diff --git a/Scripts/Editor/NodeEditorGUI.cs b/Scripts/Editor/NodeEditorGUI.cs
index cae1f15..c41afd0 100644
--- a/Scripts/Editor/NodeEditorGUI.cs
+++ b/Scripts/Editor/NodeEditorGUI.cs
@@ -15,6 +15,7 @@ namespace XNodeEditor {
private int topPadding { get { return isDocked() ? 19 : 22; } }
/// Executed after all other window GUI. Useful if Zoom is ruining your day. Automatically resets after being run.
public event Action onLateGUI;
+ private static readonly Vector3[] polyLineTempArray = new Vector3[2];
private void OnGUI() {
Event e = Event.current;
@@ -116,23 +117,45 @@ namespace XNodeEditor {
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
+ static Vector2 CalculateBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) {
+ float u = 1 - t;
+ float tt = t * t, uu = u * u;
+ float uuu = uu * u, ttt = tt * t;
+ return new Vector2(
+ (uuu * p0.x) + (3 * uu * t * p1.x) + (3 * u * tt * p2.x) + (ttt * p3.x),
+ (uuu * p0.y) + (3 * uu * t * p1.y) + (3 * u * tt * p2.y) + (ttt * p3.y)
+ );
+ }
+
+ /// Draws a line segment without allocating temporary arrays
+ static void DrawAAPolyLineNonAlloc(float thickness, Vector2 p0, Vector2 p1) {
+ polyLineTempArray[0].x = p0.x;
+ polyLineTempArray[0].y = p0.y;
+ polyLineTempArray[1].x = p1.x;
+ polyLineTempArray[1].y = p1.y;
+ Handles.DrawAAPolyLine(thickness, polyLineTempArray);
+ }
+
/// Draw a bezier from output to input in grid coordinates
public void DrawNoodle(Gradient gradient, NoodlePath path, NoodleStroke stroke, float thickness, List gridPoints) {
- Vector2[] windowPoints = gridPoints.Select(x => GridToWindowPosition(x)).ToArray();
+ // convert grid points to window points
+ for (int i = 0; i < gridPoints.Count; ++i)
+ gridPoints[i] = GridToWindowPosition(gridPoints[i]);
+
Handles.color = gradient.Evaluate(0f);
int length = gridPoints.Count;
switch (path) {
case NoodlePath.Curvy:
Vector2 outputTangent = Vector2.right;
for (int i = 0; i < length - 1; i++) {
- Vector2 inputTangent = Vector2.left;
+ Vector2 inputTangent;
// Cached most variables that repeat themselves here to avoid so many indexer calls :p
- Vector2 point_a = windowPoints[i];
- Vector2 point_b = windowPoints[i + 1];
+ Vector2 point_a = gridPoints[i];
+ Vector2 point_b = gridPoints[i + 1];
float dist_ab = Vector2.Distance(point_a, point_b);
- if (i == 0) outputTangent = Vector2.right * dist_ab * 0.01f * zoom;
+ if (i == 0) outputTangent = zoom * dist_ab * 0.01f * Vector2.right;
if (i < length - 2) {
- Vector2 point_c = windowPoints[i + 2];
+ Vector2 point_c = gridPoints[i + 2];
Vector2 ab = (point_b - point_a).normalized;
Vector2 cb = (point_b - point_c).normalized;
Vector2 ac = (point_c - point_a).normalized;
@@ -140,37 +163,41 @@ namespace XNodeEditor {
float tangentLength = (dist_ab + Vector2.Distance(point_b, point_c)) * 0.005f * zoom;
float side = ((ac.x * (point_b.y - point_a.y)) - (ac.y * (point_b.x - point_a.x)));
- p = new Vector2(-p.y, p.x) * Mathf.Sign(side) * tangentLength;
+ p = tangentLength * Mathf.Sign(side) * new Vector2(-p.y, p.x);
inputTangent = p;
} else {
- inputTangent = Vector2.left * dist_ab * 0.01f * zoom;
+ inputTangent = zoom * dist_ab * 0.01f * Vector2.left;
}
// Calculates the tangents for the bezier's curves.
- Vector2 tangent_a = point_a + outputTangent * 50 / zoom;
- Vector2 tangent_b = point_b + inputTangent * 50 / zoom;
+ float zoomCoef = 50 / zoom;
+ Vector2 tangent_a = point_a + outputTangent * zoomCoef;
+ Vector2 tangent_b = point_b + inputTangent * zoomCoef;
// Hover effect.
int division = Mathf.RoundToInt(.2f * dist_ab) + 3;
- Vector3[] points = Handles.MakeBezierPoints(point_a, point_b, tangent_a, tangent_b, division);
- int draw = 0;
// Coloring and bezier drawing.
- for (int j = 0; j < points.Length - 1; j++) {
+ int draw = 0;
+ Vector2 bezierPrevious = point_a;
+ for (int j = 1; j <= division; ++j) {
if (stroke == NoodleStroke.Dashed) {
draw++;
if (draw >= 2) draw = -2;
if (draw < 0) continue;
+ if (draw == 0) bezierPrevious = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, (j - 1f) / (float) division);
}
-
- if (i == gridPoints.Count - 2) Handles.color = gradient.Evaluate((j + 1f) / points.Length);
- Handles.DrawAAPolyLine(thickness, points[j], points[j + 1]);
+ if (i == length - 2)
+ Handles.color = gradient.Evaluate((j + 1f) / division);
+ Vector2 bezierNext = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, j / (float) division);
+ DrawAAPolyLineNonAlloc(thickness, bezierPrevious, bezierNext);
+ bezierPrevious = bezierNext;
}
outputTangent = -inputTangent;
}
break;
case NoodlePath.Straight:
for (int i = 0; i < length - 1; i++) {
- Vector2 point_a = windowPoints[i];
- Vector2 point_b = windowPoints[i + 1];
+ Vector2 point_a = gridPoints[i];
+ Vector2 point_b = gridPoints[i + 1];
// Draws the line with the coloring.
Vector2 prev_point = point_a;
// Approximately one segment per 5 pixels
@@ -182,8 +209,8 @@ namespace XNodeEditor {
float t = j / (float) segments;
Vector2 lerp = Vector2.Lerp(point_a, point_b, t);
if (draw > 0) {
- if (i == gridPoints.Count - 2) Handles.color = gradient.Evaluate(t);
- Handles.DrawAAPolyLine(thickness, prev_point, lerp);
+ if (i == length - 2) Handles.color = gradient.Evaluate(t);
+ DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);
}
prev_point = lerp;
if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;
@@ -193,49 +220,49 @@ namespace XNodeEditor {
case NoodlePath.Angled:
for (int i = 0; i < length - 1; i++) {
if (i == length - 1) continue; // Skip last index
- if (windowPoints[i].x <= windowPoints[i + 1].x - (50 / zoom)) {
- float midpoint = (windowPoints[i].x + windowPoints[i + 1].x) * 0.5f;
- Vector2 start_1 = windowPoints[i];
- Vector2 end_1 = windowPoints[i + 1];
+ if (gridPoints[i].x <= gridPoints[i + 1].x - (50 / zoom)) {
+ float midpoint = (gridPoints[i].x + gridPoints[i + 1].x) * 0.5f;
+ Vector2 start_1 = gridPoints[i];
+ Vector2 end_1 = gridPoints[i + 1];
start_1.x = midpoint;
end_1.x = midpoint;
- if (i == gridPoints.Count - 2) {
- Handles.DrawAAPolyLine(thickness, windowPoints[i], start_1);
+ if (i == length - 2) {
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
Handles.color = gradient.Evaluate(0.5f);
- Handles.DrawAAPolyLine(thickness, start_1, end_1);
+ DrawAAPolyLineNonAlloc(thickness, start_1, end_1);
Handles.color = gradient.Evaluate(1f);
- Handles.DrawAAPolyLine(thickness, end_1, windowPoints[i + 1]);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
} else {
- Handles.DrawAAPolyLine(thickness, windowPoints[i], start_1);
- Handles.DrawAAPolyLine(thickness, start_1, end_1);
- Handles.DrawAAPolyLine(thickness, end_1, windowPoints[i + 1]);
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
+ DrawAAPolyLineNonAlloc(thickness, start_1, end_1);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
}
} else {
- float midpoint = (windowPoints[i].y + windowPoints[i + 1].y) * 0.5f;
- Vector2 start_1 = windowPoints[i];
- Vector2 end_1 = windowPoints[i + 1];
+ float midpoint = (gridPoints[i].y + gridPoints[i + 1].y) * 0.5f;
+ Vector2 start_1 = gridPoints[i];
+ Vector2 end_1 = gridPoints[i + 1];
start_1.x += 25 / zoom;
end_1.x -= 25 / zoom;
Vector2 start_2 = start_1;
Vector2 end_2 = end_1;
start_2.y = midpoint;
end_2.y = midpoint;
- if (i == gridPoints.Count - 2) {
- Handles.DrawAAPolyLine(thickness, windowPoints[i], start_1);
+ if (i == length - 2) {
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
Handles.color = gradient.Evaluate(0.25f);
- Handles.DrawAAPolyLine(thickness, start_1, start_2);
+ DrawAAPolyLineNonAlloc(thickness, start_1, start_2);
Handles.color = gradient.Evaluate(0.5f);
- Handles.DrawAAPolyLine(thickness, start_2, end_2);
+ DrawAAPolyLineNonAlloc(thickness, start_2, end_2);
Handles.color = gradient.Evaluate(0.75f);
- Handles.DrawAAPolyLine(thickness, end_2, end_1);
+ DrawAAPolyLineNonAlloc(thickness, end_2, end_1);
Handles.color = gradient.Evaluate(1f);
- Handles.DrawAAPolyLine(thickness, end_1, windowPoints[i + 1]);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
} else {
- Handles.DrawAAPolyLine(thickness, windowPoints[i], start_1);
- Handles.DrawAAPolyLine(thickness, start_1, start_2);
- Handles.DrawAAPolyLine(thickness, start_2, end_2);
- Handles.DrawAAPolyLine(thickness, end_2, end_1);
- Handles.DrawAAPolyLine(thickness, end_1, windowPoints[i + 1]);
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
+ DrawAAPolyLineNonAlloc(thickness, start_1, start_2);
+ DrawAAPolyLineNonAlloc(thickness, start_2, end_2);
+ DrawAAPolyLineNonAlloc(thickness, end_2, end_1);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
}
}
}
@@ -249,6 +276,8 @@ namespace XNodeEditor {
List selection = preBoxSelectionReroute != null ? new List(preBoxSelectionReroute) : new List();
hoveredReroute = new RerouteReference();
+ List gridPoints = new List(2);
+
Color col = GUI.color;
foreach (XNode.Node node in graph.nodes) {
//If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
@@ -277,7 +306,7 @@ namespace XNodeEditor {
List reroutePoints = output.GetReroutePoints(k);
- List gridPoints = new List();
+ gridPoints.Clear();
gridPoints.Add(fromRect.center);
gridPoints.AddRange(reroutePoints);
gridPoints.Add(toRect.center);
@@ -343,6 +372,8 @@ namespace XNodeEditor {
//Save guiColor so we can revert it
Color guiColor = GUI.color;
+ List removeEntries = new List();
+
if (e.type == EventType.Layout) culledNodes = new List();
for (int n = 0; n < graph.nodes.Count; n++) {
// Skip null nodes. The user could be in the process of renaming scripts, so removing them at this point is not advisable.
@@ -360,7 +391,10 @@ namespace XNodeEditor {
} else if (culledNodes.Contains(node)) continue;
if (e.type == EventType.Repaint) {
- _portConnectionPoints = _portConnectionPoints.Where(x => x.Key.node != node).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);
+ removeEntries.Clear();
+ foreach (var kvp in _portConnectionPoints)
+ if (kvp.Key.node == node) removeEntries.Add(kvp.Key);
+ foreach (var k in removeEntries) _portConnectionPoints.Remove(k);
}
NodeEditor nodeEditor = NodeEditor.GetEditor(node, this);