public static bool ParticleSelector(Vector3[] positions, bool[] selectionStatus, ObiParticleActorEditor.ParticleCulling selectBackfaces, bool[] facingCamera) { Matrix4x4 cachedMatrix = Handles.matrix; int controlID = GUIUtility.GetControlID(particleSelectorHash, FocusType.Passive); int selectedParticleIndex = -1; bool selectionStatusChanged = false; // select vertex on mouse click: switch (Event.current.GetTypeForControl(controlID)) { case EventType.MouseDown: if (Event.current.button != 0) { break; } startPos = Event.current.mousePosition; marquee.Set(0, 0, 0, 0); // If the user is pressing shift, accumulate selection. if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0) { for (int i = 0; i < selectionStatus.Length; i++) { selectionStatus[i] = false; } } // If the user is holding down control, dont allow selection of other objects and use marquee tool. if ((Event.current.modifiers & EventModifiers.Control) != 0) { GUIUtility.hotControl = controlID; } float minSqrDistance = System.Single.MaxValue; for (int i = 0; i < positions.Length; i++) { // skip not selectable particles: if (!facingCamera[i] && (selectBackfaces & ObiParticleActorEditor.ParticleCulling.Back) != 0) { continue; } if (facingCamera[i] && (selectBackfaces & ObiParticleActorEditor.ParticleCulling.Front) != 0) { continue; } // get particle position in gui space: Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); // get distance from mouse position to particle position: float sqrDistance = Vector2.SqrMagnitude(startPos - pos); // check if this particle is closer to the cursor that any previously considered particle. if (sqrDistance < 100 && sqrDistance < minSqrDistance) //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle. { minSqrDistance = sqrDistance; selectedParticleIndex = i; } } if (selectedParticleIndex >= 0) // toggle particle selection status. { selectionStatus[selectedParticleIndex] = !selectionStatus[selectedParticleIndex]; selectionStatusChanged = true; // Prevent cloth deselection if we have selected a particle: GUIUtility.hotControl = controlID; Event.current.Use(); } else if (Event.current.modifiers == EventModifiers.None) // deselect all particles: { for (int i = 0; i < selectionStatus.Length; i++) { selectionStatus[i] = false; } selectionStatusChanged = true; } break; case EventType.MouseMove: SceneView.RepaintAll(); break; case EventType.MouseDrag: if (GUIUtility.hotControl == controlID) { currentPos = Event.current.mousePosition; if (!dragging && Vector2.Distance(startPos, currentPos) > 5) { dragging = true; } else { GUIUtility.hotControl = controlID; Event.current.Use(); } //update marquee rect: float left = Mathf.Min(startPos.x, currentPos.x); float right = Mathf.Max(startPos.x, currentPos.x); float bottom = Mathf.Min(startPos.y, currentPos.y); float top = Mathf.Max(startPos.y, currentPos.y); marquee = new Rect(left, bottom, right - left, top - bottom); } break; case EventType.MouseUp: if (GUIUtility.hotControl == controlID) { dragging = false; for (int i = 0; i < positions.Length; i++) { // skip not selectable particles: switch (selectBackfaces) { case ObiParticleActorEditor.ParticleCulling.Back: if (!facingCamera[i]) { continue; } break; case ObiParticleActorEditor.ParticleCulling.Front: if (facingCamera[i]) { continue; } break; } // get particle position in gui space: Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); if (pos.x > marquee.xMin && pos.x < marquee.xMax && pos.y > marquee.yMin && pos.y < marquee.yMax) { selectionStatus[i] = true; selectionStatusChanged = true; } } GUIUtility.hotControl = 0; Event.current.Use(); } break; case EventType.Repaint: Handles.matrix = Matrix4x4.identity; if (dragging) { GUISkin oldSkin = GUI.skin; GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene); Handles.BeginGUI(); GUI.Box(new Rect(marquee.xMin, marquee.yMin, marquee.width, marquee.height), ""); Handles.EndGUI(); GUI.skin = oldSkin; } Handles.matrix = cachedMatrix; break; } return(selectionStatusChanged); }
public static bool ParticleBrush(Vector3[] positions, ObiParticleActorEditor.ParticleCulling selectBackfaces, bool[] facingCamera, float radius, Action strokeStart, Action <List <ParticleStampInfo>, bool> particlesAffected, Action strokeEnd, Texture2D brushImage) { Matrix4x4 cachedMatrix = Handles.matrix; int controlID = GUIUtility.GetControlID(particleBrushHash, FocusType.Passive); bool selectionStatusChanged = false; List <ParticleStampInfo> affectedParticles = new List <ParticleStampInfo>(); switch (Event.current.GetTypeForControl(controlID)) { case EventType.MouseDown: if (Event.current.button != 0 || (Event.current.modifiers & ~EventModifiers.Shift) != EventModifiers.None) { break; } GUIUtility.hotControl = controlID; startPos = Event.current.mousePosition; for (int i = 0; i < positions.Length; i++) { // skip not selectable particles: if (!facingCamera[i] && (selectBackfaces & ObiParticleActorEditor.ParticleCulling.Back) != 0) { continue; } if (facingCamera[i] && (selectBackfaces & ObiParticleActorEditor.ParticleCulling.Front) != 0) { continue; } // get particle position in gui space: Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); // get distance from mouse position to particle position: float sqrDistance = Vector2.SqrMagnitude(startPos - pos); if (sqrDistance < radius * radius) { affectedParticles.Add(new ParticleStampInfo(i, sqrDistance)); } } if (affectedParticles.Count > 0) { selectionStatusChanged = true; if (strokeStart != null) { strokeStart(); } if (particlesAffected != null) { particlesAffected(affectedParticles, (Event.current.modifiers & EventModifiers.Shift) != 0); } } Event.current.Use(); break; case EventType.MouseMove: SceneView.RepaintAll(); break; case EventType.MouseDrag: if (GUIUtility.hotControl == controlID) { currentPos = Event.current.mousePosition; dragging = true; for (int i = 0; i < positions.Length; i++) { // skip not selectable particles: switch (selectBackfaces) { case ObiParticleActorEditor.ParticleCulling.Back: if (!facingCamera[i]) { continue; } break; case ObiParticleActorEditor.ParticleCulling.Front: if (facingCamera[i]) { continue; } break; } // get particle position in gui space: Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); // get distance from mouse position to particle position: float sqrDistance = Vector2.SqrMagnitude(currentPos - pos); if (sqrDistance < radius * radius) { affectedParticles.Add(new ParticleStampInfo(i, sqrDistance)); } } if (affectedParticles.Count > 0) { selectionStatusChanged = true; if (particlesAffected != null) { particlesAffected(affectedParticles, (Event.current.modifiers & EventModifiers.Shift) != 0); } } Event.current.Use(); } break; case EventType.MouseUp: if (GUIUtility.hotControl == controlID) { dragging = false; GUIUtility.hotControl = 0; Event.current.Use(); if (strokeEnd != null) { strokeEnd(); } } break; case EventType.Repaint: Handles.matrix = Matrix4x4.identity; Handles.BeginGUI(); GUI.DrawTexture(new Rect(Event.current.mousePosition.x - radius, Event.current.mousePosition.y - radius, radius * 2, radius * 2), brushImage); Handles.EndGUI(); Handles.matrix = cachedMatrix; break; } return(selectionStatusChanged); }