rimworld-animation-studio/Library/PackageCache/com.unity.2d.spriteshape@3.0.14/Editor/SpriteShapeHandleUtility.cs
2022-09-13 00:36:34 -05:00

349 lines
14 KiB
C#

using UnityEditor;
using UnityEngine;
using UnityEditor.Sprites;
using System.Collections;
using System.Collections.Generic;
namespace UnityEditor.U2D
{
public class SpriteShapeHandleUtility
{
private class Styles
{
public Texture playheadTex;
public Texture handRightTex;
public Texture handLeftTex;
}
private static Styles s_Styles;
private static Styles styles
{
get
{
if (s_Styles == null)
s_Styles = new Styles();
return s_Styles;
}
}
static private Material s_HandleWireMaterial;
private static Material handleWireMaterial
{
get
{
if (!s_HandleWireMaterial)
s_HandleWireMaterial = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleLines.mat");
return s_HandleWireMaterial;
}
}
private static Material s_FillTextureMaterial;
private static Material fillTextureMaterial
{
get
{
if (s_FillTextureMaterial == null)
{
s_FillTextureMaterial = new Material(Shader.Find("Hidden/InternalSpritesInspector"));
s_FillTextureMaterial.hideFlags = HideFlags.DontSave;
}
s_FillTextureMaterial.SetFloat("_AdjustLinearForGamma", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
return s_FillTextureMaterial;
}
}
private static Mesh s_TextureCapMesh;
private static Mesh textureCapMesh
{
get
{
if (s_TextureCapMesh == null)
{
s_TextureCapMesh = new Mesh();
s_TextureCapMesh.hideFlags = HideFlags.DontSave;
s_TextureCapMesh.vertices = new Vector3[] {
new Vector2(-0.5f, -0.5f),
new Vector2(-0.5f, 0.5f),
new Vector2(0.5f, 0.5f),
new Vector2(-0.5f, -0.5f),
new Vector2(0.5f, 0.5f),
new Vector2(0.5f, -0.5f)
};
s_TextureCapMesh.uv = new Vector2[] {
Vector3.zero,
Vector3.up,
Vector3.up + Vector3.right,
Vector3.zero,
Vector3.up + Vector3.right,
Vector3.right
};
s_TextureCapMesh.SetTriangles(new int[] { 0, 1, 2, 3, 4, 5 }, 0);
}
return s_TextureCapMesh;
}
}
private static readonly Vector3[] s_WireArcPoints = new Vector3[60];
public static float PosToAngle(Vector2 position, Vector2 center, float angleOffset)
{
Vector2 dir = (Quaternion.AngleAxis(angleOffset, Vector3.forward) * (position - center)).normalized;
return Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
}
public static Vector2 Slider2D(int id, Vector2 position, Vector3 capOffset, Quaternion rotation, float size, Handles.CapFunction drawCapFunction)
{
return Handles.Slider2D(id, position, capOffset, Vector3.forward, rotation * Vector3.up, rotation * Vector3.right, size, drawCapFunction, Vector2.zero);
}
public static void DrawRangeOutline(float start, float end, float angleOffset, Vector2 center, float radius, float width)
{
Vector3 startVec = Quaternion.AngleAxis(start + angleOffset, Vector3.forward) * Vector3.right;
Vector3 endVec = Quaternion.AngleAxis(end + angleOffset, Vector3.forward) * Vector3.right;
Handles.DrawWireArc(center, Vector3.forward, startVec, end - start, radius - width);
Handles.DrawWireArc(center, Vector3.forward, startVec, end - start, radius);
Handles.DrawLine(startVec * (radius - width) + (Vector3)center, startVec * radius + (Vector3)center);
Handles.DrawLine(endVec * (radius - width) + (Vector3)center, endVec * radius + (Vector3)center);
}
private static void ApplyWireMaterial()
{
UnityEngine.Rendering.CompareFunction zTest = UnityEngine.Rendering.CompareFunction.Always;
ApplyWireMaterial(zTest);
}
private static void ApplyWireMaterial(UnityEngine.Rendering.CompareFunction zTest)
{
Material mat = handleWireMaterial;
mat.SetInt("_HandleZTest", (int)zTest);
mat.SetPass(0);
}
static void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius)
{
Vector3 fromn = from.normalized;
Quaternion r = Quaternion.AngleAxis(angle / (float)(dest.Length - 1), normal);
Vector3 tangent = fromn * radius;
for (int i = 0; i < dest.Length; i++)
{
dest[i] = center + tangent;
tangent = r * tangent;
}
}
public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, float width)
{
if (Event.current.type != EventType.Repaint)
return;
SetDiscSectionPoints(s_WireArcPoints, center, normal, from, angle, radius);
Shader.SetGlobalColor("_HandleColor", Handles.color);
Shader.SetGlobalFloat("_HandleSize", 1);
ApplyWireMaterial(Handles.zTest);
float widthPercentage = 1f - Mathf.Clamp01(width / radius);
// Draw it twice to ensure backface culling doesn't hide any of the faces
GL.PushMatrix();
GL.MultMatrix(Handles.matrix);
GL.Begin(GL.TRIANGLES);
for (int i = 1, count = s_WireArcPoints.Length; i < count; ++i)
{
Vector3 d1 = s_WireArcPoints[i - 1] - center;
Vector3 d2 = s_WireArcPoints[i] - center;
GL.Color(Handles.color);
GL.Vertex(d1 * widthPercentage + center);
GL.Vertex(s_WireArcPoints[i - 1]);
GL.Vertex(s_WireArcPoints[i]);
GL.Vertex(d1 * widthPercentage + center);
GL.Vertex(s_WireArcPoints[i]);
GL.Vertex(d2 * widthPercentage + center);
GL.Vertex(d1 * widthPercentage + center);
GL.Vertex(s_WireArcPoints[i]);
GL.Vertex(s_WireArcPoints[i - 1]);
GL.Vertex(d1 * widthPercentage + center);
GL.Vertex(d2 * widthPercentage + center);
GL.Vertex(s_WireArcPoints[i]);
}
GL.End();
GL.PopMatrix();
}
public static void DrawTextureArc(Texture texture, float pixelsPerRadius, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius)
{
if (Event.current.type != EventType.Repaint || !texture)
return;
SetDiscSectionPoints(s_WireArcPoints, Vector3.zero, normal, from, angle, 0.5f);
fillTextureMaterial.mainTexture = texture;
fillTextureMaterial.mainTextureScale = new Vector2(1f, -1f);
fillTextureMaterial.mainTextureOffset = Vector2.zero;
fillTextureMaterial.SetPass(0);
Matrix4x4 matrix = new Matrix4x4();
matrix.SetTRS(center, Quaternion.identity, new Vector3(radius, radius, 1) * 2f);
Vector3 texOffset = Vector2.one * 0.5f;
float scale = pixelsPerRadius / radius;
GL.PushMatrix();
GL.LoadPixelMatrix();
GL.MultMatrix(matrix);
GL.Begin(GL.TRIANGLES);
for (int i = 1, count = s_WireArcPoints.Length; i < count; ++i)
{
GL.Color(Handles.color);
GL.TexCoord(texOffset);
GL.Vertex(Vector3.zero);
GL.TexCoord(s_WireArcPoints[i - 1] * scale + texOffset);
GL.Vertex(s_WireArcPoints[i - 1]);
GL.TexCoord(s_WireArcPoints[i] * scale + texOffset);
GL.Vertex(s_WireArcPoints[i]);
GL.TexCoord(texOffset);
GL.Vertex(Vector3.zero);
GL.TexCoord(s_WireArcPoints[i] * scale + texOffset);
GL.Vertex(s_WireArcPoints[i]);
GL.TexCoord(s_WireArcPoints[i - 1] * scale + texOffset);
GL.Vertex(s_WireArcPoints[i - 1]);
}
GL.End();
GL.PopMatrix();
}
public static void PlayHeadCap(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType)
{
if (styles.playheadTex == null)
styles.playheadTex = AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.unity.2d.spriteshape/Editor/Handles/ss_playhead.png");
GUITextureCap(controlID, styles.playheadTex, position, rotation, size, eventType);
}
public static void RangeLeftCap(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType)
{
if (styles.handLeftTex == null)
styles.handLeftTex = AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.unity.2d.spriteshape/Editor/Handles/ss_leftrange.png");
GUITextureCap(controlID, styles.handLeftTex, position, rotation, size, eventType);
}
public static void RangeRightCap(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType)
{
if (styles.handRightTex == null)
styles.handRightTex = AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.unity.2d.spriteshape/Editor/Handles/ss_rightrange.png");
GUITextureCap(controlID, styles.handRightTex, position, rotation, size, eventType);
}
public static void GUITextureCap(int controlID, Texture texture, Vector3 position, Quaternion rotation, float size, EventType eventType)
{
switch (eventType)
{
case (EventType.Layout):
HandleUtility.AddControl(controlID, DistanceToRectangle(position, rotation, Vector2.one * size * 0.5f));
break;
case (EventType.Repaint):
FilterMode filterMode = texture.filterMode;
texture.filterMode = FilterMode.Bilinear;
EditorSpriteGUIUtility.spriteMaterial.mainTexture = texture;
float w = (float)texture.width;
float h = (float)texture.height;
float max = Mathf.Max(w, h);
Vector3 scale = new Vector2(w / max, h / max) * size;
if (Camera.current == null)
scale.y *= -1f;
EditorSpriteGUIUtility.DrawMesh(textureCapMesh, EditorSpriteGUIUtility.spriteMaterial, position, rotation, scale);
texture.filterMode = filterMode;
break;
}
}
public static float DistanceToArcWidth(Vector2 position, Vector2 center, float start, float end, float radius, float width, float angleOffet)
{
float innerRadius = radius - width;
float angle = PosToAngle(position, center, -angleOffet);
angle = Mathf.Repeat(angle - start, 360f);
float range = end - start;
if (angle >= 0f && angle <= range)
{
float distanceToCenter = (position - center).magnitude;
if (distanceToCenter <= radius && distanceToCenter >= innerRadius)
return 0f;
else if (distanceToCenter > radius)
return distanceToCenter - radius;
else if (distanceToCenter < innerRadius)
return innerRadius - distanceToCenter;
}
else if (angle < 0f)
{
Vector2 pos1 = (Vector2)(Quaternion.AngleAxis(start + angleOffet, Vector3.forward) * Vector3.right * radius) + center;
Vector2 pos2 = (Vector2)(Quaternion.AngleAxis(start + angleOffet, Vector3.forward) * Vector3.right * innerRadius) + center;
return Mathf.Min((position - pos1).magnitude, (position - pos2).magnitude);
}
else if (angle > range)
{
Vector2 pos1 = (Vector2)(Quaternion.AngleAxis(end + angleOffet, Vector3.forward) * Vector3.right * radius) + center;
Vector2 pos2 = (Vector2)(Quaternion.AngleAxis(end + angleOffet, Vector3.forward) * Vector3.right * innerRadius) + center;
return Mathf.Min((position - pos1).magnitude, (position - pos2).magnitude);
}
return float.MaxValue;
}
public static float DistanceToRectangle(Vector3 position, Quaternion rotation, Vector2 size)
{
Vector3[] points = { Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero };
Vector3 sideways = rotation * new Vector3(size.x, 0, 0);
Vector3 up = rotation * new Vector3(0, size.y, 0);
points[0] = HandleUtility.WorldToGUIPoint(position + sideways + up);
points[1] = HandleUtility.WorldToGUIPoint(position + sideways - up);
points[2] = HandleUtility.WorldToGUIPoint(position - sideways - up);
points[3] = HandleUtility.WorldToGUIPoint(position - sideways + up);
points[4] = points[0];
Vector2 pos = Event.current.mousePosition;
bool oddNodes = false;
int j = 4;
for (int i = 0; i < 5; i++)
{
if ((points[i].y > pos.y) != (points[j].y > pos.y))
{
if (pos.x < (points[j].x - points[i].x) * (pos.y - points[i].y) / (points[j].y - points[i].y) + points[i].x)
{
oddNodes = !oddNodes;
}
}
j = i;
}
if (!oddNodes)
{
// Distance to closest edge (not so fast)
float dist, closestDist = -1f;
j = 1;
for (int i = 0; i < 4; i++)
{
dist = HandleUtility.DistancePointToLineSegment(pos, points[i], points[j++]);
if (dist < closestDist || closestDist < 0)
closestDist = dist;
}
return closestDist;
}
else
return 0;
}
}
}