コード例 #1
0
        public Vector3 SnapExtents1D(Extents1D currentExtents, Vector3 currentPosition, Vector3 slideOrigin, Vector3 slideDirection, float snappingStep, out SnapResult1D snapResult)
        {
            snapResult = SnapResult1D.None;

            var offsetPos      = currentPosition - slideOrigin;
            var offsetDistance = SnappingUtility.WorldPointToDistance(offsetPos, slideDirection);
            var currDistance   = offsetDistance - this.startOffset;
            var movedExtents   = currentExtents + offsetDistance;

            var snappedExtents = movedExtents;

            snappedExtents.min = SnappingUtility.SnapValue(movedExtents.min, snappingStep);
            snappedExtents.max = SnappingUtility.SnapValue(movedExtents.max, snappingStep);

            var snappedExtentsOffset = snappedExtents - movedExtents;
            var snappedPivot         = SnappingUtility.SnapValue(currDistance, snappingStep) - currDistance;

            if (!Snapping.BoundsSnappingActive && !Snapping.PivotSnappingActive)
            {
                return(currentPosition);
            }
            var abs_pivot             = Snapping.PivotSnappingActive  ? SnappingUtility.Quantize(Mathf.Abs(snappedPivot)) : float.PositiveInfinity;
            var abs_min_extents       = Snapping.BoundsSnappingActive ? SnappingUtility.Quantize(Mathf.Abs(snappedExtentsOffset.min)) : float.PositiveInfinity;
            var abs_max_extents       = Snapping.BoundsSnappingActive ? SnappingUtility.Quantize(Mathf.Abs(snappedExtentsOffset.max)) : float.PositiveInfinity;
            var snappedOffsetDistance = (abs_pivot < abs_min_extents && abs_pivot < abs_max_extents) ? snappedPivot : ((abs_min_extents < abs_max_extents) ? snappedExtentsOffset.min : snappedExtentsOffset.max);

            if (abs_min_extents <= abs_max_extents && abs_min_extents <= abs_pivot)
            {
                snapResult |= SnapResult1D.Min;
            }
            if (abs_max_extents <= abs_min_extents && abs_max_extents <= abs_pivot)
            {
                snapResult |= SnapResult1D.Max;
            }
            if (abs_pivot <= abs_min_extents && abs_pivot <= abs_max_extents)
            {
                snapResult |= SnapResult1D.Pivot;
            }

            min = slideOrigin + SnappingUtility.DistanceToWorldPoint(snappedExtents.min, slideDirection);
            max = slideOrigin + SnappingUtility.DistanceToWorldPoint(snappedExtents.max, slideDirection);

            var newOffset = offsetDistance + snappedOffsetDistance;

            if (Mathf.Abs(snappedOffsetDistance) > Mathf.Abs(offsetDistance))
            {
                newOffset = 0;
            }

            var snappedDistance = SnappingUtility.DistanceToWorldPoint(newOffset, slideDirection);
            var snappedPosition = (snappedDistance + slideOrigin);

            return(snappedPosition);
        }
コード例 #2
0
        public static Extents1D GetExtentsOfPointArray(Vector3[] points, Vector3 direction, Vector3 origin)
        {
            var min = float.PositiveInfinity;
            var max = float.NegativeInfinity;

            for (var i = 0; i < points.Length; i++)
            {
                var distance = SnappingUtility.WorldPointToDistance(points[i], direction, origin);
                min = Mathf.Min(min, distance);
                max = Mathf.Max(max, distance);
            }
            return(new Extents1D(min, max));
        }
コード例 #3
0
        static Extents1D GetExtentsOfPointArray(Matrix4x4 matrix, Vector3[] points, Vector3 slideOrigin, Vector3 slideDirection)
        {
            var transformedDirection = matrix.MultiplyVector(slideDirection);
            var transformedOrigin    = matrix.MultiplyPoint(slideOrigin);

            var min = float.PositiveInfinity;
            var max = float.NegativeInfinity;

            for (var i = 0; i < points.Length; i++)
            {
                var distance = SnappingUtility.WorldPointToDistance(points[i], transformedDirection, transformedOrigin);
                min = Mathf.Min(min, distance);
                max = Mathf.Max(max, distance);
            }
            return(new Extents1D(min, max));
        }
コード例 #4
0
        public void Initialize(Vector2 currentMousePosition, Vector3 slideOrigin, Vector3 slideDirection, float snappingStep, Axis axis)
        {
            this.slideDirection = slideDirection;
            this.snappingStep   = snappingStep;

            this.slideOrigin          = SceneHandleUtility.ProjectPointRay(Grid.ActiveGrid.Center, slideOrigin, slideDirection);
            this.slideExtents.min     =
                this.slideExtents.max = 0;

            this.snappedPosition = this.slideOrigin;

            this.slidePosition = this.slideOrigin;
            this.slideOffset   = slideOrigin - this.slideOrigin;
            this.startOffset   = SnappingUtility.WorldPointToDistance(this.slidePosition - slideOrigin, slideDirection);

            this.startMousePosition = currentMousePosition;
            this.slideAxis          = axis;

            this.snapResult = SnapResult1D.None;
            this.min        = slideOrigin + SnappingUtility.DistanceToWorldPoint(slideExtents.min, slideDirection);
            this.max        = slideOrigin + SnappingUtility.DistanceToWorldPoint(slideExtents.max, slideDirection);
        }
コード例 #5
0
        public static (float, float) SnapCustom(List <Vector3> customSnapPoints, float currentPosition, Vector3 slideDirection, float minPointSnap, List <float> customDistances)
        {
            if (customSnapPoints.Count == 0)
            {
                return(float.PositiveInfinity, float.PositiveInfinity);
            }

            float smallest_abs_distance = float.PositiveInfinity;
            float smallest_distance     = float.PositiveInfinity;

            customDistances.Clear();
            for (int i = 0; i < customSnapPoints.Count; i++)
            {
                var snappedPoint = SnappingUtility.WorldPointToDistance(customSnapPoints[i], slideDirection);

                // Determine the offset between the current position and the point we want to snap against
                var snappedPointOffset = currentPosition - snappedPoint;
                var quantized_distance = SnappingUtility.Quantize(snappedPointOffset);
                var abs_distance       = Mathf.Abs(quantized_distance);

                customDistances.Add(quantized_distance);

                // Use the smallest distance as the best snap distance
                if (smallest_abs_distance > abs_distance)
                {
                    smallest_abs_distance = abs_distance;
                    smallest_distance     = snappedPointOffset;
                }
            }

            if (float.IsInfinity(smallest_abs_distance) || smallest_abs_distance > minPointSnap)
            {
                return(float.PositiveInfinity, float.PositiveInfinity);
            }

            return(smallest_abs_distance, smallest_distance);
        }
コード例 #6
0
        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);
        }