浏览代码

[Material graph] add missed files

/main
Tim Cooper 9 年前
当前提交
6e180dc5
共有 3 个文件被更改,包括 400 次插入0 次删除
  1. 224
      UnityProject/Assets/GraphFramework/Canvas2D/Editor/QuadTreeNode.cs
  2. 168
      UnityProject/Assets/GraphFramework/Canvas2D/Editor/RectUtils.cs
  3. 8
      UnityProject/Assets/GraphFramework/Canvas2D/Editor/UpdateType.cs

224
UnityProject/Assets/GraphFramework/Canvas2D/Editor/QuadTreeNode.cs


using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace UnityEditorInternal.Experimental
{
internal class QuadTreeNode<T> where T : IBounds
{
private Rect m_BoundingRect;
private static Color m_DebugFillColor = new Color(1.0f, 1.0f, 1.0f, 0.01f);
private static Color m_DebugWireColor = new Color(1.0f, 0.0f, 0.0f, 0.5f);
private static Color m_DebugBoxFillColor = new Color(1.0f, 0.0f, 0.0f, 0.01f);
private const float kSmallestAreaForQuadTreeNode = 10.0f;
List<T> m_Elements = new List<T>();
List<QuadTreeNode<T>> m_ChildrenNodes = new List<QuadTreeNode<T>>(4);
public QuadTreeNode(Rect r)
{
m_BoundingRect = r;
}
public bool isEmpty { get { return (m_BoundingRect.width == 0 && m_BoundingRect.height == 0) || m_ChildrenNodes.Count == 0; } }
public Rect boundingRect { get { return m_BoundingRect; } }
public int CountItemsIncludingChildren()
{
return Count(true);
}
public int CountLocalItems()
{
return Count(false);
}
private int Count(bool recursive)
{
int count = m_Elements.Count;
if (recursive)
{
foreach (QuadTreeNode<T> node in m_ChildrenNodes)
count += node.Count(recursive);
}
return count;
}
public List<T> GetElementsIncludingChildren()
{
return Elements(true);
}
public List<T> GetElements()
{
return Elements(false);
}
private List<T> Elements(bool recursive)
{
List<T> results = new List<T>();
if (recursive)
{
foreach (QuadTreeNode<T> node in m_ChildrenNodes)
results.AddRange(node.Elements(recursive));
}
results.AddRange(m_Elements);
return results;
}
public List<T> IntersectsWith(Rect queryArea)
{
List<T> results = new List<T>();
foreach (T item in m_Elements)
{
if (RectUtils.Intersects(item.boundingRect, queryArea))
{
results.Add(item);
}
}
foreach (QuadTreeNode<T> node in m_ChildrenNodes)
{
if (node.isEmpty)
continue;
if (RectUtils.Intersects(node.boundingRect, queryArea))
{
// the node completely contains the queryArea
// recurse down and stop
results.AddRange(node.IntersectsWith(queryArea));
break;
}
}
return results;
}
public List<T> ContainedBy(Rect queryArea)
{
List<T> results = new List<T>();
foreach (T item in m_Elements)
{
if (RectUtils.Contains(item.boundingRect, queryArea))
{
results.Add(item);
}
else if (queryArea.Overlaps(item.boundingRect))
{
results.Add(item);
}
}
foreach (QuadTreeNode<T> node in m_ChildrenNodes)
{
if (node.isEmpty)
continue;
if (RectUtils.Contains(node.boundingRect, queryArea))
{
// the node completely contains the queryArea
// recurse down and stop
results.AddRange(node.ContainedBy(queryArea));
break;
}
if (RectUtils.Contains(queryArea, node.boundingRect))
{
// the queryArea completely contains this node
// just add everything under this node, recursively
results.AddRange(node.Elements(true));
continue;
}
if (node.boundingRect.Overlaps(queryArea))
{
// the node intesects
// recurse and continue iterating siblings
results.AddRange(node.ContainedBy(queryArea));
}
}
return results;
}
public void Remove(T item)
{
m_Elements.Remove(item);
foreach (QuadTreeNode<T> node in m_ChildrenNodes)
{
node.Remove(item);
}
}
public void Insert(T item)
{
if (!RectUtils.Contains(m_BoundingRect, item.boundingRect))
{
Rect intersection = new Rect();
if (!RectUtils.Intersection(item.boundingRect, m_BoundingRect, out intersection))
{
// Ignore elements completely outside the quad tree
return;
}
}
if (m_ChildrenNodes.Count == 0)
Subdivide();
// insert into children nodes
foreach (QuadTreeNode<T> node in m_ChildrenNodes)
{
if (RectUtils.Contains(node.boundingRect, item.boundingRect))
{
node.Insert(item);
return;
}
}
// item is not completely contained in any of the children nodes
// insert here
m_Elements.Add(item);
}
private void Subdivide()
{
if ((m_BoundingRect.height * m_BoundingRect.width) <= kSmallestAreaForQuadTreeNode)
return;
float halfWidth = (m_BoundingRect.width / 2f);
float halfHeight = (m_BoundingRect.height / 2f);
m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.position.x, m_BoundingRect.position.y, halfWidth, halfHeight)));
m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.xMin, m_BoundingRect.yMin + halfHeight, halfWidth, halfHeight)));
m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.xMin + halfWidth, m_BoundingRect.yMin, halfWidth, halfHeight)));
m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.xMin + halfWidth, m_BoundingRect.yMin + halfHeight, halfWidth, halfHeight)));
}
public void DebugDraw(Vector2 offset)
{
UnityEditor.Experimental.UIHelpers.ApplyWireMaterial();
Rect screenSpaceRect = m_BoundingRect;
screenSpaceRect.x += offset.x;
screenSpaceRect.y += offset.y;
Handles.DrawSolidRectangleWithOutline(screenSpaceRect, m_DebugFillColor, m_DebugWireColor);
foreach (QuadTreeNode<T> node in m_ChildrenNodes)
{
node.DebugDraw(offset);
}
foreach (IBounds i in Elements(false))
{
Rect o = i.boundingRect;
o.x += offset.x;
o.y += offset.y;
Handles.DrawSolidRectangleWithOutline(o, m_DebugBoxFillColor, Color.yellow);
}
}
};
}

168
UnityProject/Assets/GraphFramework/Canvas2D/Editor/RectUtils.cs


using System;
using UnityEngine;
namespace UnityEditorInternal.Experimental
{
internal class RectUtils
{
public static bool Contains(Rect a, Rect b)
{
if (a.xMin > b.xMin)
return false;
if (a.xMax < b.xMax)
return false;
if (a.yMin > b.yMin)
return false;
if (a.yMax < b.yMax)
return false;
return true;
}
public static Rect Encompass(Rect a, Rect b)
{
Rect newRect = a;
newRect.xMin = Math.Min(a.xMin, b.xMin);
newRect.yMin = Math.Min(a.yMin, b.yMin);
newRect.xMax = Math.Max(a.xMax, b.xMax);
newRect.yMax = Math.Max(a.yMax, b.yMax);
return newRect;
}
public static Rect Inflate(Rect a, float factor)
{
return Inflate(a, factor, factor);
}
public static Rect Inflate(Rect a, float factorX, float factorY)
{
float newWidth = a.width * factorX;
float newHeight = a.height * factorY;
float offsetWidth = (newWidth - a.width) / 2.0f;
float offsetHeight = (newHeight - a.height) / 2.0f;
Rect r = a;
r.xMin -= offsetWidth;
r.yMin -= offsetHeight;
r.xMax += offsetWidth;
r.yMax += offsetHeight;
return r;
}
public static bool Intersects(Rect r1, Rect r2)
{
if (!r1.Overlaps(r2) && !r2.Overlaps(r1))
return false;
return true;
}
public static bool Intersection(Rect r1, Rect r2, out Rect intersection)
{
if (!r1.Overlaps(r2) && !r2.Overlaps(r1))
{
intersection = new Rect(0, 0, 0, 0);
return false;
}
float left = Mathf.Max(r1.xMin, r2.xMin);
float top = Mathf.Max(r1.yMin, r2.yMin);
float right = Mathf.Min(r1.xMax, r2.xMax);
float bottom = Mathf.Min(r1.yMax, r2.yMax);
intersection = new Rect(left, top, right - left, bottom - top);
return true;
}
public static bool IntersectsSegment(Rect rect, Vector2 p1, Vector2 p2)
{
float minX = Mathf.Min(p1.x, p2.x);
float maxX = Mathf.Max(p1.x, p2.x);
if (maxX > rect.xMax)
{
maxX = rect.xMax;
}
if (minX < rect.xMin)
{
minX = rect.xMin;
}
if (minX > maxX)
{
return false;
}
float minY = Mathf.Min(p1.y, p2.y);
float maxY = Mathf.Max(p1.y, p2.y);
float dx = p2.x - p1.x;
if (Mathf.Abs(dx) > 0.0000001f)
{
float a = (p2.y - p1.y) / dx;
float b = p1.y - a * p1.x;
minY = a * minX + b;
maxY = a * maxX + b;
}
if (minY > maxY)
{
float tmp = maxY;
maxY = minY;
minY = tmp;
}
if (maxY > rect.yMax)
{
maxY = rect.yMax;
}
if (minY < rect.yMin)
{
minY = rect.yMin;
}
if (minY > maxY)
{
return false;
}
return true;
}
public static Rect OffsetX(Rect r, float offsetX)
{
return Offset(r, offsetX, 0.0f);
}
public static Rect Offset(Rect r, float offsetX, float offsetY)
{
Rect nr = r;
nr.xMin += offsetX;
nr.yMin += offsetY;
return nr;
}
public static Rect Offset(Rect a, Rect b)
{
Rect nr = a;
nr.xMin += b.xMin;
nr.yMin += b.yMin;
return nr;
}
public static Rect Move(Rect r, Vector2 delta)
{
Rect nr = r;
nr.xMin += delta.x;
nr.yMin += delta.y;
nr.xMax += delta.x;
nr.yMax += delta.y;
return nr;
}
}
}

8
UnityProject/Assets/GraphFramework/Canvas2D/Editor/UpdateType.cs


namespace UnityEditor.Experimental
{
public enum UpdateType
{
Candidate = 0,
Update = 1
};
}
正在加载...
取消
保存