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| 1 | +using System; |
| 2 | +using UnityEngine; |
| 3 | + |
| 4 | +namespace UnityEditor.Rendering.HighDefinition |
| 5 | +{ |
| 6 | + public class MaskVolumeBrush |
| 7 | + { |
| 8 | + const float k_MaxTimeSpentPerEvent = 0.05f; |
| 9 | + const float k_Stepping = 0.5f; |
| 10 | + const int k_RaycastBufferSize = 128; |
| 11 | + |
| 12 | + public float Radius = 0.5f; |
| 13 | + |
| 14 | + public bool MeshCollidersOnly = true; |
| 15 | + public LayerMask PhysicsLayerMask = ~0; |
| 16 | + |
| 17 | + bool m_Hovering = false; |
| 18 | + Vector3 m_Position; |
| 19 | + bool m_Applying = false; |
| 20 | + Vector3 m_LastApplyPosition; |
| 21 | + |
| 22 | + public event Action<Vector3> OnApply; |
| 23 | + public event Action OnStopApplying; |
| 24 | + |
| 25 | + public void OnSceneGUI(SceneView sceneView) |
| 26 | + { |
| 27 | + Event e = Event.current; |
| 28 | + |
| 29 | + if (SceneViewInUse(e)) |
| 30 | + { |
| 31 | + // Force exit the current brush if user's mouse left |
| 32 | + // the SceneView while a brush was still in use. |
| 33 | + StopIfApplying(); |
| 34 | + return; |
| 35 | + } |
| 36 | + |
| 37 | + int controlID = GUIUtility.GetControlID(FocusType.Passive); |
| 38 | + |
| 39 | + HandleUtility.AddDefaultControl(controlID); |
| 40 | + |
| 41 | + switch (e.GetTypeForControl(controlID)) |
| 42 | + { |
| 43 | + case EventType.MouseMove: |
| 44 | + StopIfApplying(); |
| 45 | + UpdateBrush(e.mousePosition); |
| 46 | + break; |
| 47 | + |
| 48 | + case EventType.MouseDown: |
| 49 | + case EventType.MouseDrag: |
| 50 | + UpdateBrush(e.mousePosition); |
| 51 | + ApplyBrush(); |
| 52 | + break; |
| 53 | + |
| 54 | + case EventType.MouseUp: |
| 55 | + StopIfApplying(); |
| 56 | + UpdateBrush(e.mousePosition); |
| 57 | + break; |
| 58 | + } |
| 59 | + |
| 60 | + DrawGizmo(sceneView); |
| 61 | + } |
| 62 | + |
| 63 | + /// <summary> |
| 64 | + /// Returns true if the event is one that should consume the mouse or keyboard. |
| 65 | + /// </summary> |
| 66 | + /// <param name="e"></param> |
| 67 | + /// <returns></returns> |
| 68 | + static bool SceneViewInUse(Event e) |
| 69 | + { |
| 70 | + return e.alt |
| 71 | + || Tools.current == Tool.View |
| 72 | + || GUIUtility.hotControl > 0 |
| 73 | + || (e.isMouse ? e.button > 1 : false) |
| 74 | + || Tools.viewTool == ViewTool.FPS |
| 75 | + || Tools.viewTool == ViewTool.Orbit; |
| 76 | + } |
| 77 | + |
| 78 | + /// <summary> |
| 79 | + /// Update the brush state and position. |
| 80 | + /// </summary> |
| 81 | + /// <param name="mousePosition">current mouse position (from Event)</param> |
| 82 | + void UpdateBrush(Vector2 mousePosition) |
| 83 | + { |
| 84 | + Ray mouseRay = HandleUtility.GUIPointToWorldRay(mousePosition); |
| 85 | + m_Hovering = Raycast(mouseRay, out var hitPosition); |
| 86 | + if (m_Hovering) |
| 87 | + m_Position = hitPosition; |
| 88 | + } |
| 89 | + |
| 90 | + RaycastHit[] raycastBuffer; |
| 91 | + bool Raycast(Ray ray, out Vector3 hitPosition) |
| 92 | + { |
| 93 | + if (MeshCollidersOnly) |
| 94 | + { |
| 95 | + if (raycastBuffer == null) |
| 96 | + raycastBuffer = new RaycastHit[k_RaycastBufferSize]; |
| 97 | + var hitCount = Physics.RaycastNonAlloc(ray, raycastBuffer, float.MaxValue, PhysicsLayerMask, QueryTriggerInteraction.Ignore); |
| 98 | + |
| 99 | + var minDistance = float.MaxValue; |
| 100 | + var nearestPosition = Vector3.zero; |
| 101 | + |
| 102 | + for (int i = 0; i < hitCount; i++) |
| 103 | + { |
| 104 | + var hit = raycastBuffer[i]; |
| 105 | + if (hit.collider is MeshCollider && hit.distance < minDistance) |
| 106 | + { |
| 107 | + minDistance = hit.distance; |
| 108 | + nearestPosition = hit.point; |
| 109 | + } |
| 110 | + } |
| 111 | + |
| 112 | + if (minDistance != float.MaxValue) |
| 113 | + { |
| 114 | + hitPosition = nearestPosition; |
| 115 | + return true; |
| 116 | + } |
| 117 | + } |
| 118 | + else |
| 119 | + { |
| 120 | + if (Physics.Raycast(ray, out var hit, float.MaxValue, PhysicsLayerMask, QueryTriggerInteraction.Ignore)) |
| 121 | + { |
| 122 | + hitPosition = hit.point; |
| 123 | + return true; |
| 124 | + } |
| 125 | + } |
| 126 | + |
| 127 | + hitPosition = default; |
| 128 | + return false; |
| 129 | + } |
| 130 | + |
| 131 | + /// <summary> |
| 132 | + /// Apply brush. |
| 133 | + /// </summary> |
| 134 | + void ApplyBrush() |
| 135 | + { |
| 136 | + if (m_Hovering) |
| 137 | + { |
| 138 | + if (!m_Applying) |
| 139 | + { |
| 140 | + m_Applying = true; |
| 141 | + OnApply?.Invoke(m_Position); |
| 142 | + m_LastApplyPosition = m_Position; |
| 143 | + } |
| 144 | + else |
| 145 | + { |
| 146 | + var moveDistance = Vector3.Distance(m_Position, m_LastApplyPosition); |
| 147 | + |
| 148 | + // If mouse moved too far due to low framerate or high movement speed, fill the gap with more stamps |
| 149 | + var maxStep = Radius * k_Stepping; |
| 150 | + var steps = (int) (moveDistance / maxStep); |
| 151 | + |
| 152 | + var maxTime = Time.realtimeSinceStartup + k_MaxTimeSpentPerEvent; |
| 153 | + var startPosition = m_LastApplyPosition; |
| 154 | + for (int i = 1; i <= steps; i++) |
| 155 | + { |
| 156 | + m_LastApplyPosition = Vector3.Lerp(startPosition, m_Position, (float) i / steps); |
| 157 | + OnApply?.Invoke(m_LastApplyPosition); |
| 158 | + if (Time.realtimeSinceStartup > maxTime) |
| 159 | + break; |
| 160 | + } |
| 161 | + } |
| 162 | + } |
| 163 | + } |
| 164 | + |
| 165 | + void DrawGizmo(SceneView sceneView) |
| 166 | + { |
| 167 | + if (m_Hovering) |
| 168 | + Handles.DrawWireDisc(m_Position, (sceneView.camera.transform.position - m_Position).normalized, Radius); |
| 169 | + } |
| 170 | + |
| 171 | + public void StopIfApplying() |
| 172 | + { |
| 173 | + if (m_Applying) |
| 174 | + { |
| 175 | + OnStopApplying?.Invoke(); |
| 176 | + m_Applying = false; |
| 177 | + } |
| 178 | + } |
| 179 | + } |
| 180 | +} |
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