(VCIsoData.IPosToKey(target.cursor)).Volume > VCEMath.MC_ISO_VALUE)
            {
                target.cursor = null;
                return(false);
            }
            return(true);
        }
        // cast nothing
        else
        {
            target.rch    = new RaycastHit();
            target.snapto = null;
            target.cursor = null;
            return(false);
        }
    }
    void Update()
    {
        if (VCEditor.SelectedDecalGUID == 0)
        {
            return;
        }
        if (VCEditor.SelectedDecalIndex < 0)
        {
            return;
        }
        if (VCEditor.SelectedDecal == null)
        {
            return;
        }
        if (VCEInput.s_Cancel)
        {
            Cancel();
            return;
        }
        m_DecalInst.m_Guid = VCEditor.SelectedDecalGUID;

        float      voxel_size = VCEditor.s_Scene.m_Setting.m_VoxelSize;
        RaycastHit rch;

        if (!VCEInput.s_MouseOnUI && VCEMath.RayCastVoxel(VCEInput.s_PickRay, out rch, VCEMath.MC_ISO_VALUE))
        {
            AdjustBrush();
            m_DecalInst.gameObject.SetActive(true);
            Vector3    point  = rch.point * 2;
            IntVector3 ipoint = new IntVector3(point);
            m_Tool.SetPivotPos(ipoint.ToVector3() * 0.5f * voxel_size);
            m_DecalInst.transform.localRotation = Quaternion.LookRotation(-rch.normal);
            m_DecalInst.transform.Rotate(-rch.normal, m_RotateAngle, Space.World);

            bool canput = true;
            List <VCComponentData> poscdatas = VCEditor.s_Scene.m_IsoData.FindComponentsAtPos(m_DecalInst.transform.localPosition, VCDecalData.s_ComponentId);
            foreach (VCComponentData cd in poscdatas)
            {
                VCDecalData ddata = cd as VCDecalData;
                if (ddata != null)
                {
                    if (ddata.m_Guid == m_DecalInst.m_Guid)
                    {
                        canput = false;
                        break;
                    }
                }
            }

            // Mirror
            if (VCEditor.s_Mirror.Enabled_Masked)
            {
                VCEditor.s_Mirror.CalcPrepare(VCEditor.s_Scene.m_Setting.m_VoxelSize);
                if (m_DecalInst.transform.localPosition.x == VCEditor.s_Mirror.WorldPos.x && VCEditor.s_Mirror.XPlane_Masked)
                {
                    canput = false;
                }
                if (m_DecalInst.transform.localPosition.y == VCEditor.s_Mirror.WorldPos.y && VCEditor.s_Mirror.YPlane_Masked)
                {
                    canput = false;
                }
                if (m_DecalInst.transform.localPosition.z == VCEditor.s_Mirror.WorldPos.z && VCEditor.s_Mirror.ZPlane_Masked)
                {
                    canput = false;
                }
            }
            if (canput)
            {
                m_Tool.m_SelBound.m_BoundColor = GLComponentBound.s_Green;
                m_Tool.m_SelBound.m_Highlight  = false;
            }
            else
            {
                m_Tool.m_SelBound.m_BoundColor = GLComponentBound.s_Red;
                m_Tool.m_SelBound.m_Highlight  = true;
            }

            if (Input.GetMouseButtonDown(0) && canput)
            {
                Do();
            }
        }
        else
        {
            m_DecalInst.gameObject.SetActive(false);
        }
    }