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mirror of https://github.com/Siccity/xNode.git synced 2025-12-21 01:36:03 +08:00

Optimize NodeEditorGUI.DrawNoodle

This commit is contained in:
apkd 2019-10-27 16:30:05 +01:00
parent a4ce09c212
commit 455107aabb

View File

@ -15,6 +15,7 @@ namespace XNodeEditor {
private int topPadding { get { return isDocked() ? 19 : 22; } }
/// <summary> Executed after all other window GUI. Useful if Zoom is ruining your day. Automatically resets after being run.</summary>
public event Action onLateGUI;
private static readonly Vector3[] polyLineTempArray = new Vector3[2];
private void OnGUI() {
Event e = Event.current;
@ -115,24 +116,41 @@ namespace XNodeEditor {
contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
static Vector3 CalculateBezierPoint(in Vector3 p0, in Vector3 p1, in Vector3 p2, in Vector3 p3, float t) {
float u = 1 - t;
float tt = t * t, uu = u * u;
float uuu = uu * u, ttt = tt * t;
return (uuu * p0) + (3 * uu * t * p1) + (3 * u * tt * p2) + (ttt * p3);
}
/// <summary> Draws a line segment without allocating temporary arrays </summary>
static void DrawAAPolyLineNonAlloc(float thickness, in Vector3 p0, in Vector3 p1) {
polyLineTempArray[0] = p0;
polyLineTempArray[1] = p1;
Handles.DrawAAPolyLine(thickness, polyLineTempArray);
}
/// <summary> Draw a bezier from output to input in grid coordinates </summary>
public void DrawNoodle(Gradient gradient, NoodlePath path, NoodleStroke stroke, float thickness, List<Vector2> 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 +158,41 @@ 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;
Vector3 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 (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);
Vector3 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 +204,8 @@ 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 +215,49 @@ 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]);
}
}
}