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synced 2026-02-04 14:24:54 +08:00
Improved noodle tangents (#136)
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parent
7eaa15af4a
commit
4cf7113740
@ -428,19 +428,19 @@ namespace XNodeEditor {
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public void DrawDraggedConnection() {
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if (IsDraggingPort) {
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Color col = NodeEditorPreferences.GetTypeColor(draggedOutput.ValueType);
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col.a = draggedOutputTarget != null ? 1.0f : 0.6f;
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Rect fromRect;
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if (!_portConnectionPoints.TryGetValue(draggedOutput, out fromRect)) return;
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Vector2 from = fromRect.center;
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col.a = draggedOutputTarget != null ? 1.0f : 0.6f;
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Vector2 to = Vector2.zero;
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List<Vector2> gridPoints = new List<Vector2>();
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gridPoints.Add(fromRect.center);
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for (int i = 0; i < draggedOutputReroutes.Count; i++) {
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to = draggedOutputReroutes[i];
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DrawConnection(from, to, col);
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from = to;
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gridPoints.Add(draggedOutputReroutes[i]);
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}
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to = draggedOutputTarget != null ? portConnectionPoints[draggedOutputTarget].center : WindowToGridPosition(Event.current.mousePosition);
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DrawConnection(from, to, col);
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if (draggedOutputTarget != null) gridPoints.Add(portConnectionPoints[draggedOutputTarget].center);
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else gridPoints.Add(WindowToGridPosition(Event.current.mousePosition));
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DrawNoodle(col, gridPoints);
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Color bgcol = Color.black;
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Color frcol = col;
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@ -114,52 +114,70 @@ namespace XNodeEditor {
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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}
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/// <summary> Draw a bezier from startpoint to endpoint, both in grid coordinates </summary>
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public void DrawConnection(Vector2 startPoint, Vector2 endPoint, Color col) {
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startPoint = GridToWindowPosition(startPoint);
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endPoint = GridToWindowPosition(endPoint);
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/// <summary> Draw a bezier from output to input in grid coordinates </summary>
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public void DrawNoodle(Color col, List<Vector2> gridPoints) {
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Vector2[] windowPoints = gridPoints.Select(x => GridToWindowPosition(x)).ToArray();
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Handles.color = col;
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int length = gridPoints.Count;
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switch (NodeEditorPreferences.GetSettings().noodleType) {
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case NodeEditorPreferences.NoodleType.Curve:
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Vector2 startTangent = startPoint;
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if (startPoint.x < endPoint.x) startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, 0.7f);
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else startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, -0.7f);
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Vector2 outputTangent = Vector2.right;
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for (int i = 0; i < length - 1; i++) {
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Vector2 inputTangent = Vector2.left;
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Vector2 endTangent = endPoint;
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if (startPoint.x > endPoint.x) endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, -0.7f);
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else endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, 0.7f);
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Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, col, null, 4);
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if (i == 0) outputTangent = Vector2.right * Vector2.Distance(windowPoints[i], windowPoints[i + 1]) * 0.01f * zoom;
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if (i < length - 2) {
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Vector2 ab = (windowPoints[i + 1] - windowPoints[i]).normalized;
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Vector2 cb = (windowPoints[i + 1] - windowPoints[i + 2]).normalized;
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Vector2 ac = (windowPoints[i + 2] - windowPoints[i]).normalized;
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Vector2 p = (ab + cb) * 0.5f;
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float tangentLength = (Vector2.Distance(windowPoints[i], windowPoints[i + 1]) + Vector2.Distance(windowPoints[i + 1], windowPoints[i + 2])) * 0.005f * zoom;
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float side = ((ac.x * (windowPoints[i + 1].y - windowPoints[i].y)) - (ac.y * (windowPoints[i + 1].x - windowPoints[i].x)));
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p = new Vector2(-p.y, p.x) * Mathf.Sign(side) * tangentLength;
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inputTangent = p;
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}
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else {
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inputTangent = Vector2.left * Vector2.Distance(windowPoints[i], windowPoints[i + 1]) * 0.01f * zoom;
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}
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Handles.DrawBezier(windowPoints[i], windowPoints[i + 1], windowPoints[i] + ((outputTangent * 50) / zoom), windowPoints[i + 1] + ((inputTangent * 50) / zoom), col, null, 4);
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outputTangent = -inputTangent;
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}
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break;
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case NodeEditorPreferences.NoodleType.Line:
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Handles.color = col;
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Handles.DrawAAPolyLine(5, startPoint, endPoint);
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for (int i = 0; i < length - 1; i++) {
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Handles.DrawAAPolyLine(5, windowPoints[i], windowPoints[i + 1]);
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}
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break;
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case NodeEditorPreferences.NoodleType.Angled:
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Handles.color = col;
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if (startPoint.x <= endPoint.x - (50 / zoom)) {
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float midpoint = (startPoint.x + endPoint.x) * 0.5f;
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Vector2 start_1 = startPoint;
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Vector2 end_1 = endPoint;
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start_1.x = midpoint;
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end_1.x = midpoint;
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Handles.DrawAAPolyLine(5, startPoint, start_1);
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Handles.DrawAAPolyLine(5, start_1, end_1);
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Handles.DrawAAPolyLine(5, end_1, endPoint);
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} else {
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float midpoint = (startPoint.y + endPoint.y) * 0.5f;
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Vector2 start_1 = startPoint;
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Vector2 end_1 = endPoint;
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start_1.x += 25 / zoom;
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end_1.x -= 25 / zoom;
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Vector2 start_2 = start_1;
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Vector2 end_2 = end_1;
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start_2.y = midpoint;
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end_2.y = midpoint;
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Handles.DrawAAPolyLine(5, startPoint, start_1);
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Handles.DrawAAPolyLine(5, start_1, start_2);
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Handles.DrawAAPolyLine(5, start_2, end_2);
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Handles.DrawAAPolyLine(5, end_2, end_1);
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Handles.DrawAAPolyLine(5, end_1, endPoint);
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for (int i = 0; i < length - 1; i++) {
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if (i == length - 1) continue; // Skip last index
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if (windowPoints[i].x <= windowPoints[i + 1].x - (50 / zoom)) {
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float midpoint = (windowPoints[i].x + windowPoints[i + 1].x) * 0.5f;
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Vector2 start_1 = windowPoints[i];
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Vector2 end_1 = windowPoints[i + 1];
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start_1.x = midpoint;
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end_1.x = midpoint;
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Handles.DrawAAPolyLine(5, windowPoints[i], start_1);
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Handles.DrawAAPolyLine(5, start_1, end_1);
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Handles.DrawAAPolyLine(5, end_1, windowPoints[i + 1]);
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} else {
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float midpoint = (windowPoints[i].y + windowPoints[i + 1].y) * 0.5f;
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Vector2 start_1 = windowPoints[i];
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Vector2 end_1 = windowPoints[i + 1];
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start_1.x += 25 / zoom;
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end_1.x -= 25 / zoom;
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Vector2 start_2 = start_1;
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Vector2 end_2 = end_1;
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start_2.y = midpoint;
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end_2.y = midpoint;
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Handles.DrawAAPolyLine(5, windowPoints[i], start_1);
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Handles.DrawAAPolyLine(5, start_1, start_2);
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Handles.DrawAAPolyLine(5, start_2, end_2);
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Handles.DrawAAPolyLine(5, end_2, end_1);
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Handles.DrawAAPolyLine(5, end_1, windowPoints[i + 1]);
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}
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}
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break;
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}
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@ -193,18 +211,13 @@ namespace XNodeEditor {
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Rect toRect;
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if (!_portConnectionPoints.TryGetValue(input, out toRect)) continue;
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Vector2 from = fromRect.center;
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Vector2 to = Vector2.zero;
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List<Vector2> reroutePoints = output.GetReroutePoints(k);
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// Loop through reroute points and draw the path
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for (int i = 0; i < reroutePoints.Count; i++) {
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to = reroutePoints[i];
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DrawConnection(from, to, connectionColor);
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from = to;
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}
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to = toRect.center;
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DrawConnection(from, to, connectionColor);
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List<Vector2> gridPoints = new List<Vector2>();
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gridPoints.Add(fromRect.center);
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gridPoints.AddRange(reroutePoints);
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gridPoints.Add(toRect.center);
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DrawNoodle(connectionColor, gridPoints);
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// Loop through reroute points again and draw the points
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for (int i = 0; i < reroutePoints.Count; i++) {
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@ -417,20 +417,26 @@ namespace XNodeEditor {
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instancePorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
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int index = rl.index;
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// Clear the removed ports connections
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instancePorts[index].ClearConnections();
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// Move following connections one step up to replace the missing connection
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for (int k = index + 1; k < instancePorts.Count(); k++) {
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for (int j = 0; j < instancePorts[k].ConnectionCount; j++) {
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XNode.NodePort other = instancePorts[k].GetConnection(j);
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instancePorts[k].Disconnect(other);
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instancePorts[k - 1].Connect(other);
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if (instancePorts.Count > index) {
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// Clear the removed ports connections
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instancePorts[index].ClearConnections();
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// Move following connections one step up to replace the missing connection
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for (int k = index + 1; k < instancePorts.Count(); k++) {
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for (int j = 0; j < instancePorts[k].ConnectionCount; j++) {
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XNode.NodePort other = instancePorts[k].GetConnection(j);
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instancePorts[k].Disconnect(other);
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instancePorts[k - 1].Connect(other);
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}
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}
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// Remove the last instance port, to avoid messing up the indexing
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node.RemoveInstancePort(instancePorts[instancePorts.Count() - 1].fieldName);
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serializedObject.Update();
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EditorUtility.SetDirty(node);
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} else {
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Debug.LogWarning("InstancePorts[" + index + "] out of range. Length was " + instancePorts.Count + ". Skipping.");
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}
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// Remove the last instance port, to avoid messing up the indexing
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node.RemoveInstancePort(instancePorts[instancePorts.Count() - 1].fieldName);
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serializedObject.Update();
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EditorUtility.SetDirty(node);
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if (hasArrayData) {
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arrayData.DeleteArrayElementAtIndex(index);
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// Error handling. If the following happens too often, file a bug report at https://github.com/Siccity/xNode/issues
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