Esempio n. 1
0
    void DrawMultiSelect()
    {
        Handles.color = Color.blue;
        for (int i = 0; i < selectedKnots.Count; i++)
        {
            if (Handles.Button(spline.transform.TransformPoint(spline.GetKnot(selectedKnots[i]).position), Camera.current.transform.rotation, handleSize, handleSize, Handles.CircleHandleCap))
            {
                SelectKnot(selectedKnots[i], true);
            }
        }
        Vector3 handlePos = Vector3.zero;

        if (Tools.pivotMode == PivotMode.Center)
        {
            for (int i = 0; i < selectedKnots.Count; i++)
            {
                handlePos += spline.GetKnot(selectedKnots[i]).position;
            }
            handlePos /= selectedKnots.Count;
        }
        else
        {
            handlePos = spline.GetKnot(activeKnot).position;
        }
        handlePos = spline.transform.TransformPoint(handlePos);

        Handles.PositionHandle(handlePos, Tools.handleRotation);
    }
Esempio n. 2
0
        public override object GetValue(NodePort port)
        {
            object o = base.GetValue(port);

            if (o != null)
            {
                return(o);
            }

            float  resolution = 0;
            object obj        = GetInputByFieldName("resolution").GetInputValue();

            if (obj != null)
            {
                resolution = (float)obj;
            }
            else
            {
                resolution = this.resolution;
            }

            Bezier3DSpline spline;

            if (GetInputByFieldName("spline").TryGetInputValue(out spline))
            {
                List <Vector2> points = new List <Vector2>();

                for (int i = 0; i < spline.KnotCount; i++)
                {
                    Vector3 pos = spline.GetKnot(i).position;
                    points.Add(new Vector2(pos.x, pos.z));

                    Bezier3DCurve curve = spline.GetCurve(i);
                    if (!curve.isLinear)
                    {
                        for (int k = 1; k < resolution; k++)
                        {
                            float t = (float)k / resolution;
                            pos = curve.GetPoint(t);
                            points.Add(new Vector2(pos.x, pos.z));
                        }
                    }
                }
                int[]          tris  = Triangulate(points);
                List <Vector3> verts = points.Select(x => new Vector3(x.x, 0, x.y)).ToList();
                List <Vector3> norms = points.Select(x => Vector3.up).ToList();

                Mesh mesh = new Mesh();
                mesh.vertices  = verts.ToArray();
                mesh.triangles = tris;
                mesh.normals   = norms.ToArray();
                List <Model> output = new List <Model>();
                Material     mat    = GetInputByFieldName("material").GetInputValue() as Material;
                Material[]   mats   = new Material[] { mat };
                output.Add(new Model(mesh, mats));
                return(output);
            }
            return(null);
        }
Esempio n. 3
0
    override public void OnInspectorGUI()
    {
        Bezier3DSpline spline = target as Bezier3DSpline;

        ValidateSelected();

        EditorGUILayout.LabelField("Spline settings");

        EditorGUI.indentLevel = 1;

        EditorGUI.BeginChangeCheck();
        int steps = spline.cacheDensity;

        steps = EditorGUILayout.DelayedIntField("Cache density", steps);
        if (EditorGUI.EndChangeCheck())
        {
            spline.SetCacheDensity(steps);
            if (onUpdateSpline != null)
            {
                onUpdateSpline(spline);
            }
        }

        EditorGUI.BeginChangeCheck();
        bool closed = spline.closed;

        closed = EditorGUILayout.Toggle(new GUIContent("Closed", "Generate an extra curve, connecting the final point to the first point."), closed);
        if (EditorGUI.EndChangeCheck())
        {
            spline.SetClosed(closed);
            if (onUpdateSpline != null)
            {
                onUpdateSpline(spline);
            }
            SceneView.RepaintAll();
        }

        Rect position = EditorGUILayout.GetControlRect(false, 19f, EditorStyles.numberField);

        position.xMin += EditorGUIUtility.labelWidth;

        Rect flipRect = new Rect(position.x, position.y, position.width, position.height);

        if (GUI.Button(flipRect, new GUIContent("Flip", "Flip spline direction.")))
        {
            spline.Flip();
            if (onUpdateSpline != null)
            {
                onUpdateSpline(spline);
            }
            SceneView.RepaintAll();
        }


        EditorGUI.indentLevel = 0;

        EditorGUILayout.Space();
        if (activeKnot != -1)
        {
            EditorGUILayout.LabelField("Selected point");
            EditorGUI.indentLevel = 1;
            Bezier3DSpline.Knot knot = spline.GetKnot(activeKnot);

            position       = EditorGUILayout.GetControlRect(false, 19f, EditorStyles.numberField);
            position.xMin += EditorGUIUtility.labelWidth;

            EditorGUI.BeginChangeCheck();
            bool orientation     = knot.orientation != null;
            Rect orientationRect = new Rect(position.x, position.y, position.height, position.height);
            orientation = GUI.Toggle(orientationRect, orientation, new GUIContent("O", "Orientation Anchor"), "Button");
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(spline, "Toggle Bezier Orientation Anchor");
                if (orientation)
                {
                    knot.orientation = Quaternion.identity;
                }
                else
                {
                    knot.orientation = null;
                }
                spline.SetKnot(activeKnot, knot);
                if (onUpdateSpline != null)
                {
                    onUpdateSpline(spline);
                }
                SceneView.RepaintAll();
            }

            EditorGUI.BeginChangeCheck();
            bool auto     = knot.auto != 0f;
            Rect autoRect = new Rect(position.x + position.height + 4, position.y, position.height, position.height);
            auto = GUI.Toggle(autoRect, auto, new GUIContent("A", "Auto Handles"), "Button");
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(spline, "Toggle Bezier Auto Handles");
                if (auto)
                {
                    knot.auto = 0.33f;
                }
                else
                {
                    knot.auto = 0f;
                }
                spline.SetKnot(activeKnot, knot);
                if (onUpdateSpline != null)
                {
                    onUpdateSpline(spline);
                }
                SceneView.RepaintAll();
            }


            if (orientation)
            {
                EditorGUILayout.Space();
                EditorGUI.BeginChangeCheck();
                Vector3 orientationEuler = knot.orientation.Value.eulerAngles;
                orientationEuler = EditorGUILayout.Vector3Field("Orientation", orientationEuler);
                if (EditorGUI.EndChangeCheck())
                {
                    knot.orientation = Quaternion.Euler(orientationEuler);
                    spline.SetKnot(activeKnot, knot);
                    SceneView.RepaintAll();
                }
            }

            if (auto)
            {
                EditorGUILayout.Space();
                EditorGUI.BeginChangeCheck();
                knot.position = EditorGUILayout.Vector3Field("Position", knot.position);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(spline, "Edit Bezier Point");
                    spline.SetKnot(activeKnot, knot);
                    if (onUpdateSpline != null)
                    {
                        onUpdateSpline(spline);
                    }
                    SceneView.RepaintAll();
                }
                EditorGUI.BeginChangeCheck();
                knot.auto = EditorGUILayout.FloatField("Distance", knot.auto);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(spline, "Edit Bezier Point");
                    spline.SetKnot(activeKnot, knot);
                    if (onUpdateSpline != null)
                    {
                        onUpdateSpline(spline);
                    }
                    SceneView.RepaintAll();
                }
            }
            else
            {
                EditorGUILayout.Space();
                EditorGUI.BeginChangeCheck();
                knot.position = EditorGUILayout.Vector3Field("Position", knot.position);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(spline, "Edit Bezier Point");
                    spline.SetKnot(activeKnot, knot);
                    if (onUpdateSpline != null)
                    {
                        onUpdateSpline(spline);
                    }
                    SceneView.RepaintAll();
                }
                EditorGUI.BeginChangeCheck();
                knot.handleIn = EditorGUILayout.Vector3Field("Handle in", knot.handleIn);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(spline, "Edit Bezier Handle");
                    if (mirror)
                    {
                        knot.handleOut = -knot.handleIn;
                    }
                    spline.SetKnot(activeKnot, knot);
                    if (onUpdateSpline != null)
                    {
                        onUpdateSpline(spline);
                    }
                    SceneView.RepaintAll();
                }
                EditorGUI.BeginChangeCheck();
                knot.handleOut = EditorGUILayout.Vector3Field("Handle out", knot.handleOut);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(spline, "Edit Bezier Handle");
                    if (mirror)
                    {
                        knot.handleIn = -knot.handleOut;
                    }
                    spline.SetKnot(activeKnot, knot);
                    if (onUpdateSpline != null)
                    {
                        onUpdateSpline(spline);
                    }
                    SceneView.RepaintAll();
                }
            }
        }
    }