Exemplo n.º 1
0
        static void DrawOutline(CSGSphereDefinition definition, Vector3[] vertices, LineMode lineMode)
        {
            //var baseColor		= UnityEditor.Handles.yAxisColor;
            //var isDisabled		= UnitySceneExtensions.Handles.disabled;
            //var normal			= Vector3.up;
            var sides = definition.horizontalSegments;

            var extraVertices = 2;
            var bottomVertex  = 1;
            var topVertex     = 0;

            var rings = (vertices.Length - extraVertices) / sides;

            var prevColor = UnityEditor.Handles.color;
            var color     = prevColor;

            color.a *= 0.6f;

            UnityEditor.Handles.color = color;
            for (int i = 0, j = extraVertices; i < rings; i++, j += sides)
            {
                CSGOutlineRenderer.DrawLineLoop(vertices, j, sides, lineMode: lineMode, thickness: kHorzLineThickness, dashSize: kLineDash);
            }

            for (int k = 0; k < sides; k++)
            {
                CSGOutlineRenderer.DrawLine(vertices[topVertex], vertices[extraVertices + k], lineMode: lineMode, thickness: kVertLineThickness);
                for (int i = 0, j = extraVertices; i < rings - 1; i++, j += sides)
                {
                    CSGOutlineRenderer.DrawLine(vertices[j + k], vertices[j + k + sides], lineMode: lineMode, thickness: kVertLineThickness);
                }
                CSGOutlineRenderer.DrawLine(vertices[bottomVertex], vertices[extraVertices + k + ((rings - 1) * sides)], lineMode: lineMode, thickness: kVertLineThickness);
            }
            UnityEditor.Handles.color = prevColor;
        }
Exemplo n.º 2
0
        static void DrawOutline(CSGCapsuleDefinition definition, Vector3[] vertices, LineMode lineMode)
        {
            //var baseColor		= UnityEditor.Handles.yAxisColor;
            //var isDisabled	= UnitySceneExtensions.Handles.disabled;
            //var normal		= Vector3.up;
            var sides = definition.sides;

            // TODO: share this logic with GenerateCapsuleVertices

            var topHemisphere    = definition.haveRoundedTop;
            var bottomHemisphere = definition.haveRoundedBottom;
            var topSegments      = topHemisphere    ? definition.topSegments    : 0;
            var bottomSegments   = bottomHemisphere ? definition.bottomSegments : 0;

            var extraVertices = definition.extraVertexCount;
            var bottomVertex  = definition.bottomVertex;
            var topVertex     = definition.topVertex;

            var rings      = definition.ringCount;
            var bottomRing = (bottomHemisphere) ? (rings - bottomSegments) : rings - 1;
            var topRing    = (topHemisphere) ? (topSegments - 1) : 0;

            var prevColor = UnityEditor.Handles.color;
            var color     = prevColor;

            color.a *= 0.6f;

            for (int i = 0, j = extraVertices; i < rings; i++, j += sides)
            {
                if ((!definition.haveRoundedTop && i == topRing) ||
                    (!definition.haveRoundedBottom && i == bottomRing))
                {
                    continue;
                }
                bool isCapRing = (i == topRing || i == bottomRing);
                UnityEditor.Handles.color = (isCapRing ? prevColor : color);
                CSGOutlineRenderer.DrawLineLoop(vertices, j, sides, lineMode: lineMode, thickness: (isCapRing ? kCapLineThickness : kHorzLineThickness), dashSize: (isCapRing ? 0 : kLineDash));
            }

            UnityEditor.Handles.color = color;
            for (int k = 0; k < sides; k++)
            {
                if (topHemisphere)
                {
                    CSGOutlineRenderer.DrawLine(vertices[topVertex], vertices[extraVertices + k], lineMode: lineMode, thickness: kVertLineThickness);
                }
                for (int i = 0, j = extraVertices; i < rings - 1; i++, j += sides)
                {
                    CSGOutlineRenderer.DrawLine(vertices[j + k], vertices[j + k + sides], lineMode: lineMode, thickness: kVertLineThickness);
                }
                if (bottomHemisphere)
                {
                    CSGOutlineRenderer.DrawLine(vertices[bottomVertex], vertices[extraVertices + k + ((rings - 1) * sides)], lineMode: lineMode, thickness: kVertLineThickness);
                }
            }
            UnityEditor.Handles.color = prevColor;
        }
Exemplo n.º 3
0
        static void DrawOutline(CSGTorusDefinition definition, Vector3[] vertices, LineMode lineMode)
        {
            //var baseColor		= UnityEditor.Handles.yAxisColor;
            //var isDisabled		= UnitySceneExtensions.Handles.disabled;
            var normal = Vector3.up;

            var horzSegments = definition.horizontalSegments;
            var vertSegments = definition.verticalSegments;

            if (definition.totalAngle != 360)
            {
                horzSegments++;
            }

            var prevColor = UnityEditor.Handles.color;

            prevColor.a *= 0.8f;
            var color = prevColor;

            color.a *= 0.6f;

            UnityEditor.Handles.color = color;
            for (int i = 0, j = 0; i < horzSegments; i++, j += vertSegments)
            {
                CSGOutlineRenderer.DrawLineLoop(vertices, j, vertSegments, lineMode: lineMode, thickness: kVertLineThickness);
            }

            for (int k = 0; k < vertSegments; k++)
            {
                for (int i = 0, j = 0; i < horzSegments - 1; i++, j += vertSegments)
                {
                    CSGOutlineRenderer.DrawLine(vertices[j + k], vertices[j + k + vertSegments], lineMode: lineMode, thickness: kHorzLineThickness);
                }
            }
            if (definition.totalAngle == 360)
            {
                for (int k = 0; k < vertSegments; k++)
                {
                    CSGOutlineRenderer.DrawLine(vertices[k], vertices[k + ((horzSegments - 1) * vertSegments)], lineMode: lineMode, thickness: kHorzLineThickness);
                }
            }
            UnityEditor.Handles.color = prevColor;
        }
        static void DrawOutline(CSGHemisphereDefinition definition, Vector3[] vertices, LineMode lineMode)
        {
            //var baseColor		= UnityEditor.Handles.yAxisColor;
            //var isDisabled		= UnitySceneExtensions.Handles.disabled;
            //var normal			= Vector3.up;
            var sides = definition.horizontalSegments;

            var topSegments   = Mathf.Max(definition.verticalSegments, 0);
            var bottomCap     = false;
            var topCap        = (topSegments != 0);
            var extraVertices = ((topCap) ? 1 : 0) + ((bottomCap) ? 1 : 0);
            var bottomVertex  = 0;
            //var topVertex		= (bottomCap) ? 1 : 0;

            var rings      = (vertices.Length - extraVertices) / sides;
            var bottomRing = 0;

            var prevColor = UnityEditor.Handles.color;
            var color     = prevColor;

            color.a *= 0.6f;

            for (int i = 0, j = extraVertices; i < rings; i++, j += sides)
            {
                UnityEditor.Handles.color = ((i == bottomRing) ? prevColor : color);
                CSGOutlineRenderer.DrawLineLoop(vertices, j, sides, lineMode: lineMode, thickness: ((i == bottomRing) ? kCapLineThickness : kHorzLineThickness), dashSize: ((i == bottomRing) ? 0 : kLineDash));
            }

            UnityEditor.Handles.color = color;
            for (int k = 0; k < sides; k++)
            {
                for (int i = 0, j = extraVertices; i < rings - 1; i++, j += sides)
                {
                    CSGOutlineRenderer.DrawLine(vertices[j + k], vertices[j + k + sides], lineMode: lineMode, thickness: kVertLineThickness);
                }
                if (topCap)
                {
                    CSGOutlineRenderer.DrawLine(vertices[bottomVertex], vertices[extraVertices + k + ((rings - 1) * sides)], lineMode: lineMode, thickness: kVertLineThickness);
                }
            }
            UnityEditor.Handles.color = prevColor;
        }
Exemplo n.º 5
0
        static void DrawOutline(CSGStadiumDefinition definition, Vector3[] vertices, LineMode lineMode)
        {
            var sides       = definition.sides;
            var topSides    = Mathf.Max(definition.topSides, 1) + 1;
            var bottomSides = Mathf.Max(definition.bottomSides, 1) + 1;

            var haveRoundedTop    = definition.haveRoundedTop;
            var haveRoundedBottom = definition.haveRoundedBottom;
            var haveCenter        = definition.haveCenter;
            //CSGOutlineRenderer.DrawLineLoop(vertices,     0, sides, lineMode: lineMode, thickness: kCapLineThickness);
            //CSGOutlineRenderer.DrawLineLoop(vertices, sides, sides, lineMode: lineMode, thickness: kCapLineThickness);

            var firstTopSide = definition.firstTopSide;
            var lastTopSide  = definition.lastTopSide;

            for (int k = firstTopSide; k <= lastTopSide; k++)
            {
                var sideLine  = !haveRoundedTop || (k == firstTopSide) || (k == lastTopSide);
                var thickness = (sideLine ? kSideLineThickness : kVertLineThickness);
                var dashSize  = (sideLine ? 0                  : kLineDash);
                CSGOutlineRenderer.DrawLine(vertices[k], vertices[sides + k], lineMode: lineMode, thickness: thickness, dashSize: dashSize);
            }

            var firstBottomSide = definition.firstBottomSide;
            var lastBottomSide  = definition.lastBottomSide;

            for (int k = firstBottomSide; k <= lastBottomSide; k++)
            {
                var sideLine  = haveCenter && (!haveRoundedBottom || (k == firstBottomSide) || (k == lastBottomSide));
                var thickness = (sideLine ? kSideLineThickness : kVertLineThickness);
                var dashSize  = (sideLine ? 0                  : kLineDash);
                CSGOutlineRenderer.DrawLine(vertices[k], vertices[sides + k], lineMode: lineMode, thickness: thickness, dashSize: dashSize);
            }

            //CSGOutlineRenderer.DrawLine(vertices[firstBottomSide], vertices[lastBottomSide], lineMode: lineMode, thickness: kVertLineThickness);
            //CSGOutlineRenderer.DrawLine(vertices[firstTopSide   ], vertices[lastTopSide   ], lineMode: lineMode, thickness: kVertLineThickness);

            //CSGOutlineRenderer.DrawLine(vertices[sides + firstBottomSide], vertices[sides + lastBottomSide], lineMode: lineMode, thickness: kVertLineThickness);
            //CSGOutlineRenderer.DrawLine(vertices[sides + firstTopSide   ], vertices[sides + lastTopSide   ], lineMode: lineMode, thickness: kVertLineThickness);
        }
        protected override void OnScene(CSGBrush generator)
        {
            var targetBrushMeshAsset = generator.BrushMeshAsset;

            if (!targetBrushMeshAsset)
            {
                return;
            }

            EditorGUI.BeginChangeCheck();

            var modelMatrix = CSGNodeHierarchyManager.FindModelTransformMatrixOfTransform(generator.hierarchyItem.Transform);
            var vertices    = targetBrushMeshAsset.Vertices;
            var halfEdges   = targetBrushMeshAsset.HalfEdges;

            //HashSet<CSGTreeBrush> foundBrushes = new HashSet<CSGTreeBrush>();
            //targetBrush.GetAllTreeBrushes(foundBrushes, false)
            //foreach (var brush in CSGSyncSelection.GetSelectedVariantsOfBrushOrSelf((CSGTreeBrush)generator.TopNode))
            {
                var brush          = (CSGTreeBrush)generator.TopNode;
                var transformation = modelMatrix * brush.NodeToTreeSpaceMatrix;
                for (int e = 0; e < halfEdges.Length; e++)
                {
                    var vertexIndex1 = halfEdges[e].vertexIndex;
                    var vertexIndex2 = halfEdges[halfEdges[e].twinIndex].vertexIndex;

                    var from = vertices[vertexIndex1];
                    var to   = vertices[vertexIndex2];
                    CSGOutlineRenderer.DrawLine(transformation, from, to, UnityEditor.Handles.yAxisColor, thickness: 1.0f);
                }
            }

            //var newBounds = CSGHandles.BoundsHandle(originalBounds, Quaternion.identity, CSGHandles.DotHandleCap);

            if (EditorGUI.EndChangeCheck())
            {
                //Undo.RecordObject(target, "Changed shape of Brush");
                //brush.Bounds = newBounds;
            }
        }
        protected override void OnScene(CSGRevolvedShape generator)
        {
            var baseColor    = UnityEditor.Handles.yAxisColor;
            var isDisabled   = UnitySceneExtensions.SceneHandles.disabled;
            var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl;
            var normal       = Vector3.forward;

            var shape         = generator.Shape;
            var controlPoints = shape.controlPoints;

            /*
             * for (int p0 = controlPoints.Length - 1, p1 = 0; p1 < controlPoints.Length; p0 = p1, p1++)
             * {
             *  var point0 = controlPoints[p0].position;
             *  var point1 = controlPoints[p1].position;
             *
             * }
             */

            var shapeVertices       = new List <Vector2>();
            var shapeSegmentIndices = new List <int>();

            BrushMeshAssetFactory.GetPathVertices(generator.definition.shape, generator.definition.curveSegments, shapeVertices, shapeSegmentIndices);


            var horzSegments         = generator.definition.revolveSegments;
            var horzDegreePerSegment = generator.definition.totalAngle / horzSegments;
            var horzOffset           = generator.definition.startAngle;

            var noZTestcolor = CSGCylinderEditor.GetColorForState(baseColor, false, true, isDisabled);
            var zTestcolor   = CSGCylinderEditor.GetColorForState(baseColor, false, false, isDisabled);

            for (int h = 1, pr = 0; h < horzSegments + 1; pr = h, h++)
            {
                var hDegree0  = (pr * horzDegreePerSegment) + horzOffset;
                var hDegree1  = (h * horzDegreePerSegment) + horzOffset;
                var rotation0 = Quaternion.AngleAxis(hDegree0, normal);
                var rotation1 = Quaternion.AngleAxis(hDegree1, normal);
                for (int p0 = controlPoints.Length - 1, p1 = 0; p1 < controlPoints.Length; p0 = p1, p1++)
                {
                    var point0 = controlPoints[p0].position;
                    //var point1	= controlPoints[p1].position;
                    var vertexA = rotation0 * new Vector3(point0.x, 0, point0.y);
                    var vertexB = rotation1 * new Vector3(point0.x, 0, point0.y);
                    //var vertexC	= rotation0 * new Vector3(point1.x, 0, point1.y);

                    UnityEditor.Handles.color = noZTestcolor;
                    CSGOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.NoZTest, thickness: kHorzLineThickness);//, dashSize: kLineDash);

                    UnityEditor.Handles.color = zTestcolor;
                    CSGOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.ZTest, thickness: kHorzLineThickness);  //, dashSize: kLineDash);
                }

                for (int v0 = shapeVertices.Count - 1, v1 = 0; v1 < shapeVertices.Count; v0 = v1, v1++)
                {
                    var point0  = shapeVertices[v0];
                    var point1  = shapeVertices[v1];
                    var vertexA = rotation0 * new Vector3(point0.x, 0, point0.y);
                    var vertexB = rotation0 * new Vector3(point1.x, 0, point1.y);

                    UnityEditor.Handles.color = noZTestcolor;
                    CSGOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.NoZTest, thickness: kHorzLineThickness, dashSize: kLineDash);

                    UnityEditor.Handles.color = zTestcolor;
                    CSGOutlineRenderer.DrawLine(vertexA, vertexB, lineMode: LineMode.ZTest, thickness: kHorzLineThickness, dashSize: kLineDash);
                }
            }

            EditorGUI.BeginChangeCheck();
            {
                // TODO: make this work non grid aligned so we can place it upwards
                UnityEditor.Handles.color = baseColor;
                shape = UnitySceneExtensions.SceneHandles.Curve2DHandle(Matrix4x4.TRS(Vector3.zero, Quaternion.AngleAxis(90, Vector3.right), Vector3.one), shape);

                UnityEditor.Handles.DrawDottedLine(normal * 10, normal * -10, 4.0f);
            }
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(target, "Modified " + generator.NodeTypeName);
                generator.Shape = shape;
            }
        }
Exemplo n.º 8
0
        protected override void OnScene(CSGStadium generator)
        {
            var baseColor     = UnityEditor.Handles.yAxisColor;
            var isDisabled    = UnitySceneExtensions.SceneHandles.disabled;
            var focusControl  = UnitySceneExtensions.SceneHandleUtility.focusControl;
            var upVector      = Vector3.up;
            var rightVector   = Vector3.right;
            var forwardVector = Vector3.forward;

            Vector3[] vertices = null;
            if (!BrushMeshAssetFactory.GenerateStadiumVertices(generator.definition, ref vertices))
            {
                return;
            }


            UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, false, false, isDisabled);
            DrawOutline(generator.definition, vertices, lineMode: LineMode.ZTest);

            UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, false, true, isDisabled);
            DrawOutline(generator.definition, vertices, lineMode: LineMode.NoZTest);

            var height   = generator.definition.height;
            var length   = generator.definition.length;
            var diameter = generator.definition.diameter;
            var sides    = generator.definition.sides;

            var firstTopSide    = generator.definition.firstTopSide;
            var lastTopSide     = generator.definition.lastTopSide;
            var firstBottomSide = generator.definition.firstBottomSide;
            var lastBottomSide  = generator.definition.lastBottomSide;

            var haveRoundedTop    = generator.definition.haveRoundedTop;
            var haveRoundedBottom = generator.definition.haveRoundedBottom;
            var haveCenter        = generator.definition.haveCenter;
            var topLength         = generator.definition.topLength;
            var bottomLength      = generator.definition.bottomLength;


            var midY       = height * 0.5f;
            var halfLength = length * 0.5f;
            var midZ       = ((halfLength - (haveRoundedTop ? topLength : 0)) - (halfLength - (haveRoundedBottom ? bottomLength : 0))) * -0.5f;
            //	haveCenter ? ((vertices[firstTopSide].z + vertices[firstBottomSide].z) * 0.5f) : 0;

            var topPoint    = new Vector3(0, height, midZ);
            var bottomPoint = new Vector3(0, 0, midZ);
            var frontPoint  = new Vector3(0, midY, halfLength);
            var backPoint   = new Vector3(0, midY, -halfLength);
            var leftPoint   = new Vector3(diameter * 0.5f, midY, midZ);
            var rightPoint  = new Vector3(diameter * -0.5f, midY, midZ);

            EditorGUI.BeginChangeCheck();
            {
                var topId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive);
                {
                    var isTopBackfaced = CSGCylinderEditor.IsSufaceBackFaced(topPoint, upVector);
                    var topHasFocus    = (focusControl == topId);

                    UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, topHasFocus, isTopBackfaced, isDisabled);
                    topPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(topId, topPoint, upVector);
                    //if (generator.definition.haveRoundedTop)
                    {
                        var thickness = topHasFocus ? kCapLineThicknessSelected : kCapLineThickness;

                        UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, topHasFocus, true, isDisabled);
                        CSGOutlineRenderer.DrawLineLoop(vertices, sides, sides, lineMode: LineMode.NoZTest, thickness: thickness);
                        if (haveRoundedTop)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[sides + firstTopSide], vertices[sides + lastTopSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness);
                        }
                        if (haveRoundedBottom && haveCenter)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[sides + firstBottomSide], vertices[sides + lastBottomSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness);
                        }

                        UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, topHasFocus, false, isDisabled);
                        CSGOutlineRenderer.DrawLineLoop(vertices, sides, sides, lineMode: LineMode.ZTest, thickness: thickness);
                        if (haveRoundedTop)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[sides + firstTopSide], vertices[sides + lastTopSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness);
                        }
                        if (haveRoundedBottom && haveCenter)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[sides + firstBottomSide], vertices[sides + lastBottomSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness);
                        }
                    }
                }

                var bottomId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive);
                {
                    var isBottomBackfaced = CSGCylinderEditor.IsSufaceBackFaced(bottomPoint, -upVector);
                    var bottomHasFocus    = (focusControl == bottomId);

                    UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, bottomHasFocus, isBottomBackfaced, isDisabled);
                    bottomPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(bottomId, bottomPoint, -upVector);
                    //if (haveRoundedBottom)
                    {
                        var thickness = bottomHasFocus ? kCapLineThicknessSelected : kCapLineThickness;

                        UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, bottomHasFocus, true, isDisabled);
                        CSGOutlineRenderer.DrawLineLoop(vertices, 0, sides, lineMode: LineMode.NoZTest, thickness: thickness);
                        if (haveRoundedTop)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[firstTopSide], vertices[lastTopSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness);
                        }
                        if (haveRoundedBottom && haveCenter)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[firstBottomSide], vertices[lastBottomSide], lineMode: LineMode.NoZTest, thickness: kVertLineThickness);
                        }

                        UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, bottomHasFocus, false, isDisabled);
                        CSGOutlineRenderer.DrawLineLoop(vertices, 0, sides, lineMode: LineMode.ZTest, thickness: thickness);
                        if (haveRoundedTop)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[firstTopSide], vertices[lastTopSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness);
                        }
                        if (haveRoundedBottom && haveCenter)
                        {
                            CSGOutlineRenderer.DrawLine(vertices[firstBottomSide], vertices[lastBottomSide], lineMode: LineMode.ZTest, thickness: kVertLineThickness);
                        }
                    }
                }

                var frontId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive);
                {
                    var isTopBackfaced = CSGCylinderEditor.IsSufaceBackFaced(frontPoint, forwardVector);
                    var frontHasFocus  = (focusControl == frontId);

                    UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, frontHasFocus, isTopBackfaced, isDisabled);
                    frontPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(frontId, frontPoint, forwardVector);
                }

                var backId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive);
                {
                    var isBottomBackfaced = CSGCylinderEditor.IsSufaceBackFaced(backPoint, -forwardVector);
                    var backHasFocus      = (focusControl == backId);

                    UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, backHasFocus, isBottomBackfaced, isDisabled);
                    backPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(backId, backPoint, -forwardVector);
                }

                var leftId = GUIUtility.GetControlID(s_TopHash, FocusType.Passive);
                {
                    var isTopBackfaced = CSGCylinderEditor.IsSufaceBackFaced(leftPoint, rightVector);
                    var leftHasFocus   = (focusControl == leftId);

                    UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, leftHasFocus, isTopBackfaced, isDisabled);
                    leftPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(leftId, leftPoint, rightVector);
                }

                var rightId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive);
                {
                    var isBottomBackfaced = CSGCylinderEditor.IsSufaceBackFaced(rightPoint, -rightVector);
                    var rightHasFocus     = (focusControl == rightId);

                    UnityEditor.Handles.color = CSGCylinderEditor.GetColorForState(baseColor, rightHasFocus, isBottomBackfaced, isDisabled);
                    rightPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(rightId, rightPoint, -rightVector);
                }
            }
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(target, "Modified " + generator.NodeTypeName);
                generator.definition.height   = topPoint.y - bottomPoint.y;
                generator.definition.length   = Mathf.Max(0, frontPoint.z - backPoint.z);
                generator.definition.diameter = leftPoint.x - rightPoint.x;
                generator.OnValidate();
                // TODO: handle sizing in some directions (needs to modify transformation?)
            }
        }
Exemplo n.º 9
0
            public void ShowInstance()
            {
                var tempTop    = generator.Top;
                var tempBottom = generator.Bottom;
                var sides      = generator.Sides;


                var topId    = GUIUtility.GetControlID(s_TopHash, FocusType.Passive);
                var bottomId = GUIUtility.GetControlID(s_BottomHash, FocusType.Passive);

                var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl;
                var color        = UnityEditor.Handles.yAxisColor;
                var isDisabled   = UnitySceneExtensions.SceneHandles.disabled;

                if (!generator.IsEllipsoid)
                {
                    tempTop.diameterZ = tempTop.diameterX; tempBottom.diameterZ = tempBottom.diameterX;
                }

                EditorGUI.BeginChangeCheck();
                {
                    switch (generator.Type)
                    {
                    case CylinderShapeType.Cylinder:
                    {
                        if (generator.IsEllipsoid)
                        {
                            UnitySceneExtensions.SceneHandles.Radius2DHandle(topPoint, normal, ref bottomXVector, ref bottomZVector, renderDisc: false);
                            UnitySceneExtensions.SceneHandles.Radius2DHandle(bottomPoint, -normal, ref bottomXVector, ref bottomZVector, renderDisc: false);
                        }
                        else
                        {
                            bottomXVector = UnitySceneExtensions.SceneHandles.Radius2DHandle(topPoint, normal, bottomXVector, renderDisc: false);
                            bottomXVector = UnitySceneExtensions.SceneHandles.Radius2DHandle(bottomPoint, -normal, bottomXVector, renderDisc: false);

                            bottomZVector = bottomXVector;
                        }
                        topXVector        = bottomXVector;
                        topZVector        = bottomZVector;
                        tempTop.diameterX = tempBottom.diameterX;
                        tempTop.diameterZ = tempBottom.diameterZ;
                        break;
                    }

                    case CylinderShapeType.ConicalFrustum:
                    {
                        if (generator.IsEllipsoid)
                        {
                            UnitySceneExtensions.SceneHandles.Radius2DHandle(topPoint, normal, ref topXVector, ref topZVector, renderDisc: false);
                            UnitySceneExtensions.SceneHandles.Radius2DHandle(bottomPoint, -normal, ref bottomXVector, ref bottomZVector, renderDisc: false);
                        }
                        else
                        {
                            UnitySceneExtensions.SceneHandles.Radius2DHandle(topPoint, normal, ref topXVector, ref topXVector, renderDisc: false);
                            UnitySceneExtensions.SceneHandles.Radius2DHandle(bottomPoint, -normal, ref bottomXVector, ref bottomXVector, renderDisc: false);

                            bottomXVector = UnitySceneExtensions.SceneHandles.Radius2DHandle(bottomPoint, -normal, bottomXVector, renderDisc: false);
                            bottomZVector = bottomXVector;
                        }
                        break;
                    }

                    case CylinderShapeType.Cone:
                    {
                        if (generator.IsEllipsoid)
                        {
                            UnitySceneExtensions.SceneHandles.Radius2DHandle(bottomPoint, -normal, ref bottomXVector, ref bottomZVector, renderDisc: false);
                        }
                        else
                        {
                            bottomXVector = UnitySceneExtensions.SceneHandles.Radius2DHandle(bottomPoint, -normal, bottomXVector, renderDisc: false);
                            bottomZVector = bottomXVector;
                        }
                        topXVector        = bottomXVector;
                        topZVector        = bottomZVector;
                        tempTop.diameterX = 0;
                        tempTop.diameterZ = 0;
                        break;
                    }
                    }


                    // TODO: add cylinder horizon "side-lines"
                }
                if (EditorGUI.EndChangeCheck())
                {
                    topZVector.y = 0;
                    topXVector.y = 0;

                    bottomZVector.y = 0;
                    bottomXVector.y = 0;

                    Undo.RecordObject(generator, "Modified " + generator.NodeTypeName);
                    if (!generator.IsEllipsoid)
                    {
                        if (prevBottomXVector != bottomXVector)
                        {
                            bottomZVector = Vector3.Cross(normal, bottomXVector.normalized) * bottomXVector.magnitude;
                        }
                        if (prevTopXVector != topXVector)
                        {
                            topZVector = Vector3.Cross(normal, topXVector.normalized) * topXVector.magnitude;
                        }
                    }

                    if (prevTopXVector != topXVector)
                    {
                        generator.Rotation = Utilities.GeometryMath.SignedAngle(Vector3.right, topXVector.normalized, Vector3.up);
                    }
                    else if (prevBottomXVector != bottomXVector)
                    {
                        generator.Rotation = Utilities.GeometryMath.SignedAngle(Vector3.right, bottomXVector.normalized, Vector3.up);
                    }

                    if (generator.IsEllipsoid)
                    {
                        generator.BottomDiameterX = bottomXVector.magnitude * 2.0f;
                        generator.BottomDiameterZ = bottomZVector.magnitude * 2.0f;

                        generator.TopDiameterX = topXVector.magnitude * 2.0f;
                        generator.TopDiameterZ = topZVector.magnitude * 2.0f;
                    }
                    else
                    {
                        if (prevBottomZVector != bottomZVector)
                        {
                            generator.BottomDiameterX = bottomZVector.magnitude * 2.0f;
                            generator.BottomDiameterZ = bottomZVector.magnitude * 2.0f;
                        }
                        else
                        {
                            generator.BottomDiameterX = bottomXVector.magnitude * 2.0f;
                            generator.BottomDiameterZ = bottomXVector.magnitude * 2.0f;
                        }

                        if (prevTopZVector != topZVector)
                        {
                            generator.TopDiameterX = topZVector.magnitude * 2.0f;
                            generator.TopDiameterZ = topZVector.magnitude * 2.0f;
                        }
                        else
                        {
                            generator.TopDiameterX = topXVector.magnitude * 2.0f;
                            generator.TopDiameterZ = topXVector.magnitude * 2.0f;
                        }
                    }
                }

                const float kLineDash                 = 2.0f;
                const float kLineThickness            = 1.0f;
                const float kCircleThickness          = 1.5f;
                const float kCapLineThickness         = 2.0f;
                const float kCapLineThicknessSelected = 2.5f;

                const int kMaxOutlineSides = 32;
                const int kMinimumSides    = 8;

                var baseColor = UnityEditor.Handles.yAxisColor;

                BrushMeshAssetFactory.GetConicalFrustumVertices(tempBottom, tempTop, generator.Rotation, sides, ref vertices);

                if (generator.TopHeight < generator.BottomHeight)
                {
                    normal = -normal;
                }

                var isTopBackfaced = IsSufaceBackFaced(topPoint, normal);
                var topHasFocus    = (focusControl == topId);
                var topThickness   = topHasFocus ? kCapLineThicknessSelected : kCapLineThickness;

                var isBottomBackfaced = IsSufaceBackFaced(bottomPoint, -normal);
                var bottomHasFocus    = (focusControl == bottomId);
                var bottomThickness   = bottomHasFocus ? kCapLineThicknessSelected : kCapLineThickness;


                UnityEditor.Handles.color = GetColorForState(baseColor, bottomHasFocus, isBottomBackfaced, isDisabled);
                CSGOutlineRenderer.DrawLineLoop(vertices, 0, sides, thickness: bottomThickness);

                UnityEditor.Handles.color = GetColorForState(baseColor, topHasFocus, isTopBackfaced, isDisabled);
                CSGOutlineRenderer.DrawLineLoop(vertices, sides, sides, thickness: topThickness);

                UnityEditor.Handles.color = GetColorForState(baseColor, false, false, isDisabled);
                for (int i = 0; i < sides; i++)
                {
                    CSGOutlineRenderer.DrawLine(vertices[i], vertices[i + sides], lineMode: LineMode.ZTest, thickness: kLineThickness);
                }

                UnityEditor.Handles.color = GetColorForState(baseColor, false, true, isDisabled);
                for (int i = 0; i < sides; i++)
                {
                    CSGOutlineRenderer.DrawLine(vertices[i], vertices[i + sides], lineMode: LineMode.NoZTest, thickness: kLineThickness);
                }

                /*
                 * var point0    = camera.WorldToScreenPoint(topPoint);
                 * var direction = camera.ScreenToWorldPoint(point0 - Vector3.right);
                 * var point1	  = camera.WorldToScreenPoint(point0 - (direction * tempTop.diameterX));
                 * var size	  = Mathf.Max(point1.x - point0.x, point1.y - point0.y);
                 */
                // TODO: figure out how to reduce the sides of the circle depending on radius & distance
                int outlineSides = kMaxOutlineSides;

                if (sides <= kMinimumSides)
                {
                    BrushMeshAssetFactory.GetConicalFrustumVertices(tempBottom, tempTop, generator.Rotation, outlineSides, ref dottedVertices);

                    UnityEditor.Handles.color = GetColorForState(baseColor, topHasFocus, false, isDisabled);
                    CSGOutlineRenderer.DrawLineLoop(dottedVertices, outlineSides, outlineSides, lineMode: LineMode.ZTest, thickness: kCircleThickness, dashSize: kLineDash);

                    UnityEditor.Handles.color = GetColorForState(baseColor, topHasFocus, true, isDisabled);
                    CSGOutlineRenderer.DrawLineLoop(dottedVertices, outlineSides, outlineSides, lineMode: LineMode.NoZTest, thickness: kCircleThickness, dashSize: kLineDash);

                    UnityEditor.Handles.color = GetColorForState(baseColor, bottomHasFocus, false, isDisabled);
                    CSGOutlineRenderer.DrawLineLoop(dottedVertices, 0, outlineSides, lineMode: LineMode.ZTest, thickness: kCircleThickness, dashSize: kLineDash);

                    UnityEditor.Handles.color = GetColorForState(baseColor, bottomHasFocus, true, isDisabled);
                    CSGOutlineRenderer.DrawLineLoop(dottedVertices, 0, outlineSides, lineMode: LineMode.NoZTest, thickness: kCircleThickness, dashSize: kLineDash);
                }

                EditorGUI.BeginChangeCheck();
                {
                    UnityEditor.Handles.color = GetColorForState(baseColor, bottomHasFocus, isBottomBackfaced, isDisabled);
                    bottomPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(bottomId, bottomPoint, -normal);

                    UnityEditor.Handles.color = GetColorForState(baseColor, topHasFocus, isTopBackfaced, isDisabled);
                    topPoint = UnitySceneExtensions.SceneHandles.DirectionHandle(topId, topPoint, normal);
                }
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(generator, "Modified " + generator.NodeTypeName);
                    generator.TopHeight    = Vector3.Dot(Vector3.up, topPoint);
                    generator.BottomHeight = Vector3.Dot(Vector3.up, bottomPoint);
                }
            }
        protected override void OnScene(CSGExtrudedShape generator)
        {
            var baseColor    = UnityEditor.Handles.yAxisColor;
            var isDisabled   = UnitySceneExtensions.SceneHandles.disabled;
            var focusControl = UnitySceneExtensions.SceneHandleUtility.focusControl;
            var normal       = Vector3.forward;

            var noZTestcolor = CSGCylinderEditor.GetColorForState(baseColor, false, true, isDisabled);
            var zTestcolor   = CSGCylinderEditor.GetColorForState(baseColor, false, false, isDisabled);

            /*
             * var shapeVertices2D		= new List<Vector2>();
             * var shapeSegmentIndices = new List<int>();
             * BrushFactory.GetPathVertices(generator.Shape, generator.curveSegments, shapeVertices2D, shapeSegmentIndices);
             *
             * var shapeVertices3D		= new Vector3[shapeVertices2D.Count];
             * for (int v = 0; v < shapeVertices2D.Count; v++)
             *  shapeVertices3D[v] = new Vector3(shapeVertices2D[v].x, shapeVertices2D[v].y, 0);
             */
            var shape      = generator.Shape;
            var path       = generator.Path;
            var prevMatrix = UnityEditor.Handles.matrix;

            for (int i = 0; i < path.segments.Length; i++)
            {
                var pathPoint  = path.segments[i];
                var currMatrix = pathPoint.ToMatrix();

                UnityEditor.Handles.color = baseColor;
                EditorGUI.BeginChangeCheck();
                {
                    shape = UnitySceneExtensions.SceneHandles.Curve2DHandle(currMatrix, shape);//, renderLines: false);
                }
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(target, "Modified " + generator.NodeTypeName);
                    generator.Shape = shape;
                }

                //UnityEditor.Handles.color = noZTestcolor;
                //CSGOutlineRenderer.DrawLineLoop(prevMatrix * currMatrix, shapeVertices3D, 0, shapeVertices3D.Length, lineMode: LineMode.NoZTest, thickness: kCapLineThickness);

                //UnityEditor.Handles.color = zTestcolor;
                //CSGOutlineRenderer.DrawLineLoop(prevMatrix * currMatrix, shapeVertices3D, 0, shapeVertices3D.Length, lineMode: LineMode.ZTest,   thickness: kCapLineThickness);


                // Draw lines between different segments
                if (i + 1 < path.segments.Length)
                {
                    var nextPoint     = path.segments[i + 1];
                    var nextMatrix    = nextPoint.ToMatrix();
                    var controlPoints = shape.controlPoints;


                    for (int c = 0; c < controlPoints.Length; c++)
                    {
                        var controlPoint = controlPoints[c].position;
                        var pointA       = currMatrix.MultiplyPoint(controlPoint);
                        var pointB       = nextMatrix.MultiplyPoint(controlPoint);
                        UnityEditor.Handles.color = noZTestcolor;
                        CSGOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.NoZTest, thickness: kCapLineThickness, dashSize: kLineDash);

                        UnityEditor.Handles.color = zTestcolor;
                        CSGOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.ZTest, thickness: kCapLineThickness, dashSize: kLineDash);
                    }

                    {
                        var pointA = currMatrix.MultiplyPoint(Vector3.zero);
                        var pointB = nextMatrix.MultiplyPoint(Vector3.zero);
                        UnityEditor.Handles.color = zTestcolor;
                        CSGOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.NoZTest, thickness: kCapLineThickness, dashSize: kLineDash);

                        UnityEditor.Handles.color = zTestcolor;
                        CSGOutlineRenderer.DrawLine(pointA, pointB, lineMode: LineMode.ZTest, thickness: kCapLineThickness, dashSize: kLineDash);
                    }

                    UnityEditor.Handles.color = baseColor;
                }

                // TODO: cannot rotate so far that one path plane intersects with shape on another plane
                //			... or just fail when it's wrong?
            }

            for (int i = 0; i < path.segments.Length; i++)
            {
                var pathPoint = path.segments[i];
                EditorGUI.BeginChangeCheck();
                {
                    switch (Tools.current)
                    {
                    case Tool.Move:
                    {
                        pathPoint.position = UnitySceneExtensions.SceneHandles.PositionHandle(pathPoint.position, pathPoint.rotation);
                        break;
                    }

                    case Tool.Rotate:
                    {
                        if (Event.current.type == EventType.Repaint)
                        {
                            UnitySceneExtensions.SceneHandles.OutlinedDotHandleCap(0, pathPoint.position, pathPoint.rotation, UnityEditor.HandleUtility.GetHandleSize(pathPoint.position) * 0.05f, Event.current.type);
                        }
                        pathPoint.rotation = UnityEditor.Handles.RotationHandle(pathPoint.rotation, pathPoint.position);
                        break;
                    }

                    case Tool.Scale:
                    {
                        var scale2D = pathPoint.scale;
                        // TODO: create a 2D planar/bounds scale handle
                        var scale3D = UnityEditor.Handles.ScaleHandle(new Vector3(scale2D.x, 1, scale2D.y), pathPoint.position, pathPoint.rotation, UnityEditor.HandleUtility.GetHandleSize(pathPoint.position));
                        pathPoint.scale = new Vector2(scale3D.x, scale3D.z);
                    }
                    break;
                    }
                }
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(target, "Changed path of CSGShape");
                    var originalSegments = generator.Path.segments;
                    path = new Path(new PathPoint[originalSegments.Length]);
                    Array.Copy(originalSegments, path.segments, originalSegments.Length);
                    path.segments[i] = pathPoint;
                    generator.Path   = path;
                }
            }


            // TODO: draw curved path
        }