184 lines
5.1 KiB
C#
184 lines
5.1 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Obi{
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public class ObiSplineHandles
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{
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static int splineSelectorHash = "ObiSplineSelectorHash".GetHashCode();
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static Vector2 startPos;
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static Vector2 currentPos;
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static bool dragging = false;
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static Rect marquee;
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public static bool SplineCPSelector(Vector3[] positions,
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bool[] selectionStatus){
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Matrix4x4 cachedMatrix = Handles.matrix;
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int controlID = GUIUtility.GetControlID(splineSelectorHash,FocusType.Passive);
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int selectedCPIndex = -1;
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bool selectionStatusChanged = false;
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// select vertex on mouse click:
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switch (Event.current.GetTypeForControl(controlID)){
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case EventType.MouseDown: {
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if ((Event.current.modifiers & EventModifiers.Control) == 0 &&
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(HandleUtility.nearestControl != controlID || Event.current.button != 0)) break;
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startPos = Event.current.mousePosition;
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marquee.Set(0,0,0,0);
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// If the user is pressing shift, accumulate selection.
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if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0){
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for(int i = 0; i < selectionStatus.Length; i++)
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selectionStatus[i] = false;
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}
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// If the user is holding down control, dont allow selection of other objects and use marquee tool.
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if ((Event.current.modifiers & EventModifiers.Control) != 0)
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GUIUtility.hotControl = controlID;
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float minSqrDistance = System.Single.MaxValue;
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for(int i = 0; i < positions.Length; i++){
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// get particle position in gui space:
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Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]);
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// get distance from mouse position to particle position:
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float sqrDistance = Vector2.SqrMagnitude(startPos-pos);
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// check if this control point is closer to the cursor that any previously considered point.
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if (sqrDistance < 100 && sqrDistance < minSqrDistance){ //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle.
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minSqrDistance = sqrDistance;
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selectedCPIndex = i;
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}
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}
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if (selectedCPIndex >= 0){ // toggle particle selection status.
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selectionStatus[selectedCPIndex] = !selectionStatus[selectedCPIndex];
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selectionStatusChanged = true;
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// Prevent spline deselection if we have selected a particle:
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GUIUtility.hotControl = controlID;
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Event.current.Use();
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}
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else if (Event.current.modifiers == EventModifiers.None){ // deselect all particles:
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for(int i = 0; i < selectionStatus.Length; i++)
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selectionStatus[i] = false;
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selectionStatusChanged = true;
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}
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} break;
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case EventType.MouseDrag:
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if (GUIUtility.hotControl == controlID){
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currentPos = Event.current.mousePosition;
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if (!dragging && Vector2.Distance(startPos, currentPos) > 5) {
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dragging = true;
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}else{
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GUIUtility.hotControl = controlID;
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Event.current.Use();
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}
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//update marquee rect:
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float left = Mathf.Min(startPos.x,currentPos.x);
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float right = Mathf.Max(startPos.x,currentPos.x);
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float bottom = Mathf.Min(startPos.y,currentPos.y);
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float top = Mathf.Max(startPos.y,currentPos.y);
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marquee = new Rect(left, bottom, right - left, top - bottom);
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}
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break;
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case EventType.MouseUp:
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if (GUIUtility.hotControl == controlID){
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dragging = false;
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for(int i = 0; i < positions.Length; i++){
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// get particle position in gui space:
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Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]);
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if (pos.x > marquee.xMin && pos.x < marquee.xMax && pos.y > marquee.yMin && pos.y < marquee.yMax){
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selectionStatus[i] = true;
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selectionStatusChanged = true;
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}
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}
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GUIUtility.hotControl = 0;
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Event.current.Use();
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}
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break;
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case EventType.Repaint:
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Handles.matrix = Matrix4x4.identity;
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if(dragging){
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GUISkin oldSkin = GUI.skin;
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GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene);
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Handles.BeginGUI();
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GUI.Box (new Rect (marquee.xMin, marquee.yMin, marquee.width, marquee.height),"");
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Handles.EndGUI();
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GUI.skin = oldSkin;
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}
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Handles.matrix = cachedMatrix;
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break;
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case EventType.Layout:{
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Handles.matrix = Matrix4x4.identity;
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float minSqrDistance = System.Single.MaxValue;
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for(int i = 0; i < positions.Length; i++){
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// get particle position in gui space:
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Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]);
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// get distance from mouse position to particle position:
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float sqrDistance = Vector2.SqrMagnitude(Event.current.mousePosition-pos);
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// check if this control point is closer to the cursor that any previously considered point.
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if (sqrDistance < 100 && sqrDistance < minSqrDistance){ //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle.
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minSqrDistance = sqrDistance;
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}
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}
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HandleUtility.AddControl(controlID, Mathf.Sqrt(minSqrDistance) );
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Handles.matrix = cachedMatrix;
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}break;
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}
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return selectionStatusChanged;
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}
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}
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}
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