using UnityEditor; using UnityEngine; using System; using System.Collections; using System.Collections.Generic; using System.Linq; namespace Obi{ /** * Custom inspector for ObiStitcher component. */ [CustomEditor(typeof(ObiStitcher))] public class ObiStitcherEditor : Editor { ObiStitcher stitcher; bool editing = false; Vector3 sewingToolHandle1 = Vector3.zero; Vector3 sewingToolHandle2 = Vector3.one; static public bool[] selectionStatus = new bool[0]; public void OnEnable(){ stitcher = (ObiStitcher)target; // initialize sewing tool to sensible values: if (stitcher.Actor1 != null && stitcher.Actor2 != null){ sewingToolHandle1 = stitcher.Actor1.transform.position; sewingToolHandle2 = stitcher.Actor2.transform.position; } } public override void OnInspectorGUI() { serializedObject.UpdateIfRequiredOrScript(); EditorGUI.BeginChangeCheck(); ObiActor actor1 = EditorGUILayout.ObjectField("First actor",stitcher.Actor1, typeof(ObiActor),true) as ObiActor; if (EditorGUI.EndChangeCheck()){ Undo.RecordObject(stitcher, "Set first actor"); stitcher.Actor1 = actor1; } EditorGUI.BeginChangeCheck(); ObiActor actor2 = EditorGUILayout.ObjectField("Second actor",stitcher.Actor2, typeof(ObiActor),true) as ObiActor; if (EditorGUI.EndChangeCheck()){ Undo.RecordObject(stitcher, "Set second actor"); stitcher.Actor2 = actor2; } if (stitcher.Actor1 != null && stitcher.Actor2 != null && stitcher.Actor1.Solver != stitcher.Actor2.Solver){ EditorGUILayout.HelpBox("Both actors must be managed by the same solver.",MessageType.Error); } EditorGUILayout.HelpBox("Stitch count: " + stitcher.StitchCount,MessageType.None); // edit mode: GUI.enabled = stitcher.Actor1 != null && stitcher.Actor2 != null; editing = GUILayout.Toggle(editing,"Edit","LargeButton"); if (editing){ EditorGUILayout.HelpBox("Remember that when working with the sewing tool, you can use Unity's snap to vertex feature by pressing 'V' in your keyboard.",MessageType.Info); // Clear all stitches if (GUILayout.Button("Clear all stitches")){ if (EditorUtility.DisplayDialog("Clearing stitches","Are you sure you want to remove all stitches?","Ok","Cancel")){ Undo.RecordObject(stitcher, "Clear all stitches"); stitcher.Clear(); } } // Remove selected stitches if (GUILayout.Button("Remove selected stitches")){ List removedStitches = new List(); for(int i = 0; i < selectionStatus.Length; ++i){ if (selectionStatus[i]){ removedStitches.Add(i); selectionStatus[i] = false; } } if (removedStitches.Count > 0){ Undo.RecordObject(stitcher, "Remove stitches"); // Remove from last to first, to avoid throwing off subsequent indices: foreach(int i in removedStitches.OrderByDescending(i => i)){ stitcher.RemoveStitch(i); } } } // Add stitch: if (GUILayout.Button("Add Stitch")){ Undo.RecordObject(stitcher, "Add stitch"); int particle1 = 0; int particle2 = 0; UseSewingTool(ref particle1, ref particle2); stitcher.AddStitch(particle1,particle2); } } GUI.enabled = true; // Apply changes to the serializedProperty if (GUI.changed){ serializedObject.ApplyModifiedProperties(); stitcher.PushDataToSolver(ParticleData.NONE); } } public void UseSewingTool(ref int particle1, ref int particle2){ float minDistance = float.MaxValue; if (stitcher.Actor1 == stitcher.Actor2){ float minDistance2 = float.MaxValue; for (int i = 0; i < stitcher.Actor1.positions.Length;++i){ Vector3 pos = stitcher.Actor1.GetParticlePosition(i); float distance1 = (pos - sewingToolHandle1).sqrMagnitude; float distance2 = (pos - sewingToolHandle2).sqrMagnitude; if (distance1 < minDistance){ minDistance = distance1; particle1 = i; } if (distance2 < minDistance2){ minDistance2 = distance2; particle2 = i; } } }else{ // find closest particle to each end of the sewing tool: for (int i = 0; i < stitcher.Actor1.positions.Length;++i){ Vector3 pos = stitcher.Actor1.GetParticlePosition(i); float distance1 = (pos - sewingToolHandle1).sqrMagnitude; float distance2 = (pos - sewingToolHandle2).sqrMagnitude; float min = Mathf.Min(distance1,distance2); if (min < minDistance){ minDistance = min; particle1 = i; } } minDistance = float.MaxValue; for (int i = 0; i < stitcher.Actor2.positions.Length;++i){ Vector3 pos = stitcher.Actor2.GetParticlePosition(i); float distance1 = (pos - sewingToolHandle1).sqrMagnitude; float distance2 = (pos - sewingToolHandle2).sqrMagnitude; float min = Mathf.Min(distance1,distance2); if (min < minDistance){ minDistance = min; particle2 = i; } } } } public void DrawSewingTool(){ sewingToolHandle1 = Handles.FreeMoveHandle(sewingToolHandle1, Quaternion.identity,HandleUtility.GetHandleSize(sewingToolHandle1)*0.05f,new Vector3(.5f,.5f,.5f),Handles.RectangleHandleCap); sewingToolHandle2 = Handles.FreeMoveHandle(sewingToolHandle2, Quaternion.identity,HandleUtility.GetHandleSize(sewingToolHandle2)*0.05f,new Vector3(.5f,.5f,.5f),Handles.RectangleHandleCap); Handles.DrawDottedLine(sewingToolHandle1,sewingToolHandle2,2); } /** * Draws selected stitches in the scene view and allows their selection. */ public void OnSceneGUI(){ Array.Resize(ref selectionStatus,stitcher.StitchCount); if (!editing) return; DrawSewingTool(); if (stitcher.Actor1 != null && stitcher.Actor2 != null){ int controlID = GUIUtility.GetControlID("stitcher".GetHashCode(),FocusType.Passive); float distanceToClosest = float.MaxValue; int selectedIndex = -1; int i = 0; foreach(ObiStitcher.Stitch stitch in stitcher.Stitches){ Vector3 pos1 = stitcher.Actor1.GetParticlePosition(stitch.particleIndex1); Vector3 pos2 = stitcher.Actor2.GetParticlePosition(stitch.particleIndex2); switch (Event.current.GetTypeForControl(controlID)){ case EventType.MouseDown: if (Event.current.button != 0) break; // If the user is pressing shift, accumulate selection. if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0){ for(int j = 0; j < selectionStatus.Length; j++) selectionStatus[j] = false; } float distance = HandleUtility.DistanceToLine(pos1,pos2); if (distance < 10 && distance < distanceToClosest){ distanceToClosest = distance; selectedIndex = i; // Prevent deselection if we have selected a stitch: GUIUtility.hotControl = controlID; Event.current.Use(); } break; case EventType.Repaint: Handles.color = selectionStatus[i]?Color.red:Color.green; Handles.DrawDottedLine(pos1,pos2,2); break; } ++i; } if (selectedIndex >= 0){ selectionStatus[selectedIndex] = !selectionStatus[selectedIndex]; } } } } }