private void DrawBrushButton(PrimitiveBrushType brushType, PrimitiveBrushType?activeType, GUIStyle brushButtonStyle, GUIStyle labelStyle, int width, int height, bool shortMode)
        {
            GUI.enabled = !activeType.HasValue || activeType.Value != brushType;
            if (GUILayout.Button(new GUIContent(" ", SabreCSGResources.GetButtonTexture(brushType)), brushButtonStyle, GUILayout.Width(width), GUILayout.Height(height)))
            {
                ChangeBrushesToType(brushType);
            }

            Rect lastRect = GUILayoutUtility.GetLastRect();

            string name = brushType.ToString();

            if (brushType == PrimitiveBrushType.IcoSphere)
            {
                name = "Ico";
            }

            if (shortMode && brushType == PrimitiveBrushType.Cylinder)
            {
                name = "Cyl";
            }

            if (shortMode && brushType == PrimitiveBrushType.Capsule)
            {
                name = "Cap";
            }

            GUI.Label(lastRect, name, labelStyle);
        }
示例#2
0
        public static void DrawMarquee(Vector2 marqueeStart, Vector2 marqueeEnd)
        {
            Vector2 point1 = EditorHelper.ConvertMousePointPosition(marqueeStart);
            Vector2 point2 = EditorHelper.ConvertMousePointPosition(marqueeEnd);

            Rect rect = new Rect(point1.x, point1.y, point2.x - point1.x, point2.y - point1.y);

            SabreCSGResources.GetSelectedBrushMaterial().SetPass(0);

            GL.PushMatrix();
            GL.LoadPixelMatrix();

            GL.Begin(GL.QUADS);
            GL.Color(new Color(0.2f, 0.3f, 0.8f, 0.3f));

            // Marquee fill (draw double sided)
            SabreGraphics.DrawScreenRectFill(rect);

            GL.End();

            // Marquee border
            GL.Begin(GL.LINES);
            GL.Color(Color.white);

            // Draw marquee box edges
            SabreGraphics.DrawScreenRectOuter(rect);

            GL.End();
            GL.PopMatrix();
        }
示例#3
0
        private void OnRepaint(SceneView sceneView, Event e)
        {
            OnRepaintGUI(sceneView, e);

            if (activePolygon != null && activePolygon.Vertices.Length >= 3)
            {
                Camera sceneViewCamera = sceneView.camera;

                SabreCSGResources.GetVertexMaterial().SetPass(0);
                GL.PushMatrix();
                GL.LoadPixelMatrix();

                GL.Begin(GL.QUADS);

                GL.Color(Color.white);

                Vector3 target = sceneViewCamera.WorldToScreenPoint(mouseHoverPoint);

                if (target.z > 0)
                {
                    // Make it pixel perfect
                    target = MathHelper.RoundVector3(target);
                    SabreGraphics.DrawBillboardQuad(target, 8, 8);
                }

                GL.End();
                GL.PopMatrix();

                Handles.DrawWireArc(mouseHoverPoint, activePolygon.Plane.normal, activePolygon.GetTangent(), 360f, brushRadius);
            }
        }
示例#4
0
 public void OnRepaint(UnityEditor.SceneView sceneView, Event e)
 {
     // Selected brush green outline
     if (!isBrushConvex)
     {
         SabreCSGResources.GetSelectedBrushMaterial().SetPass(0);
         DrawPolygons(Color.red, polygons);
     }
 }
 public static void ChangePosSnapDistance(float multiplier)
 {
     PositionSnapDistance *= multiplier;
     SabreCSGResources.GetAddMaterial().SetFloat("_GridSize", PositionSnapDistance);
     SabreCSGResources.GetSubtractMaterial().SetFloat("_GridSize", PositionSnapDistance);
     SabreCSGResources.GetVolumeMaterial().SetFloat("_GridSize", PositionSnapDistance);
     SabreCSGResources.GetNoCSGMaterial().SetFloat("_GridSize", PositionSnapDistance);
     SabreCSGResources.GetCollisionMaterial().SetFloat("_GridSize", PositionSnapDistance);
 }
示例#6
0
        /// <summary>
        /// Tells the brush it has changed
        /// </summary>
        /// <param name="polygonsChanged">If set to <c>true</c> polygons will be recached.</param>
        public override void Invalidate(bool polygonsChanged)
        {
            base.Invalidate(polygonsChanged);
            if (!gameObject.activeInHierarchy)
            {
                return;
            }

            // previous versions of sabrecsg used to use mesh colliders for ray collision, but that's no longer the case so we clean them up.
            MeshCollider[] meshColliders = GetComponents <MeshCollider>();
            if (meshColliders.Length > 0)
            {
                for (int i = 0; i < meshColliders.Length; i++)
                {
                    DestroyImmediate(meshColliders[i]);
                }
            }


            // Make sure there is a mesh filter on this object
            MeshFilter   meshFilter   = gameObject.AddOrGetComponent <MeshFilter>();
            MeshRenderer meshRenderer = gameObject.AddOrGetComponent <MeshRenderer>();

            bool requireRegen = false;

            // If the cached ID hasn't been set or we mismatch
            if (cachedInstanceID == 0 ||
                gameObject.GetInstanceID() != cachedInstanceID)
            {
                requireRegen     = true;
                cachedInstanceID = gameObject.GetInstanceID();
            }

            Mesh renderMesh = meshFilter.sharedMesh;

            if (requireRegen)
            {
                renderMesh = new Mesh();
            }

            if (polygons != null)
            {
                List <int> polygonIndices;
                BrushFactory.GenerateMeshFromPolygons(polygons, ref renderMesh, out polygonIndices);
            }

            if (mode == CSGMode.Subtract)
            {
                MeshHelper.Invert(ref renderMesh);
            }
            // Displace the triangles for display along the normals very slightly (this is so we can overlay built
            // geometry with semi-transparent geometry and avoid depth fighting)
            MeshHelper.Displace(ref renderMesh, 0.001f);

            meshFilter.sharedMesh = renderMesh;

            meshRenderer.receiveShadows    = false;
            meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;

            meshFilter.hideFlags   = HideFlags.NotEditable; // | HideFlags.HideInInspector;
            meshRenderer.hideFlags = HideFlags.NotEditable; // | HideFlags.HideInInspector;

#if UNITY_EDITOR
            Material material;
            if (IsNoCSG)
            {
                material = SabreCSGResources.GetNoCSGMaterial();
            }
            else
            {
                if (this.mode == CSGMode.Add)
                {
                    material = SabreCSGResources.GetAddMaterial();
                }
                else
                {
                    material = SabreCSGResources.GetSubtractMaterial();
                }
            }
            if (meshRenderer.sharedMaterial != material)
            {
                meshRenderer.sharedMaterial = material;
            }
#endif
//			isBrushConvex = GeometryHelper.IsBrushConvex(polygons);

            if (polygonsChanged)
            {
                RecalculateBrushCache();
            }

            UpdateVisibility();

            objectVersionSerialized++;
            objectVersionUnserialized = objectVersionSerialized;

            if (cachedWorldTransform == null)
            {
                cachedWorldTransform = new WorldTransformData(transform);
            }
            cachedWorldTransform.SetFromTransform(transform);
        }
示例#7
0
        private static void Draw()
        {
            SceneView sceneView = SceneView.currentDrawingSceneView;

            // If the user has turned on hiding of perspectve grid then hide it if perspective
            if (!sceneView.orthographic && CurrentSettings.HideGridInPerspective)
            {
                return;
            }

            // Cache additional references
            Camera    camera    = sceneView.camera;
            Transform transform = camera.transform;

            float fullSnapDistance = CurrentSettings.PositionSnapDistance;
            float snapDistance     = fullSnapDistance;

            // Calculate various camera positions and its orientation
            EditorHelper.SceneViewCamera cameraOrientation = EditorHelper.GetSceneViewCamera(sceneView);

            // True if the camera is both orthographic (iso) and axis-aligned
            bool orthographicAxisAligned = sceneView.orthographic && cameraOrientation != EditorHelper.SceneViewCamera.Other;

            Vector3 cameraPosition = transform.position;

            Vector3 roundedCameraPosition = MathHelper.RoundVector3(cameraPosition, snapDistance);

            // Calculate the world vectors to use for the X and Y grid axes
            Vector3 xDirection = orthographicAxisAligned ? transform.right : Vector3.right;
            Vector3 yDirection = orthographicAxisAligned ? transform.up : Vector3.forward;

            // Now calculate a depth offset to help with dealing with objects far from the origin
            Vector3 depthOffset = Vector3.zero;

            if (orthographicAxisAligned)
            {
                float depthFudge = 1;

                depthOffset = transform.forward * (camera.nearClipPlane + depthFudge + Vector3.Dot(cameraPosition, transform.forward));

//				Debug.Log(camera.nearClipPlane + " to " + camera.farClipPlane);
//				Debug.Log(depthOffset);
            }
            else
            {
                depthOffset = Vector3.zero;
            }

            // Line colors
            Color normalLine   = new Color32(200, 200, 200, 128);
            Color smallestLine = new Color32(50, 50, 50, 128);

            Color xAxisColor = ColorForVector(xDirection);
            Color yAxisColor = ColorForVector(yDirection);


            // How many lines to draw in each axis
            int xCount;
            int yCount;

            // Center point of the grid in each axis
            int xMid;
            int yMid;


            bool scaledUp = false;

            // Width of one world unit in screen pixels
            float gridWidthPixels = CalculateWorldUnitScreenSize(camera, 1);

            if (snapDistance >= 8)
            {
                gridWidthPixels = CalculateWorldUnitScreenSize(camera, snapDistance);
            }

            if (gridWidthPixels < MIN_VISIBLE)
            {
                if (snapDistance > 8)
                {
                    snapDistance    = Mathf.Pow(Mathf.Floor(Mathf.Log(snapDistance, 8)), 8);
                    gridWidthPixels = CalculateWorldUnitScreenSize(camera, snapDistance);
                }

                while (gridWidthPixels < MIN_VISIBLE)
                {
                    if (snapDistance < 8)
                    {
                        snapDistance = 8;
                    }
                    else
                    {
                        snapDistance *= 8;
                    }
                    scaledUp        = true;
                    gridWidthPixels = CalculateWorldUnitScreenSize(camera, snapDistance);
                }
            }

            // Alpha of the granular lines, generally based on distance
            float minorLineAlphaMultiplier = Mathf.InverseLerp(MIN_VISIBLE, MAX_VISIBLE, gridWidthPixels);

            float sanityScalar = Mathf.Max(1, snapDistance) * Mathf.Lerp(2, 1, minorLineAlphaMultiplier);

            if (orthographicAxisAligned)
            {
                float cameraHeight = camera.orthographicSize * 2;
                float cameraWidth  = camera.aspect * cameraHeight;

                xCount = Mathf.CeilToInt(cameraWidth / snapDistance);
                yCount = Mathf.CeilToInt(cameraHeight / snapDistance);

                xMid = (int)(Vector3.Dot(roundedCameraPosition, xDirection) / snapDistance);
                yMid = (int)(Vector3.Dot(roundedCameraPosition, yDirection) / snapDistance);
            }
            else
            {
                List <Vector3> pointsInGrid = GetGridMinMax(camera);

                Vector3 pivotPointOnGrid = sceneView.pivot;
                pivotPointOnGrid.y = 0;
                pointsInGrid.Add(pivotPointOnGrid);

                Vector3 min = pointsInGrid[0];
                Vector3 max = pointsInGrid[0];
                // Calculate min,max
                for (int i = 1; i < pointsInGrid.Count; i++)
                {
                    min.x = Mathf.Min(pointsInGrid[i].x, min.x);
                    min.z = Mathf.Min(pointsInGrid[i].z, min.z);

                    max.x = Mathf.Max(pointsInGrid[i].x, max.x);
                    max.z = Mathf.Max(pointsInGrid[i].z, max.z);
                }

                // Ensure the grid isn't crazily big
                min.x = Mathf.Max(min.x, pivotPointOnGrid.x - MAJOR_LINE_DISTANCE * sanityScalar);
                min.z = Mathf.Max(min.z, pivotPointOnGrid.z - MAJOR_LINE_DISTANCE * sanityScalar);

                max.x = Mathf.Min(max.x, pivotPointOnGrid.x + MAJOR_LINE_DISTANCE * sanityScalar);
                max.z = Mathf.Min(max.z, pivotPointOnGrid.z + MAJOR_LINE_DISTANCE * sanityScalar);

                // Now calculate grid line count
                xCount = Mathf.CeilToInt((max.x - min.x) / snapDistance);
                yCount = Mathf.CeilToInt((max.z - min.z) / snapDistance);

                xMid = Mathf.RoundToInt((min.x + max.x) / 2f / snapDistance);
                yMid = Mathf.RoundToInt((min.z + max.z) / 2f / snapDistance);
            }

            // Pad out the edge case
            xCount += 2;
            yCount += 2;

            int xStart = xMid - xCount / 2;
            int yStart = yMid - yCount / 2;

            int xEnd = xMid + xCount / 2;
            int yEnd = yMid + yCount / 2;


            Vector3 cameraPositionOnPlane = new Vector3(transform.position.x, 0, transform.position.z);

            // Start rendering
            SabreCSGResources.GetSelectedBrushMaterial().SetPass(0);
            GL.Begin(GL.LINES);

            int lineDistributonWorld = 8;

            while (lineDistributonWorld <= snapDistance)
            {
                lineDistributonWorld *= 8;
            }

            // Calculate repetition count of the distribution lines
            int lineDistributionCount;

            if (snapDistance < lineDistributonWorld)
            {
                lineDistributionCount = (int)(lineDistributonWorld / snapDistance);
            }
            else
            {
                lineDistributionCount = 1;
            }

            int gridJump = 8;

            // Ensure we don't split grid lines at too high a density when drawing as that would kill performance
            if (snapDistance < 1)
            {
                gridJump = Mathf.RoundToInt(gridJump / snapDistance);
            }

            for (int y = yStart; y <= yEnd; y++)
            {
                Color sourceColor = normalLine;
                bool  majorLine   = true;
                if (y == 0)
                {
                    sourceColor = xAxisColor;
                }
                else if (y % lineDistributionCount != 0)
                {
                    majorLine = false;
                    if (!scaledUp)
                    {
                        sourceColor = smallestLine;
                    }

                    sourceColor.a *= minorLineAlphaMultiplier * 0.6f;
                }

                float activeDistance = sanityScalar * (majorLine ? MAJOR_LINE_DISTANCE : MINOR_LINE_DISTANCE);

                for (int x = xStart; x < xEnd; x += gridJump)
                {
                    Color color = sourceColor;

                    Vector3 yOffset = y * yDirection * snapDistance;

                    Vector3 center = depthOffset + yOffset;

                    Vector3 testPoint = center + xDirection * (x + gridJump / 2f) * snapDistance;
                    testPoint.y = 0;
                    float squareDistance = (testPoint - cameraPositionOnPlane).sqrMagnitude;

                    if (squareDistance > (activeDistance * activeDistance))
                    {
                        continue;
                    }

                    float distance = Mathf.Sqrt(squareDistance);

                    color.a *= Mathf.InverseLerp(activeDistance, activeDistance / 2f, distance);

                    GL.Color(color);

                    GL.Vertex(center + xDirection * (x + 0) * snapDistance);
                    GL.Vertex(center + xDirection * (x + gridJump) * snapDistance);
                }
            }

            for (int x = xStart; x <= xEnd; x++)
            {
                Color sourceColor = normalLine;
                bool  majorLine   = true;
                if (x == 0)
                {
                    sourceColor = yAxisColor;
                }
                else if (x % lineDistributionCount != 0)
                {
                    majorLine = false;
                    if (!scaledUp)
                    {
                        sourceColor = smallestLine;
                    }

                    sourceColor.a *= minorLineAlphaMultiplier * 0.6f;
                }

                float activeDistance = sanityScalar * (majorLine ? MAJOR_LINE_DISTANCE : MINOR_LINE_DISTANCE);

                for (int y = yStart; y < yEnd; y += gridJump)
                {
                    Color color = sourceColor;

                    Vector3 xOffset = x * xDirection * snapDistance;

                    Vector3 center = depthOffset + xOffset;

                    Vector3 testPoint = center + yDirection * (y + gridJump / 2f) * snapDistance;
                    testPoint.y = 0;
                    float squareDistance = (testPoint - cameraPositionOnPlane).sqrMagnitude;

                    if (squareDistance > (activeDistance * activeDistance))
                    {
                        continue;
                    }

                    float distance = Mathf.Sqrt(squareDistance);

                    color.a *= Mathf.InverseLerp(activeDistance, activeDistance * 0.5f, distance);


                    GL.Color(color);

                    GL.Vertex(center + yDirection * (y + 0) * snapDistance);
                    GL.Vertex(center + yDirection * (y + gridJump) * snapDistance);
                }
            }

            GL.End();
        }
示例#8
0
        public static void DrawPlane(UnityEngine.Plane plane, Vector3 center, Color colorFront, Color colorBack, float size)
        {
            SabreCSGResources.GetPlaneMaterial().SetPass(0);

            GL.Begin(GL.QUADS);

            Vector3 normal = plane.normal.normalized;
            Vector3 tangent;

            if (normal == Vector3.up || normal == Vector3.down)
            {
                tangent = Vector3.Cross(normal, Vector3.forward).normalized;
            }
            else
            {
                tangent = Vector3.Cross(normal, Vector3.up).normalized;
            }

            Vector3 binormal = Quaternion.AngleAxis(90, normal) * tangent;

            //		GL.Color(colorFront);
            //		GL.Vertex(center + (normal * -plane.distance) - tangent * size - binormal * size);
            //		GL.Vertex(center + (normal * -plane.distance) + tangent * size - binormal * size);
            //		GL.Vertex(center + (normal * -plane.distance) + tangent * size + binormal * size);
            //		GL.Vertex(center + (normal * -plane.distance) - tangent * size + binormal * size);
            //
            //		GL.Color(colorBack);
            //		GL.Vertex(center + (normal * -plane.distance) - tangent * size + binormal * size);
            //		GL.Vertex(center + (normal * -plane.distance) + tangent * size + binormal * size);
            //		GL.Vertex(center + (normal * -plane.distance) + tangent * size - binormal * size);
            //		GL.Vertex(center + (normal * -plane.distance) - tangent * size - binormal * size);

            GL.Color(colorFront);
            GL.Vertex(center - tangent * size - binormal * size);
            GL.Vertex(center + tangent * size - binormal * size);
            GL.Vertex(center + tangent * size + binormal * size);
            GL.Vertex(center - tangent * size + binormal * size);

            GL.Color(colorBack);
            GL.Vertex(center - tangent * size + binormal * size);
            GL.Vertex(center + tangent * size + binormal * size);
            GL.Vertex(center + tangent * size - binormal * size);
            GL.Vertex(center - tangent * size - binormal * size);

            GL.End();


            GL.Begin(GL.LINES);

            GL.Color(Color.white);

            GL.Vertex(center - tangent * size + binormal * size);
            GL.Vertex(center + tangent * size + binormal * size);

            GL.Vertex(center + tangent * size + binormal * size);
            GL.Vertex(center + tangent * size - binormal * size);

            GL.Vertex(center + tangent * size - binormal * size);
            GL.Vertex(center - tangent * size - binormal * size);

            GL.Vertex(center - tangent * size - binormal * size);
            GL.Vertex(center - tangent * size + binormal * size);

            GL.Color(Color.green);

            Vector3 normalOffset = -normal * 0.01f;

            GL.Vertex(center + normalOffset - tangent * size + binormal * size);
            GL.Vertex(center + normalOffset + tangent * size + binormal * size);

            GL.Vertex(center + normalOffset + tangent * size + binormal * size);
            GL.Vertex(center + normalOffset + tangent * size - binormal * size);

            GL.Vertex(center + normalOffset + tangent * size - binormal * size);
            GL.Vertex(center + normalOffset - tangent * size - binormal * size);

            GL.Vertex(center + normalOffset - tangent * size - binormal * size);
            GL.Vertex(center + normalOffset - tangent * size + binormal * size);

            GL.Color(Color.red);

            normalOffset = normal * 0.01f;

            GL.Vertex(center + normalOffset - tangent * size + binormal * size);
            GL.Vertex(center + normalOffset + tangent * size + binormal * size);

            GL.Vertex(center + normalOffset + tangent * size + binormal * size);
            GL.Vertex(center + normalOffset + tangent * size - binormal * size);

            GL.Vertex(center + normalOffset + tangent * size - binormal * size);
            GL.Vertex(center + normalOffset - tangent * size - binormal * size);

            GL.Vertex(center + normalOffset - tangent * size - binormal * size);
            GL.Vertex(center + normalOffset - tangent * size + binormal * size);

            GL.End();
        }
示例#9
0
        void OnRepaint(SceneView sceneView, Event e)
        {
            if (primaryTargetBrush != null)
            {
                // Use a helper method to draw a visualisation of the clipping plane
                float largestExtent = GetBounds().GetLargestExtent();
                float planeSize     = largestExtent * 4f;
//				clipPlane.
                SabreGraphics.DrawPlane(displayPlane, planePosition, new Color(0f, 1f, 0f, .3f), new Color(1f, 0f, 0f, .3f), planeSize);

                // Selected brush green outline
                SabreCSGResources.GetSelectedBrushMaterial().SetPass(0);

                // Draw black lines where the clip plane intersects the brushes
                if (!sceneView.camera.orthographic || EditorHelper.GetSceneViewCamera(sceneView) == EditorHelper.SceneViewCamera.Other)
                {
                    GL.Begin(GL.LINES);
                    GL.Color(Color.black);

                    foreach (PrimitiveBrush brush in targetBrushes)
                    {
                        Polygon[] polygons = brush.GenerateTransformedPolygons();
                        foreach (Polygon polygon in polygons)
                        {
                            Vector3 position1;
                            Vector3 position2;
                            if (Polygon.PlanePolygonIntersection(polygon, out position1, out position2, displayPlane))
                            {
                                GL.Vertex(position1);
                                GL.Vertex(position2);
                            }
                        }
                    }

                    GL.End();
                }

                if (displayPoint)
                {
                    Camera sceneViewCamera = sceneView.camera;

                    SabreCSGResources.GetVertexMaterial().SetPass(0);
                    GL.PushMatrix();
                    GL.LoadPixelMatrix();

                    GL.Begin(GL.QUADS);


                    // Draw points in reverse order because we want the precedence to be Red, Green, Blue

                    GL.Color(Color.blue);

                    Vector3 target = sceneViewCamera.WorldToScreenPoint(points[2]);

                    if (target.z > 0)
                    {
                        // Make it pixel perfect
                        target = MathHelper.RoundVector3(target);
                        SabreGraphics.DrawBillboardQuad(target, 8, 8);
                    }

                    GL.Color(Color.green);

                    target = sceneViewCamera.WorldToScreenPoint(points[1]);

                    if (target.z > 0)
                    {
                        // Make it pixel perfect
                        target = MathHelper.RoundVector3(target);
                        SabreGraphics.DrawBillboardQuad(target, 8, 8);
                    }

                    GL.Color(Color.red);

                    target = sceneViewCamera.WorldToScreenPoint(points[0]);

                    if (target.z > 0)
                    {
                        // Make it pixel perfect
                        target = MathHelper.RoundVector3(target);
                        SabreGraphics.DrawBillboardQuad(target, 8, 8);
                    }

                    GL.End();
                    GL.PopMatrix();
                }
            }

            // Draw UI specific to this editor
//			GUI.backgroundColor = Color.red;
            Rect     rectangle = new Rect(0, 50, 210, 130);
            GUIStyle toolbar   = new GUIStyle(EditorStyles.toolbar);

            toolbar.normal.background = SabreCSGResources.ClearTexture;
            toolbar.fixedHeight       = rectangle.height;
#if UNITY_2021_2_OR_NEWER
            SabreToolsOverlay.window1 = () => OnToolbarGUI(0);
#else
            GUILayout.Window(140006, rectangle, OnToolbarGUI, "", toolbar);
#endif
        }
示例#10
0
        private static void OnRepaint(SceneView sceneView)
        {
            float distanceScaler = 1f;

#if UNITY_5_4_OR_NEWER
            distanceScaler = EditorGUIUtility.pixelsPerPoint;
#endif
            // Distance in points from the radial center to the center of each option circle
            float distance = 100 * distanceScaler;

            // Number of sectors (or slices) the circle is cut into
            int angleCount = messages.Length;
            // Radians angle that each sector takes up
            float angleDelta = (Mathf.PI * 2f) / (float)angleCount;

            // Radial center position
            Vector2 centerPosition = new Vector2(Screen.width / 2, Screen.height / 2);

            // Sector being highlighted
            int highlightIndex = GetIndex(centerPosition);

            GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel);
            labelStyle.alignment = TextAnchor.MiddleCenter;

            // Draw normal circles
            SabreCSGResources.GetCircleMaterial().SetPass(0);

            GL.PushMatrix();
            GL.LoadPixelMatrix();

            GL.Begin(GL.QUADS);

            for (int i = 0; i < angleCount; i++)
            {
                float angle = i * angleDelta;
                Color color = colors[i];

                // Highlighted circle should be a bit more opaque
                if (i == highlightIndex)
                {
                    color.a = 0.75f;
                }
                else
                {
                    color.a = 0.5f;
                }
                GL.Color(color);

                Vector3 position = centerPosition + distance * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
                SabreGraphics.DrawBillboardQuad(position, 64, 64);
            }

            // Draw white dots from the center towards the highlighted circle
            if (highlightIndex != -1)
            {
                float angle = highlightIndex * angleDelta;

                GL.Color(Color.white);

                Vector3 position = centerPosition;
                SabreGraphics.DrawBillboardQuad(position, 8, 8);

                position = centerPosition + 20 * distanceScaler * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
                SabreGraphics.DrawBillboardQuad(position, 16, 16);

                position = centerPosition + 50 * distanceScaler * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
                SabreGraphics.DrawBillboardQuad(position, 32, 32);
            }
            else
            {
                // No highlighted option, just draw a white dot at the center
                GL.Color(Color.white);

                Vector3 position = centerPosition;
                SabreGraphics.DrawBillboardQuad(position, 16, 16);
            }

            GL.End();
            GL.PopMatrix();

            // Draw a white circle around the edge of the higlighted circle
            if (highlightIndex != -1)
            {
                SabreCSGResources.GetCircleOutlineMaterial().SetPass(0);

                GL.PushMatrix();
                GL.LoadPixelMatrix();

                GL.Begin(GL.QUADS);

                float angle = highlightIndex * angleDelta;

                GL.Color(Color.white);

                Vector3 position = centerPosition + distance * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
                SabreGraphics.DrawBillboardQuad(position, 64, 64);

                GL.End();
                GL.PopMatrix();
            }

            // Draw the text

            Vector3 screenOffset = new Vector3(0, 5, 0);

            for (int i = 0; i < angleCount; i++)
            {
                string message = messages[i];
                // The Iso/Persp toggle should show the appropriate text based on active scene view
                if (message == "Iso" && sceneView.orthographic)
                {
                    message = "Persp";
                }

                // Make the font size bigger for a highlighted option
                if (i == highlightIndex)
                {
                    labelStyle.fontSize = 14;
                }
                else
                {
                    labelStyle.fontSize = 12;
                }

                float angle = i * angleDelta;

                Vector3 position = centerPosition + distance * new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));

                // Offset the position slightly so that it better aligns with the drawn circle
                position += screenOffset * distanceScaler;

                // Need to manually offset the text to be center aligned for some reason
                Vector2 size = labelStyle.CalcSize(new GUIContent(message));
                position += new Vector3(-size.x * distanceScaler / 4f, 0, 0);

                // Calculate the world position of the screen point just in front of the camera
                Ray     ray   = sceneView.camera.ScreenPointToRay(position);
                Vector3 world = ray.origin + ray.direction * 0.01f;

                // Draw using a world space Handle label
                Handles.Label(world, message, labelStyle);
            }
        }
示例#11
0
        private void OnRepaint(SceneView sceneView, Event e)
        {
            Camera sceneViewCamera = sceneView.camera;

            //			if(hoverPoint.HasValue)
            {
                // Draw the active polygon
                if (activePolygon != null)
                {
                    SabreCSGResources.GetSelectedBrushMaterial().SetPass(0);

                    SabreGraphics.DrawPolygons(new Color(1, 1, 0, 0.15f), new Color(1, 1, 0, 0.5f), activePolygon);
                }

                SabreCSGResources.GetVertexMaterial().SetPass(0);
                GL.PushMatrix();
                GL.LoadPixelMatrix();

                GL.Begin(GL.QUADS);

                if (activePolygon != null)
                {
                    GL.Color(Color.yellow);// new Color(0.75f,0.75f,0.75f,1));
                }
                else
                {
                    GL.Color(Color.white);
                }

                Vector3 target = sceneViewCamera.WorldToScreenPoint(hoverPoint);

                if (target.z > 0)
                {
                    // Make it pixel perfect
                    target = MathHelper.RoundVector3(target);
                    SabreGraphics.DrawBillboardQuad(target, 8, 8);
                }

                for (int i = 0; i < hitPoints.Count; i++)
                {
                    target = sceneViewCamera.WorldToScreenPoint(hitPoints[i]);
                    GL.Color(Color.blue);
                    if (target.z > 0)
                    {
                        // Make it pixel perfect
                        target = MathHelper.RoundVector3(target);
                        SabreGraphics.DrawBillboardQuad(target, 8, 8);
                    }
                }

                GL.End();
                GL.PopMatrix();
            }

            if (drawMode == DrawMode.RectangleBase || drawMode == DrawMode.PolygonBase)
            {
                List <Vector3> pointsToDraw = new List <Vector3>();
                if (drawMode == DrawMode.RectangleBase)
                {
                    pointsToDraw.AddRange(GetRectanglePoints());
                }
                else
                {
                    pointsToDraw.AddRange(hitPoints);
                    pointsToDraw.Insert(pointsToDraw.Count, hoverPoint);
                }

                SabreCSGResources.GetSelectedBrushMaterial().SetPass(0);

                //				GL.Begin(GL);
                //				GL.Color(new Color32(0, 181, 255, 100));
                //
                //				// Draw each point
                //				for (int i = 0; i < pointsToDraw.Count; i++)
                //				{
                //					GL.Vertex(pointsToDraw[i]);
                //				}
                //
                //				GL.End();

                // Marquee border
                GL.Begin(GL.LINES);

                if (csgMode == CSGMode.Add)
                {
                    GL.Color(Color.blue);
                }
                else if (csgMode == CSGMode.Subtract)
                {
                    GL.Color(Color.yellow);
                }

                // Draw lines between all the points
                for (int i = 0; i < pointsToDraw.Count; i++)
                {
                    // In polygon mode, if it's bigger than a line, draw the last edge in grey
                    if (i == pointsToDraw.Count - 1 &&
                        drawMode == DrawMode.PolygonBase &&
                        pointsToDraw.Count > 2 &&
                        !selectingHeight)
                    {
                        GL.Color(Color.grey);
                    }
                    // Draw a line from one point to the next
                    GL.Vertex(pointsToDraw[i]);
                    GL.Vertex(pointsToDraw[(i + 1) % pointsToDraw.Count]);
                }

                if (selectingHeight)
                {
                    Vector3 offset = GetActivePlane().normal *prismHeight;

                    for (int i = 0; i < pointsToDraw.Count; i++)
                    {
                        // Draw a line from one point to the next
                        GL.Vertex(pointsToDraw[i]);
                        GL.Vertex(pointsToDraw[i] + offset);
                    }

                    GL.Color(Color.grey);
                    // Draw grid lines along the prism to indicate size
                    for (int heightLine = 1; heightLine < Mathf.Abs(prismHeight); heightLine++)
                    {
                        for (int i = 0; i < pointsToDraw.Count; i++)
                        {
                            Vector3 gridOffset = GetActivePlane().normal *heightLine *Mathf.Sign(prismHeight);
                            // Draw a line from one point to the next
                            GL.Vertex(pointsToDraw[i] + gridOffset);
                            GL.Vertex(pointsToDraw[(i + 1) % pointsToDraw.Count] + gridOffset);
                        }
                    }

                    GL.Color(Color.green);
                    for (int i = 0; i < pointsToDraw.Count; i++)
                    {
                        // Draw a line from one point to the next
                        GL.Vertex(pointsToDraw[i] + offset);
                        GL.Vertex(pointsToDraw[(i + 1) % pointsToDraw.Count] + offset);
                    }
                }

                GL.End();
            }

            //			Rect rectangle = new Rect(0, 50, 210, 130);
            //			GUIStyle toolbar = new GUIStyle(EditorStyles.toolbar);
            //			toolbar.normal.background = SabreCSGResources.ClearTexture;
            //			toolbar.fixedHeight = rectangle.height;
            //			GUILayout.Window(140010, rectangle, OnToolbarGUI, "",toolbar);
        }
示例#12
0
        void DrawVertices(SceneView sceneView, Event e)
        {
            Camera sceneViewCamera = sceneView.camera;

            SabreCSGResources.GetVertexMaterial().SetPass(0);
            GL.PushMatrix();
            GL.LoadPixelMatrix();

            GL.Begin(GL.QUADS);

            // Draw each handle, colouring it if it's selected
            foreach (PrimitiveBrush brush in targetBrushes)
            {
                Polygon[] polygons = brush.GetPolygons();

                Vector3 target;

                for (int i = 0; i < polygons.Length; i++)
                {
                    for (int j = 0; j < polygons[i].Vertices.Length; j++)
                    {
                        Vertex vertex = polygons[i].Vertices[j];

                        if (selectedVertices.ContainsKey(vertex))
                        {
                            GL.Color(new Color32(0, 255, 128, 255));
                        }
                        else
                        {
                            GL.Color(Color.white);
                        }

                        target = sceneViewCamera.WorldToScreenPoint(brush.transform.TransformPoint(vertex.Position));
                        if (target.z > 0)
                        {
                            // Make it pixel perfect
                            target = MathHelper.RoundVector3(target);
                            SabreGraphics.DrawBillboardQuad(target, 8, 8);
                        }
                    }
                }
            }

            GL.End();

            // Draw lines for selected edges
            SabreCSGResources.GetSelectedBrushMaterial().SetPass(0);

            GL.Begin(GL.LINES);
            GL.Color(Color.green);

            for (int edgeIndex = 0; edgeIndex < selectedEdges.Count; edgeIndex++)
            {
                Edge edge = selectedEdges[edgeIndex];

                if (selectedVertices.ContainsKey(edge.Vertex1))
                {
                    Brush brush = selectedVertices[edge.Vertex1];

                    Vector3 target1 = sceneViewCamera.WorldToScreenPoint(brush.transform.TransformPoint(edge.Vertex1.Position));
                    Vector3 target2 = sceneViewCamera.WorldToScreenPoint(brush.transform.TransformPoint(edge.Vertex2.Position));

                    if (target1.z > 0 && target2.z > 0)
                    {
                        SabreGraphics.DrawScreenLine(target1, target2);
                    }
                }
            }

            GL.End();

            GL.PopMatrix();
        }