public static bool GetCustomSnappingPoints(Vector3 startWorldPoint, Vector3 currentWorldPoint, Grid worldSlideGrid, int contextIndex, List <Vector3> foundWorldspacePoints) { foundWorldspacePoints.Clear(); return(Snapping.FindCustomSnappingPointsMethod == null ? false : Snapping.FindCustomSnappingPointsMethod(startWorldPoint, currentWorldPoint, worldSlideGrid, contextIndex, foundWorldspacePoints) && foundWorldspacePoints.Count > 0); }
public static bool GetCustomSnappingPoints(Vector3 worldRayStart, Vector3 worldRayDirection, int contextIndex, List <Vector3> foundWorldspacePoints) { foundWorldspacePoints.Clear(); return(Snapping.FindCustomSnappingPointsRayMethod == null ? false : Snapping.FindCustomSnappingPointsRayMethod(worldRayStart, worldRayDirection, contextIndex, foundWorldspacePoints) && foundWorldspacePoints.Count > 0); }
public static void SendCustomSnappedEvents(Vector3 quantizedDistance, List <Vector3> customDistances, int context) { for (int i = 0; i < customDistances.Count; i++) { if (quantizedDistance == customDistances[i]) { Snapping.CustomSnappedEvent(i, context); } } }
public static Vector3[] Do(int id, Vector3[] points, Vector3 handleOrigin, Vector3 handleCursorOffset, Vector3 handleNormal, Vector3 slideDir1, Vector3 slideDir2, float handleSize, SceneHandles.CapFunction capFunction, Axes axes = Axes.None, bool selectLockingAxisOnClick = false, bool noSnapping = false, Vector3?snappingSteps = null) { var evt = Event.current; switch (evt.GetTypeForControl(id)) { case EventType.MouseDown: { if (Tools.current == Tool.View || Tools.current == Tool.None || evt.alt) { break; } if (GUIUtility.hotControl != 0) { break; } if ((UnityEditor.HandleUtility.nearestControl != id || evt.button != 0) && (GUIUtility.keyboardControl != id || evt.button != 2)) { break; } GUIUtility.hotControl = GUIUtility.keyboardControl = id; evt.Use(); EditorGUIUtility.SetWantsMouseJumping(1); s_CurrentMousePosition = evt.mousePosition; s_StartPoints = points.ToArray(); var localToWorldMatrix = UnityEditor.Handles.matrix; var center = Grid.ActiveGrid.Center; Matrix4x4 gridSpace = Matrix4x4.identity; gridSpace.SetColumn(0, localToWorldMatrix.MultiplyVector(slideDir1).normalized); gridSpace.SetColumn(1, localToWorldMatrix.MultiplyVector(handleNormal).normalized); gridSpace.SetColumn(2, localToWorldMatrix.MultiplyVector(slideDir2).normalized); gridSpace.SetColumn(3, new Vector4(center.x, center.y, center.z, 1.0f)); var workGrid = new Grid(gridSpace, snappingSteps.HasValue ? snappingSteps.Value : Snapping.MoveSnappingSteps); s_Snapping2D.Initialize(workGrid, s_CurrentMousePosition, handleOrigin, localToWorldMatrix); s_Snapping2D.CalculateExtents(s_StartPoints); s_MovedMouse = false; break; } case EventType.MouseDrag: { if (GUIUtility.hotControl != id) { break; } s_MovedMouse = true; if (SceneHandles.disabled || Snapping.AreAxisLocked(axes)) { break; } s_CurrentMousePosition += evt.delta; evt.Use(); if (!s_Snapping2D.DragTo(s_CurrentMousePosition, noSnapping ? SnappingMode.Never: SnappingMode.Default)) { break; } var handleInverseMatrix = UnityEditor.Handles.inverseMatrix; var pointDelta = handleInverseMatrix.MultiplyVector(s_Snapping2D.WorldSnappedDelta); if (s_StartPoints != null) { points = new Vector3[points.Length]; // if we don't, it's hard to do Undo properly for (int i = 0; i < points.Length; i++) { points[i] = SnappingUtility.Quantize(s_StartPoints[i] + pointDelta); } } //SceneView.RepaintAll(); GUI.changed = true; break; } case EventType.MouseUp: { if (GUIUtility.hotControl == id && (evt.button == 0 || evt.button == 2)) { GUIUtility.hotControl = 0; GUIUtility.keyboardControl = 0; s_StartPoints = null; evt.Use(); EditorGUIUtility.SetWantsMouseJumping(0); SceneView.RepaintAll(); if (!s_MovedMouse && selectLockingAxisOnClick) { Snapping.ActiveAxes = axes; } } break; } case EventType.Layout: { if (Tools.current == Tool.View || Tools.current == Tool.None || evt.alt) { break; } var position = handleOrigin + handleCursorOffset; var rotation = Quaternion.LookRotation(handleNormal, slideDir1); if (capFunction != null) { capFunction(id, position, rotation, handleSize, EventType.Layout); } else { UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToCircle(position, handleSize * .5f)); } int currentFocusControl = SceneHandleUtility.focusControl; if ((currentFocusControl == id && s_PrevFocusControl != id) || (currentFocusControl != id && s_PrevFocusControl == id)) { s_PrevFocusControl = currentFocusControl; SceneView.RepaintAll(); } break; } case EventType.Repaint: { if (axes != Axes.None) { if (GUIUtility.hotControl == id) { var selectedColor = UnityEditor.Handles.selectedColor; selectedColor.a = 0.5f; using (new SceneHandles.DrawingScope(selectedColor)) HandleRendering.RenderSnapping3D(s_Snapping2D.WorldSlideGrid, s_Snapping2D.WorldSnappedExtents, s_Snapping2D.GridSnappedPosition, s_Snapping2D.SnapResult); } } if (capFunction == null) { break; } var position = handleOrigin + handleCursorOffset; var rotation = Quaternion.LookRotation(handleNormal, slideDir1); var color = SceneHandles.StateColor(SceneHandles.color, isSelected: (id == s_PrevFocusControl)); using (new SceneHandles.DrawingScope(color)) { capFunction(id, position, rotation, handleSize, EventType.Repaint); } break; } } return(points); }
internal static Vector3[] Do(int id, Axis axis, Vector3[] points, Vector3 handleOrigin, Vector3 handleDirection, Vector3 slideDirection, float snappingStep = 0, float handleSize = 0, SceneHandles.CapFunction capFunction = null, bool selectLockingAxisOnClick = false) { if (snappingStep == 0) { snappingStep = Snapping.MoveSnappingSteps[(int)axis]; } if (handleSize == 0) { handleSize = UnityEditor.HandleUtility.GetHandleSize(handleOrigin) * 0.05f; } if (handleDirection.sqrMagnitude == 0) { return(points); } var evt = Event.current; var type = evt.GetTypeForControl(id); switch (type) { case EventType.MouseDown: { if (SceneHandles.InCameraOrbitMode) { break; } if (GUIUtility.hotControl != 0) { break; } if ((UnityEditor.HandleUtility.nearestControl != id || evt.button != 0) && (GUIUtility.keyboardControl != id || evt.button != 2)) { break; } GUIUtility.hotControl = GUIUtility.keyboardControl = id; evt.Use(); EditorGUIUtility.SetWantsMouseJumping(1); s_CurrentMousePosition = evt.mousePosition; s_StartPoints = points.ToArray(); var handleMatrix = SceneHandles.matrix; s_Snapping1D.Initialize(s_CurrentMousePosition, handleMatrix.MultiplyPoint(handleOrigin), handleMatrix.MultiplyVector(slideDirection), snappingStep, axis); s_Snapping1D.CalculateExtents(SceneHandles.inverseMatrix, s_StartPoints); s_MovedMouse = false; break; } case EventType.MouseDrag: { if (GUIUtility.hotControl != id) { break; } s_MovedMouse = true; if (SceneHandles.disabled || Snapping.IsAxisLocked(axis)) { break; } s_CurrentMousePosition += evt.delta; evt.Use(); if (!s_Snapping1D.Move(s_CurrentMousePosition)) { break; } var handleInverseMatrix = SceneHandles.inverseMatrix; var pointDelta = handleInverseMatrix.MultiplyVector(s_Snapping1D.WorldSnappedOffset); if (s_StartPoints != null) { points = new Vector3[points.Length]; // if we don't, it's hard to do Undo properly for (int i = 0; i < points.Length; i++) { points[i] = SnappingUtility.Quantize(s_StartPoints[i] + pointDelta); } } //SceneView.RepaintAll(); GUI.changed = true; break; } case EventType.MouseUp: { if (GUIUtility.hotControl == id && (evt.button == 0 || evt.button == 2)) { GUIUtility.hotControl = 0; GUIUtility.keyboardControl = 0; //Grid.currentGrid = s_PrevGrid; s_StartPoints = null; evt.Use(); EditorGUIUtility.SetWantsMouseJumping(0); if (!s_MovedMouse && selectLockingAxisOnClick) { switch (axis) { case Axis.X: { Snapping.ActiveAxes = Axes.X; break; } case Axis.Y: { Snapping.ActiveAxes = Axes.Y; break; } case Axis.Z: { Snapping.ActiveAxes = Axes.Z; break; } } } SceneView.RepaintAll(); } break; } #if UNITY_2020_1_OR_NEWER case EventType.MouseMove: { if (SceneHandles.InCameraOrbitMode) { break; } var position = handleOrigin; var rotation = Quaternion.LookRotation(handleDirection); if (handleSize > 0) { if (capFunction != null) { capFunction(id, position, rotation, handleSize, type); } } int currentFocusControl = SceneHandleUtility.focusControl; if ((currentFocusControl == id && s_PrevFocusControl != id) || (currentFocusControl != id && s_PrevFocusControl == id)) { s_PrevFocusControl = currentFocusControl; SceneView.RepaintAll(); } break; } #endif case EventType.Layout: { if (SceneHandles.InCameraOrbitMode) { break; } var position = handleOrigin; var rotation = Quaternion.LookRotation(handleDirection); if (handleSize > 0) { if (capFunction != null) { capFunction(id, position, rotation, handleSize, type); } else { UnityEditor.HandleUtility.AddControl(id, UnityEditor.HandleUtility.DistanceToCircle(position, handleSize * .2f)); } } int currentFocusControl = SceneHandleUtility.focusControl; if ((currentFocusControl == id && s_PrevFocusControl != id) || (currentFocusControl != id && s_PrevFocusControl == id)) { s_PrevFocusControl = currentFocusControl; SceneView.RepaintAll(); } break; } case EventType.Repaint: { if (axis != Axis.None) { if (GUIUtility.hotControl == id) { var selectedColor = SceneHandles.StateColor(SceneHandles.MultiplyTransparency(SceneHandles.selectedColor, 0.5f)); using (new SceneHandles.DrawingScope(selectedColor)) HandleRendering.RenderSnapping1D(s_Snapping1D.Min, s_Snapping1D.Max, s_Snapping1D.WorldSnappedPosition, s_Snapping1D.SlideDirection, s_Snapping1D.SnapResult, axis); } } if (capFunction == null) { break; } var position = handleOrigin; var rotation = Quaternion.LookRotation(handleDirection); var color = SceneHandles.StateColor(SceneHandles.color, isSelected: (id == s_PrevFocusControl)); using (new SceneHandles.DrawingScope(color)) { capFunction(id, position, rotation, handleSize, EventType.Repaint); } break; } } return(points); }
static void SnapGridIntersection(UVSnapSettings snapSettings, SurfaceReference surfaceReference, Vector3 intersectionPoint, float preferenceFactor, ref Vector3 snappedPoint, ref float bestDist) { if ((snapSettings & UVSnapSettings.GeometryGrid) == UVSnapSettings.None) { return; } var grid = UnitySceneExtensions.Grid.defaultGrid; var gridSnappedPoint = Snapping.SnapPoint(intersectionPoint, grid); var worldPlane = surfaceReference.WorldPlane.Value; var xAxis = grid.Right; var yAxis = grid.Up; var zAxis = grid.Forward; var snapAxis = Axis.X | Axis.Y | Axis.Z; if (Mathf.Abs(Vector3.Dot(xAxis, worldPlane.normal)) >= kAlignmentEpsilon) { snapAxis &= ~Axis.X; } if (Mathf.Abs(Vector3.Dot(yAxis, worldPlane.normal)) >= kAlignmentEpsilon) { snapAxis &= ~Axis.Y; } if (Mathf.Abs(Vector3.Dot(zAxis, worldPlane.normal)) >= kAlignmentEpsilon) { snapAxis &= ~Axis.Z; } if (Mathf.Abs(worldPlane.GetDistanceToPoint(gridSnappedPoint)) < kDistanceEpsilon) { bestDist = (gridSnappedPoint - intersectionPoint).magnitude * preferenceFactor; snappedPoint = gridSnappedPoint; } else { float dist; var ray = new Ray(gridSnappedPoint, xAxis); if ((snapAxis & Axis.X) != Axis.None && worldPlane.SignedRaycast(ray, out dist)) { var planePoint = ray.GetPoint(dist); var abs_dist = (planePoint - intersectionPoint).magnitude * preferenceFactor; if (abs_dist < bestDist) { bestDist = abs_dist; snappedPoint = planePoint; } } ray.direction = yAxis; if ((snapAxis & Axis.Y) != Axis.None && worldPlane.SignedRaycast(ray, out dist)) { var planePoint = ray.GetPoint(dist); var abs_dist = (planePoint - intersectionPoint).magnitude * preferenceFactor; if (abs_dist < bestDist) { bestDist = abs_dist; snappedPoint = planePoint; } } ray.direction = zAxis; if ((snapAxis & Axis.Z) != Axis.None && worldPlane.SignedRaycast(ray, out dist)) { var planePoint = ray.GetPoint(dist); var abs_dist = (planePoint - intersectionPoint).magnitude * preferenceFactor; if (abs_dist < bestDist) { bestDist = abs_dist; snappedPoint = planePoint; } } } }
static void FindClosestSnapPointsToPlane(GameObject[] selection, Vector3 startWorldPoint, Vector3 currentWorldPoint, Grid worldSlideGrid, float maxSnapDistance, List <SurfaceSnap> allSurfaceSnapEvents, List <EdgeSnap> allEdgeSnapEvents, List <VertexSnap> allVertexSnapEvents) { if (selection == null || selection.Length == 0) { return; } if (allSurfaceSnapEvents == null && allEdgeSnapEvents == null && allVertexSnapEvents == null) { return; } var worldSlidePlane = worldSlideGrid.PlaneXZ; var gridSnapping = Snapping.GridSnappingActive; if (gridSnapping) { var vectorX = worldSlideGrid.Right * maxSnapDistance; var vectorZ = worldSlideGrid.Forward * maxSnapDistance; var snappedWorldPoint = Snapping.SnapPoint(currentWorldPoint, worldSlideGrid); FindSnapPointsAlongRay(selection, snappedWorldPoint, vectorX, allSurfaceSnapEvents, allEdgeSnapEvents, allVertexSnapEvents); FindSnapPointsAlongRay(selection, snappedWorldPoint, vectorZ, allSurfaceSnapEvents, allEdgeSnapEvents, allVertexSnapEvents); snappedWorldPoint = Snapping.SnapPoint(startWorldPoint, worldSlideGrid); FindSnapPointsAlongRay(selection, snappedWorldPoint, vectorX, allSurfaceSnapEvents, allEdgeSnapEvents, allVertexSnapEvents); FindSnapPointsAlongRay(selection, snappedWorldPoint, vectorZ, allSurfaceSnapEvents, allEdgeSnapEvents, allVertexSnapEvents); } worldSlidePlane = new Plane(worldSlidePlane.normal, currentWorldPoint); s_SelectedBrushes.Clear(); foreach (var go in selection) { if (!go) { continue; } var node = go.GetComponent <ChiselNode>(); if (!node) { continue; } s_SelectedNodes.Clear(); node.CollectCSGTreeNodes(s_SelectedNodes); foreach (var child in s_SelectedNodes) { if (!child.Valid || child.Type != CSGNodeType.Brush) { continue; } s_SelectedBrushes.Add((CSGTreeBrush)child); } } if (s_SelectedBrushes.Count == 0) { return; } var snapDistanceSqr = maxSnapDistance * maxSnapDistance; EdgeSnap[] foundEdges = new EdgeSnap[2]; int foundEdgeCount; foreach (var csgBrush in s_SelectedBrushes) { var csgTree = csgBrush.Tree; var brushMesh = BrushMeshManager.GetBrushMesh(csgBrush.BrushMesh); var polygons = brushMesh.polygons; var halfEdges = brushMesh.halfEdges; var vertices = brushMesh.vertices; var planes = brushMesh.planes; var halfEdgePolygonIndices = brushMesh.halfEdgePolygonIndices; // TODO: store this information with brush var model = ChiselNodeHierarchyManager.FindChiselNodeByInstanceID(csgTree.UserID) as ChiselModel; var worldToNode = csgBrush.TreeToNodeSpaceMatrix * model.hierarchyItem.WorldToLocalMatrix; var nodeToWorld = model.hierarchyItem.LocalToWorldMatrix * csgBrush.NodeToTreeSpaceMatrix; var brushPoint = worldToNode.MultiplyPoint(currentWorldPoint); var brushPlane = worldToNode.TransformPlane(worldSlidePlane); if (allVertexSnapEvents != null) { if (gridSnapping) { for (int i = 0; i < vertices.Length; i++) { var vertex = vertices[i]; var dist0 = brushPlane.GetDistanceToPoint(vertex); if (math.abs(dist0) > snapDistanceSqr) { continue; } allVertexSnapEvents.Add(new VertexSnap { brush = csgBrush, vertexIndex = i, intersection = nodeToWorld.MultiplyPoint(vertex) }); } } else { for (int i = 0; i < vertices.Length; i++) { var vertex = vertices[i]; if (math.lengthsq(vertex - (float3)brushPoint) > snapDistanceSqr) { continue; } var dist0 = brushPlane.GetDistanceToPoint(vertex); if (math.abs(dist0) > snapDistanceSqr) { continue; } allVertexSnapEvents.Add(new VertexSnap { brush = csgBrush, vertexIndex = i, intersection = nodeToWorld.MultiplyPoint(vertex) }); } } } if (allSurfaceSnapEvents == null && allEdgeSnapEvents == null) { continue; } for (int surfaceIndex = 0; surfaceIndex < polygons.Length; surfaceIndex++) { var polygon = polygons[surfaceIndex]; var firstEdge = polygon.firstEdge; var lastEdge = firstEdge + polygon.edgeCount; // TODO: If point is ON plane, ignore. We don't want to "snap" to every point on that surface b/c then we won't be snapping at all foundEdgeCount = 0; for (int e0 = lastEdge - 1, e1 = firstEdge; e1 < lastEdge; e0 = e1, e1++) { var i0 = halfEdges[e0].vertexIndex; var i1 = halfEdges[e1].vertexIndex; var vertex0 = vertices[i0]; var vertex1 = vertices[i1]; var distance0 = brushPlane.GetDistanceToPoint(vertex0); var distance1 = brushPlane.GetDistanceToPoint(vertex1); // Edge is plane aligned if (math.abs(distance0) < kPlaneDistanceEpsilon && math.abs(distance1) < kPlaneDistanceEpsilon) { if (i0 < i1 && // skip duplicate edges allEdgeSnapEvents != null) { if (gridSnapping) { } else { if (ClosestPointToLine(brushPoint, vertex0, vertex1, out Vector3 newVertex)) { allEdgeSnapEvents.Add(new EdgeSnap { brush = csgBrush, surfaceIndex0 = surfaceIndex, surfaceIndex1 = halfEdgePolygonIndices[halfEdges[e1].twinIndex], vertexIndex0 = i0, vertexIndex1 = i1, intersection = nodeToWorld.MultiplyPoint(newVertex), from = nodeToWorld.MultiplyPoint(vertex0), to = nodeToWorld.MultiplyPoint(vertex1) }); } } } continue; } { if ((distance0 < -snapDistanceSqr && distance1 < -snapDistanceSqr) || (distance0 > snapDistanceSqr && distance1 > snapDistanceSqr)) { continue; } // TODO: Find intersection between plane and edge var vector = vertex0 - vertex1; var length = distance0 - distance1; var delta = distance0 / length; if (float.IsNaN(delta) || float.IsInfinity(delta)) { continue; } var newVertex = (Vector3)(vertex0 - (vector * delta)); var distanceN = brushPlane.GetDistanceToPoint(newVertex); if ((distanceN <= distance0 && distanceN <= distance1) || (distanceN >= distance0 && distanceN >= distance1)) { continue; } if ((newVertex - brushPoint).sqrMagnitude > snapDistanceSqr) { continue; } foundEdges[foundEdgeCount] = new EdgeSnap { brush = csgBrush, surfaceIndex0 = surfaceIndex, surfaceIndex1 = halfEdgePolygonIndices[halfEdges[e1].twinIndex], vertexIndex0 = i0, vertexIndex1 = i1, intersection = nodeToWorld.MultiplyPoint(newVertex), from = nodeToWorld.MultiplyPoint(vertex0), to = nodeToWorld.MultiplyPoint(vertex1) }; if (i0 < i1 && // skip duplicate edges allEdgeSnapEvents != null) { allEdgeSnapEvents.Add(foundEdges[foundEdgeCount]); } foundEdgeCount++; if (foundEdgeCount == 2) { break; } } } if (allSurfaceSnapEvents != null && foundEdgeCount > 0 && !gridSnapping) { if (foundEdgeCount == 2) { var plane = planes[surfaceIndex]; var unityPlane = new Plane(plane.xyz, plane.w); var vertex0 = foundEdges[0].intersection; var vertex1 = foundEdges[1].intersection; if (ClosestPointToLine(currentWorldPoint, vertex0, vertex1, out Vector3 closestWorldPoint)) { allSurfaceSnapEvents.Add(new SurfaceSnap { brush = csgBrush, surfaceIndex = surfaceIndex, intersection = closestWorldPoint, normal = nodeToWorld.MultiplyVector(unityPlane.normal), }); } } } } } }
public Vector3 SnapExtents1D(Vector3 currentPosition) { this.snapResult = SnapResult1D.None; var boundsActive = Snapping.BoundsSnappingActive; var pivotActive = Snapping.PivotSnappingActive; // Get custom snapping positions along the ray var haveCustomSnapping = Snapping.GetCustomSnappingPoints(this.slideOffset + slidePosition, this.slideDirection, 0, s_CustomSnapPoints); if (!boundsActive && !pivotActive && !haveCustomSnapping) { return(currentPosition); } const float kMinPointSnap = 0.25f; float minPointSnap = !(boundsActive || pivotActive) ? kMinPointSnap : float.PositiveInfinity; // Offset to snapped position relative to the unsnapped position // (used to determine which snap value is closest to unsnapped position) // Smallest value is used float snappedOffsetDistance = float.PositiveInfinity; float snappedOffsetAbsDistance = float.PositiveInfinity; var deltaToOrigin = currentPosition - this.slideOrigin; var distanceToOrigin = SnappingUtility.WorldPointToDistance(deltaToOrigin, this.slideDirection); var quantized_min_extents = float.PositiveInfinity; var quantized_max_extents = float.PositiveInfinity; var snappedExtents = Extents1D.empty; if (boundsActive) { (float abs_distance, float snappedOffset, float quantized_min, float quantized_max) = Snapping.SnapBounds(this.slideExtents + distanceToOrigin, this.snappingStep); quantized_min_extents = quantized_min; quantized_max_extents = quantized_max; snappedExtents.min = this.slideExtents.min + distanceToOrigin + Mathf.Abs(quantized_min_extents); snappedExtents.max = this.slideExtents.min + distanceToOrigin + Mathf.Abs(quantized_max_extents); if (snappedOffsetAbsDistance > abs_distance) { snappedOffsetAbsDistance = abs_distance; snappedOffsetDistance = snappedOffset; } } var quantized_pivot = float.PositiveInfinity; if (pivotActive) { (float abs_distance, float snappedOffset, float quantized) = Snapping.SnapPoint(this.startOffset + distanceToOrigin, this.snappingStep); quantized_pivot = quantized; if (snappedOffsetAbsDistance > abs_distance) { snappedOffsetAbsDistance = abs_distance; snappedOffsetDistance = snappedOffset; } } if (haveCustomSnapping) { (float abs_distance, float snappedOffset) = Snapping.SnapCustom(s_CustomSnapPoints, this.startOffset + distanceToOrigin, this.slideDirection, minPointSnap, s_CustomDistances); if (snappedOffsetAbsDistance > abs_distance) { snappedOffsetAbsDistance = abs_distance; snappedOffsetDistance = snappedOffset; } } // If we didn't actually snap, just return the actual unsnapped position if (float.IsInfinity(snappedOffsetDistance)) { return(currentPosition); } // Snap against drag start position if (Mathf.Abs(snappedOffsetDistance) > Mathf.Abs(distanceToOrigin)) { snappedOffsetDistance = distanceToOrigin; } var quantizedDistance = SnappingUtility.Quantize(snappedOffsetDistance); // Figure out what kind of snapping visualization to show, this needs to be done afterwards since // while we're snapping each type of snap can override the next one. // Yet at the same time it's possible to snap with multiple snap-types at the same time. if (boundsActive) { if (quantizedDistance == quantized_min_extents) { this.snapResult |= SnapResult1D.Min; } if (quantizedDistance == quantized_max_extents) { this.snapResult |= SnapResult1D.Max; } min = this.slideOrigin + SnappingUtility.DistanceToWorldPoint(snappedExtents.min, this.slideDirection); max = this.slideOrigin + SnappingUtility.DistanceToWorldPoint(snappedExtents.max, this.slideDirection); } if (pivotActive) { if (quantizedDistance == quantized_pivot) { this.snapResult |= SnapResult1D.Pivot; } } if (haveCustomSnapping) { Snapping.SendCustomSnappedEvents(quantizedDistance, s_CustomDistances, 0); } // Calculate the new position based on the snapped offset var newOffset = distanceToOrigin - snappedOffsetDistance; var snappedDistance = SnappingUtility.DistanceToWorldPoint(newOffset, this.slideDirection); var snappedPosition = (snappedDistance + this.slideOrigin); return(snappedPosition); }
public Vector3 SnapExtents3D(Extents3D extentsInGridSpace, Vector3 worldCurrentPosition, Vector3 worldStartPosition, Grid worldSlideGrid, out SnapResult3D snapResult, Axes enabledAxes = Axes.XYZ, bool ignoreStartPoint = false) { s_CustomSnapPoints.Clear(); // TODO: have a method that handles multiple dimensions at the same time var haveCustomSnapping = Snapping.GetCustomSnappingPoints(worldStartPosition, worldCurrentPosition, worldSlideGrid, 0, s_CustomSnapPoints); var boundsActive = Snapping.BoundsSnappingActive; var pivotActive = Snapping.PivotSnappingActive; snapResult = SnapResult3D.None; if (!boundsActive && !pivotActive && !haveCustomSnapping) { return(worldCurrentPosition); } const float kMinPointSnap = 0.25f; float minPointSnap = !(boundsActive || pivotActive) ? kMinPointSnap : float.PositiveInfinity; var offsetInWorldSpace = worldCurrentPosition - worldStartPosition; var offsetInGridSpace = _worldToGridSpace.MultiplyVector(offsetInWorldSpace); var pivotInGridSpace = _worldToGridSpace.MultiplyVector(worldCurrentPosition - Center); // Snap our extents in grid space var movedExtentsInGridspace = extentsInGridSpace + offsetInGridSpace; var snappedOffset = Vector3.zero; var absSnappedOffset = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity); var enabledAxisLookup = new[] { (enabledAxes & Axes.X) > 0, (enabledAxes & Axes.Y) > 0, (enabledAxes & Axes.Z) > 0 }; var quantized_pivot = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity); var quantized_min_extents = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity); var quantized_max_extents = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity); for (int i = 0; i < 3; i++) { if (!enabledAxisLookup[i]) { continue; } if (pivotActive) { (float abs_pivot_offset, float snappedPivot, float quantized_offset) = Snapping.SnapPoint(pivotInGridSpace[i], _spacing[i]); quantized_pivot[i] = quantized_offset; if (absSnappedOffset[i] > abs_pivot_offset) { absSnappedOffset[i] = abs_pivot_offset; snappedOffset[i] = snappedPivot; } } if (boundsActive) { (float abs_bounds_distance, float snappedBoundsOffset, float quantized_min, float quantized_max) = Snapping.SnapBounds(movedExtentsInGridspace[i], _spacing[i]); quantized_min_extents[i] = quantized_min; quantized_max_extents[i] = quantized_max; if (absSnappedOffset[i] > abs_bounds_distance) { absSnappedOffset[i] = abs_bounds_distance; snappedOffset[i] = snappedBoundsOffset; } } } if (haveCustomSnapping) { (Vector3 abs_distance, Vector3 snappedCustomOffset) = Snapping.SnapCustom(s_CustomSnapPoints, pivotInGridSpace, enabledAxes, minPointSnap, s_CustomDistances); if (absSnappedOffset.sqrMagnitude > abs_distance.sqrMagnitude) { absSnappedOffset = abs_distance; snappedOffset = snappedCustomOffset; } } // Snap against drag start position if (!ignoreStartPoint) { if (Mathf.Abs(snappedOffset.x) > Mathf.Abs(offsetInGridSpace.x)) { offsetInGridSpace.x = snappedOffset.x = 0; } if (Mathf.Abs(snappedOffset.y) > Mathf.Abs(offsetInGridSpace.y)) { offsetInGridSpace.y = snappedOffset.y = 0; } if (Mathf.Abs(snappedOffset.z) > Mathf.Abs(offsetInGridSpace.z)) { offsetInGridSpace.z = snappedOffset.z = 0; } } var quantizedOffset = new Vector3(SnappingUtility.Quantize(snappedOffset.x), SnappingUtility.Quantize(snappedOffset.y), SnappingUtility.Quantize(snappedOffset.z)); // Figure out what kind of snapping visualization to show, this needs to be done afterwards since // while we're snapping each type of snap can override the next one. // Yet at the same time it's possible to snap with multiple snap-types at the same time. if (boundsActive) { if (quantized_min_extents.x == quantizedOffset.x) { snapResult |= SnapResult3D.MinX; } if (quantized_max_extents.x == quantizedOffset.x) { snapResult |= SnapResult3D.MaxX; } if (quantized_min_extents.y == quantizedOffset.y) { snapResult |= SnapResult3D.MinY; } if (quantized_max_extents.y == quantizedOffset.y) { snapResult |= SnapResult3D.MaxY; } if (quantized_min_extents.z == quantizedOffset.z) { snapResult |= SnapResult3D.MinZ; } if (quantized_max_extents.z == quantizedOffset.z) { snapResult |= SnapResult3D.MaxZ; } } if (pivotActive) { if (quantized_pivot.x == quantizedOffset.x) { snapResult |= SnapResult3D.PivotX; } if (quantized_pivot.y == quantizedOffset.y) { snapResult |= SnapResult3D.PivotY; } if (quantized_pivot.z == quantizedOffset.z) { snapResult |= SnapResult3D.PivotZ; } } if (haveCustomSnapping) { Snapping.SendCustomSnappedEvents(quantizedOffset, s_CustomDistances, 0); } if (absSnappedOffset.x == 0 && absSnappedOffset.y == 0 && absSnappedOffset.z == 0) { return(worldStartPosition); } var snappedOffsetInWorldSpace = _gridToWorldSpace.MultiplyVector(offsetInGridSpace - snappedOffset); var snappedPositionInWorldSpace = (worldStartPosition + snappedOffsetInWorldSpace); //Debug.Log($"{(float3)snappedOffsetInWorldSpace} {(float3)snappedOffset} {(float3)snappedPositionInWorldSpace}"); return(snappedPositionInWorldSpace); }