public void HandleHitRaycast(bool preview, int priority, float pressure, int seed, RaycastHit hit, Quaternion rotation) { var model = hit.collider.GetComponentInParent <P3dModel>(); if (model != null) { var paintableTextures = P3dPaintableTexture.Filter(model, group); if (paintableTextures.Count > 0) { var finalColor = color; var finalTexture = texture; if (modifiers != null && modifiers.Count > 0) { P3dHelper.BeginSeed(seed); modifiers.ModifyColor(ref finalColor, preview, pressure); modifiers.ModifyTexture(ref finalTexture, preview, pressure); P3dHelper.EndSeed(); } P3dCommandReplace.Instance.SetState(preview, priority); P3dCommandReplace.Instance.SetMaterial(finalTexture, finalColor); for (var i = paintableTextures.Count - 1; i >= 0; i--) { var paintableTexture = paintableTextures[i]; P3dPaintableManager.Submit(P3dCommandReplace.Instance, model, paintableTexture); } } } }
public void HandleHitPoint(bool preview, int priority, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure) { if (collider != null) { var model = collider.GetComponent <P3dModel>(); if (model != null) { var paintableTextures = P3dPaintableTexture.Filter(model, group); if (paintableTextures.Count > 0) { var finalColor = color; var finalTexture = texture; P3dPaintableManager.BuildModifiers(gameObject); P3dPaintableManager.ModifyColor(pressure, ref finalColor); P3dPaintableManager.ModifyTexture(pressure, ref finalTexture); Command.Instance.SetState(preview, priority); Command.Instance.SetMaterial(finalTexture, finalColor); for (var i = paintableTextures.Count - 1; i >= 0; i--) { var paintableTexture = paintableTextures[i]; P3dPaintableManager.Submit(Command.Instance, model, paintableTexture); } } } } }
public void HandleHitPoint(List <P3dCommand> commands, List <P3dTransform> repeaters, bool preview, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure) { if (collider != null) { var model = collider.GetComponent <P3dModel>(); if (model != null) { var paintableTextures = P3dPaintableTexture.Filter(model, groups); if (paintableTextures.Count > 0) { var finalColor = color; var finalOpacity = opacity; var finalTexture = texture; P3dPaintableManager.BuildModifiers(gameObject); P3dPaintableManager.ModifyColor(ref finalColor); P3dPaintableManager.ModifyOpacity(ref finalOpacity); P3dPaintableManager.ModifyTexture(ref finalTexture); Command.Instance.SetMaterial(blendMode, finalTexture, finalColor, opacity); for (var i = paintableTextures.Count - 1; i >= 0; i--) { var paintableTexture = paintableTextures[i]; P3dPaintableManager.Submit(Command.Instance, model, paintableTexture, preview); } } } } }
public void HandleHitPoint(bool preview, int priority, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure) { if (collider != null) { var model = collider.GetComponent <P3dModel>(); if (model != null) { var paintableTextures = P3dPaintableTexture.Filter(model, group); if (paintableTextures.Count > 0) { Command.Instance.SetState(preview, priority); Command.Instance.SetMaterial(textureR, textureG, textureB, textureA, channelR, channelG, channelB, channelA); for (var i = paintableTextures.Count - 1; i >= 0; i--) { var paintableTexture = paintableTextures[i]; P3dPaintableManager.Submit(Command.Instance, model, paintableTexture); } } } } }
private static void SubmitAll(P3dCommand command, P3dModel model, P3dGroup group) { var paintableTextures = P3dPaintableTexture.Filter(model, group); for (var i = paintableTextures.Count - 1; i >= 0; i--) { Submit(command, model, paintableTextures[i]); } }
private static void SubmitAll(P3dCommand command, bool preview, P3dModel model, int groupMask) { var paintableTextures = P3dPaintableTexture.Filter(model, groupMask); for (var i = paintableTextures.Count - 1; i >= 0; i--) { Submit(command, model, paintableTextures[i], preview); } }
public static void SubmitAll(bool preview, P3dModel model, int groupMask = -1) { var paintableTextures = P3dPaintableTexture.Filter(model, groupMask); for (var i = paintableTextures.Count - 1; i >= 0; i--) { Submit(model, paintableTextures[i], preview); } }
public static void SubmitAll(bool preview = false, int layerMask = -1, int groupMask = -1) { var paintables = P3dPaintable.FindOverlap(cachedPosition, cachedSqrRadius, layerMask); for (var i = paintables.Count - 1; i >= 0; i--) { var paintableTextures = P3dPaintableTexture.Filter(paintables[i], groupMask); for (var j = paintableTextures.Count - 1; j >= 0; j--) { Submit(paintableTextures[j], preview); } } }
public void HandleHitRaycast(bool preview, int priority, RaycastHit hit, float pressure) { var model = hit.collider.GetComponent <P3dModel>(); if (model != null) { var paintableTextures = P3dPaintableTexture.Filter(model, group); var finalOpacity = opacity + (1.0f - opacity) * opacityPressure * pressure; var finalRadius = radius + radiusPressure * pressure; var finalColor = color; var finalAngle = angle; var finalTexture = texture; P3dPaintableManager.BuildModifiers(gameObject); P3dPaintableManager.ModifyColor(pressure, ref finalColor); P3dPaintableManager.ModifyAngle(pressure, ref finalAngle); P3dPaintableManager.ModifyOpacity(pressure, ref finalOpacity); P3dPaintableManager.ModifyRadius(pressure, ref finalRadius); P3dPaintableManager.ModifyTexture(pressure, ref finalTexture); Command.Instance.SetMaterial(blendMode, finalTexture, finalColor, finalOpacity, shape); for (var i = paintableTextures.Count - 1; i >= 0; i--) { var paintableTexture = paintableTextures[i]; var coord = default(Vector2); switch (paintableTexture.Channel) { case P3dCoord.First: { coord = hit.textureCoord; } break; case P3dCoord.Second: { coord = hit.textureCoord2; } break; } Command.Instance.SetState(preview, priority); Command.Instance.SetLocation(paintableTexture.Current, coord, finalAngle, scale, finalRadius, texture); P3dPaintableManager.Submit(Command.Instance, model, paintableTexture); } } }
/// <summary>This method paints the scene using the current component settings at the specified <b>RaycastHit</b>. /// NOTE: The <b>rotation</b> argument is in world space, where <b>Quaternion.identity</b> means the paint faces forward on the +Z axis, and up is +Y.</summary> public void HandleHitRaycast(bool preview, int priority, float pressure, int seed, RaycastHit hit, Quaternion rotation) { if (paint == PaintType.In3D) { return; } var model = hit.collider.GetComponent <P3dModel>(); if (model != null) { var paintableTextures = P3dPaintableTexture.Filter(model, group); for (var i = paintableTextures.Count - 1; i >= 0; i--) { var paintableTexture = paintableTextures[i]; var coord = paintableTexture.GetCoord(ref hit); if (modifiers != null && modifiers.Count > 0) { var position = (Vector3)coord; P3dHelper.BeginSeed(seed); modifiers.ModifyPosition(ref position, preview, pressure); P3dHelper.EndSeed(); coord = position; } P3dCommandDecal.Instance.SetState(preview, priority); P3dCommandDecal.Instance.SetLocation(coord, false); HandleHitCommon(preview, pressure, seed, rotation); P3dCommandDecal.Instance.ApplyAspect(paintableTexture.Current); P3dPaintableManager.Submit(P3dCommandDecal.Instance, model, paintableTexture); } } }
public void HandleHitRaycast(bool preview, int priority, float pressure, int seed, RaycastHit hit, Quaternion rotation) { var model = hit.collider.GetComponentInParent <P3dModel>(); if (model != null) { var paintableTextures = P3dPaintableTexture.Filter(model, group); if (paintableTextures.Count > 0) { P3dCommandReplaceChannels.Instance.SetState(preview, priority); P3dCommandReplaceChannels.Instance.SetMaterial(textureR, textureG, textureB, textureA, channelR, channelG, channelB, channelA); for (var i = paintableTextures.Count - 1; i >= 0; i--) { var paintableTexture = paintableTextures[i]; P3dPaintableManager.Submit(P3dCommandReplaceChannels.Instance, model, paintableTexture); } } } }