Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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240 行
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using System;
using UnityEngine.UIElements;
using UnityEngine;
namespace UnityEditor.Rendering.LookDev
{
//TODO: clamps to always have both node on screen
class ComparisonGizmoController : Manipulator
{
const float k_DragPadding = 0.05f;
const float k_ReferenceScale = 1080f;
ComparisonGizmoState m_State;
SwitchableCameraController m_Switcher;
enum Selected
{
None,
NodeFirstView,
NodeSecondView,
PlaneSeparator,
Fader
}
Selected m_Selected;
Vector2 m_SavedRelativePositionOnMouseDown;
bool m_IsDragging;
bool isDragging
{
get => m_IsDragging;
set
{
//As in scene view, stop dragging as first button is release in case of multiple button down
if (value ^ m_IsDragging)
{
if (value)
{
target.RegisterCallback<MouseMoveEvent>(OnMouseDrag);
target.CaptureMouse();
}
else
{
target.ReleaseMouse();
target.UnregisterCallback<MouseMoveEvent>(OnMouseDrag);
}
m_IsDragging = value;
}
}
}
public ComparisonGizmoController(ComparisonGizmoState state, SwitchableCameraController switcher)
{
m_State = state;
m_Switcher = switcher;
}
protected override void RegisterCallbacksOnTarget()
{
target.RegisterCallback<MouseDownEvent>(OnMouseDown);
target.RegisterCallback<MouseUpEvent>(OnMouseUp);
target.RegisterCallback<WheelEvent>(OnScrollWheel);
}
protected override void UnregisterCallbacksFromTarget()
{
target.UnregisterCallback<MouseDownEvent>(OnMouseDown);
target.UnregisterCallback<MouseUpEvent>(OnMouseUp);
target.UnregisterCallback<WheelEvent>(OnScrollWheel);
}
void OnScrollWheel(WheelEvent evt)
{
if (LookDev.currentContext.layout.viewLayout != Layout.CustomSplit)
return;
if (GetViewFromComposition(evt.localMousePosition) == ViewIndex.Second)
m_Switcher.SwitchUntilNextWheelEvent();
//let event be propagated to views
}
void OnMouseDown(MouseDownEvent evt)
{
if (LookDev.currentContext.layout.viewLayout != Layout.CustomSplit)
return;
Rect displayRect = target.contentRect;
SelectGizmoZone(GetNormalizedCoordinates(evt.localMousePosition, displayRect));
if (m_Selected != Selected.None)
{
m_SavedRelativePositionOnMouseDown = GetNormalizedCoordinates(evt.localMousePosition, displayRect) - m_State.center;
isDragging = true;
//We do not want to move camera and gizmo at the same time.
evt.StopImmediatePropagation();
}
else
{
//else let event be propagated to views
if (GetViewFromComposition(evt.localMousePosition) == ViewIndex.Second)
m_Switcher.SwitchUntilNextEndOfDrag();
}
}
void OnMouseUp(MouseUpEvent evt)
{
if (LookDev.currentContext.layout.viewLayout != Layout.CustomSplit
|| m_Selected == Selected.None)
return;
// deadzone in fader gizmo
if (m_Selected == Selected.Fader && Mathf.Abs(m_State.blendFactor) < ComparisonGizmoState.circleRadiusSelected / (m_State.length - ComparisonGizmoState.circleRadius))
m_State.blendFactor = 0f;
m_Selected = Selected.None;
isDragging = false;
//We do not want to move camera and gizmo at the same time.
evt.StopImmediatePropagation();
LookDev.SaveConfig();
}
void OnMouseDrag(MouseMoveEvent evt)
{
if (m_Selected == Selected.None)
return;
switch (m_Selected)
{
case Selected.PlaneSeparator: OnDragPlaneSeparator(evt); break;
case Selected.NodeFirstView:
case Selected.NodeSecondView: OnDragPlaneNodeExtremity(evt); break;
case Selected.Fader: OnDragFader(evt); break;
default: throw new ArgumentException("Unknown kind of Selected");
}
}
void OnDragPlaneSeparator(MouseMoveEvent evt)
{
//TODO: handle case when resizing window (clamping)
Vector2 newPosition = GetNormalizedCoordinates(evt.localMousePosition, target.contentRect) - m_SavedRelativePositionOnMouseDown;
// We clamp the center of the gizmo to the border of the screen in order to avoid being able to put it out of the screen.
// The safe band is here to ensure that you always see at least part of the gizmo in order to be able to grab it again.
//Vector2 extends = GetNormalizedCoordinates(new Vector2(displayRect.width, displayRect.height), displayRect);
//newPosition.x = Mathf.Clamp(newPosition.x, -extends.x + k_DragPadding, extends.x - k_DragPadding);
//newPosition.y = Mathf.Clamp(newPosition.y, -extends.y + k_DragPadding, extends.y - k_DragPadding);
m_State.Update(newPosition, m_State.length, m_State.angle);
//We do not want to move camera and gizmo at the same time.
evt.StopImmediatePropagation();
}
void OnDragPlaneNodeExtremity(MouseMoveEvent evt)
{
Vector2 normalizedCoord = GetNormalizedCoordinates(evt.localMousePosition, target.contentRect);
Vector2 basePoint, newPoint;
float angleSnapping = Mathf.Deg2Rad * 45.0f * 0.5f;
newPoint = normalizedCoord;
basePoint = m_Selected == Selected.NodeFirstView ? m_State.point2 : m_State.point1;
// Snap to a multiple of "angleSnapping"
if ((evt.modifiers & EventModifiers.Shift) != 0)
{
Vector3 verticalPlane = new Vector3(-1.0f, 0.0f, basePoint.x);
float side = Vector3.Dot(new Vector3(normalizedCoord.x, normalizedCoord.y, 1.0f), verticalPlane);
float angle = Mathf.Deg2Rad * Vector2.Angle(new Vector2(0.0f, 1.0f), normalizedCoord - basePoint);
if (side > 0.0f)
angle = 2.0f * Mathf.PI - angle;
angle = (int)(angle / angleSnapping) * angleSnapping;
Vector2 dir = normalizedCoord - basePoint;
float length = dir.magnitude;
newPoint = basePoint + new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)) * length;
}
if (m_Selected == Selected.NodeFirstView)
m_State.Update(newPoint, basePoint);
else
m_State.Update(basePoint, newPoint);
//We do not want to move camera and gizmo at the same time.
evt.StopImmediatePropagation();
}
void OnDragFader(MouseMoveEvent evt)
{
Vector2 mousePosition = GetNormalizedCoordinates(evt.localMousePosition, target.contentRect);
float distanceToOrthoPlane = -Vector3.Dot(new Vector3(mousePosition.x, mousePosition.y, 1.0f), m_State.planeOrtho) / m_State.blendFactorMaxGizmoDistance;
m_State.blendFactor = Mathf.Clamp(distanceToOrthoPlane, -1.0f, 1.0f);
//We do not want to move camera and gizmo at the same time.
evt.StopImmediatePropagation();
}
void SelectGizmoZone(Vector2 normalizedMousePosition)
{
//TODO: Optimize
Vector3 normalizedMousePositionZ1 = new Vector3(normalizedMousePosition.x, normalizedMousePosition.y, 1.0f);
float distanceToPlane = Vector3.Dot(normalizedMousePositionZ1, m_State.plane);
float absDistanceToPlane = Mathf.Abs(distanceToPlane);
float distanceFromCenter = Vector2.Distance(normalizedMousePosition, m_State.center);
float distanceToOrtho = Vector3.Dot(normalizedMousePositionZ1, m_State.planeOrtho);
float side = (distanceToOrtho > 0.0f) ? 1.0f : -1.0f;
Vector2 orthoPlaneNormal = new Vector2(m_State.planeOrtho.x, m_State.planeOrtho.y);
Selected selected = Selected.None;
if (absDistanceToPlane < ComparisonGizmoState.circleRadiusSelected && (distanceFromCenter < (m_State.length + ComparisonGizmoState.circleRadiusSelected)))
{
if (absDistanceToPlane < ComparisonGizmoState.thicknessSelected)
selected = Selected.PlaneSeparator;
Vector2 circleCenter = m_State.center + side * orthoPlaneNormal * m_State.length;
float d = Vector2.Distance(normalizedMousePosition, circleCenter);
if (d <= ComparisonGizmoState.circleRadiusSelected)
selected = side > 0.0f ? Selected.NodeFirstView : Selected.NodeSecondView;
float maxBlendCircleDistanceToCenter = m_State.blendFactorMaxGizmoDistance;
float blendCircleDistanceToCenter = m_State.blendFactor * maxBlendCircleDistanceToCenter;
Vector2 blendCircleCenter = m_State.center - orthoPlaneNormal * blendCircleDistanceToCenter;
float blendCircleSelectionRadius = Mathf.Lerp(ComparisonGizmoState.blendFactorCircleRadius, ComparisonGizmoState.blendFactorCircleRadiusSelected, Mathf.Clamp((maxBlendCircleDistanceToCenter - Mathf.Abs(blendCircleDistanceToCenter)) / (ComparisonGizmoState.blendFactorCircleRadiusSelected - ComparisonGizmoState.blendFactorCircleRadius), 0.0f, 1.0f));
if ((normalizedMousePosition - blendCircleCenter).magnitude < blendCircleSelectionRadius)
selected = Selected.Fader;
}
m_Selected = selected;
}
//normalize in [-1,1]^2 for a 1080^2. Can be above 1 for higher than 1080.
internal static Vector2 GetNormalizedCoordinates(Vector2 localMousePosition, Rect rect)
=> new Vector2(
(2f * localMousePosition.x - rect.width) / k_ReferenceScale,
(-2f * localMousePosition.y + rect.height) / k_ReferenceScale);
ViewIndex GetViewFromComposition(Vector2 localCoordinate)
{
Vector2 normalizedLocalCoordinate = GetNormalizedCoordinates(localCoordinate, target.contentRect);
return Vector3.Dot(new Vector3(normalizedLocalCoordinate.x, normalizedLocalCoordinate.y, 1), m_State.plane) >= 0
? ViewIndex.First
: ViewIndex.Second;
}
}
}