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https://github.com/Siccity/xNode.git
synced 2026-02-04 14:24:54 +08:00
Added gradients to connection noodles (#191)
Upgrade notice: Override GetNoodleGradient instead of GetNoodleColor
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ceb4700eda
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@ -274,13 +274,13 @@ namespace XNodeEditor {
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ShowPortContextMenu(hoveredPort);
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} else if (IsHoveringNode && IsHoveringTitle(hoveredNode)) {
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if (!Selection.Contains(hoveredNode)) SelectNode(hoveredNode, false);
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autoConnectOutput = null;
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autoConnectOutput = null;
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GenericMenu menu = new GenericMenu();
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NodeEditor.GetEditor(hoveredNode, this).AddContextMenuItems(menu);
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menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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e.Use(); // Fixes copy/paste context menu appearing in Unity 5.6.6f2 - doesn't occur in 2018.3.2f1 Probably needs to be used in other places.
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} else if (!IsHoveringNode) {
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autoConnectOutput = null;
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autoConnectOutput = null;
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GenericMenu menu = new GenericMenu();
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graphEditor.AddContextMenuItems(menu);
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menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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@ -471,8 +471,7 @@ namespace XNodeEditor {
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/// <summary> Draw a connection as we are dragging it </summary>
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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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Gradient gradient = graphEditor.GetNoodleGradient(draggedOutput, null);
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Rect fromRect;
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if (!_portConnectionPoints.TryGetValue(draggedOutput, out fromRect)) return;
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@ -484,10 +483,10 @@ namespace XNodeEditor {
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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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DrawNoodle(gradient, gridPoints);
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Color bgcol = Color.black;
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Color frcol = col;
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Color frcol = gradient.colorKeys[0].color;
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bgcol.a = 0.6f;
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frcol.a = 0.6f;
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@ -117,39 +117,64 @@ namespace XNodeEditor {
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}
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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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public void DrawNoodle(Gradient gradient, 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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Handles.color = gradient.Evaluate(0f);
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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 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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if (i == 0) outputTangent = Vector2.right * Vector2.Distance(windowPoints[i], windowPoints[i + 1]) * 0.01f * zoom;
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// Cached most variables that repeat themselves here to avoid so many indexer calls :p
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Vector2 point_a = windowPoints[i];
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Vector2 point_b = windowPoints[i + 1];
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float dist_ab = Vector2.Distance(point_a, point_b);
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if (i == 0) outputTangent = Vector2.right * dist_ab * 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 point_c = windowPoints[i + 2];
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Vector2 ab = (point_b - point_a).normalized;
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Vector2 cb = (point_b - point_c).normalized;
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Vector2 ac = (point_c - point_a).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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float tangentLength = (dist_ab + Vector2.Distance(point_b, point_c)) * 0.005f * zoom;
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float side = ((ac.x * (point_b.y - point_a.y)) - (ac.y * (point_b.x - point_a.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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} else {
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inputTangent = Vector2.left * dist_ab * 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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// Calculates the tangents for the bezier's curves.
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Vector2 tangent_a = point_a + outputTangent * 50 / zoom;
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Vector2 tangent_b = point_b + inputTangent * 50 / zoom;
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// Hover effect.
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int bezier_width = 4;
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int division = Mathf.RoundToInt(.1f * dist_ab) + 3;
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Vector3[] points = Handles.MakeBezierPoints(point_a, point_b, tangent_a, tangent_b, division);
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// Coloring and bezier drawing.
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for (int j = 0; j < points.Length - 1; j++) {
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if (i == gridPoints.Count - 2) Handles.color = gradient.Evaluate((j + 1f) / points.Length);
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Handles.DrawAAPolyLine(bezier_width, points[j], points[j + 1]);
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}
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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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for (int i = 0; i < length - 1; i++) {
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Handles.DrawAAPolyLine(5, windowPoints[i], windowPoints[i + 1]);
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Vector2 point_a = windowPoints[i];
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Vector2 point_b = windowPoints[i + 1];
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// Hover effect.
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int line_width = 5;
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// Draws the line with the coloring.
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Vector2 prev_point = point_a;
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for (float j = 0; j < 1; j += 10f / Vector2.Distance(point_a, point_b)) {
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Vector2 lerp = Vector2.Lerp(point_a, point_b, j);
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if (i == gridPoints.Count - 2) Handles.color = gradient.Evaluate(j);
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Handles.DrawAAPolyLine(line_width, prev_point, lerp);
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prev_point = lerp;
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}
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}
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break;
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case NodeEditorPreferences.NoodleType.Angled:
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@ -161,9 +186,17 @@ namespace XNodeEditor {
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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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if (i == gridPoints.Count - 2) {
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Handles.DrawAAPolyLine(5, windowPoints[i], start_1);
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Handles.color = gradient.Evaluate(0.5f);
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Handles.DrawAAPolyLine(5, start_1, end_1);
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Handles.color = gradient.Evaluate(1f);
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Handles.DrawAAPolyLine(5, end_1, windowPoints[i + 1]);
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} else {
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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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}
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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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@ -174,11 +207,23 @@ namespace XNodeEditor {
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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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if (i == gridPoints.Count - 2) {
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Handles.DrawAAPolyLine(5, windowPoints[i], start_1);
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Handles.color = gradient.Evaluate(0.25f);
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Handles.DrawAAPolyLine(5, start_1, start_2);
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Handles.color = gradient.Evaluate(0.5f);
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Handles.DrawAAPolyLine(5, start_2, end_2);
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Handles.color = gradient.Evaluate(0.75f);
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Handles.DrawAAPolyLine(5, end_2, end_1);
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Handles.color = gradient.Evaluate(1f);
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Handles.DrawAAPolyLine(5, end_1, windowPoints[i + 1]);
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} else {
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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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}
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break;
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@ -202,10 +247,11 @@ namespace XNodeEditor {
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Rect fromRect;
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if (!_portConnectionPoints.TryGetValue(output, out fromRect)) continue;
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Color portColor = graphEditor.GetPortColor(output);
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for (int k = 0; k < output.ConnectionCount; k++) {
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XNode.NodePort input = output.GetConnection(k);
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Color noodleColor = graphEditor.GetNoodleColor(output, input);
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Gradient noodleGradient = graphEditor.GetNoodleGradient(output, input);
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// Error handling
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if (input == null) continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
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@ -219,7 +265,7 @@ namespace XNodeEditor {
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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(noodleColor, gridPoints);
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DrawNoodle(noodleGradient, 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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@ -235,7 +281,7 @@ namespace XNodeEditor {
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GUI.DrawTexture(rect, NodeEditorResources.dotOuter);
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}
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GUI.color = noodleColor;
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GUI.color = portColor;
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GUI.DrawTexture(rect, NodeEditorResources.dot);
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if (rect.Overlaps(selectionBox)) selection.Add(rerouteRef);
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if (rect.Contains(mousePos)) hoveredReroute = rerouteRef;
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@ -64,10 +64,34 @@ namespace XNodeEditor {
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}
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/// <summary> Returned color is used to color noodles </summary>
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public virtual Color GetNoodleColor(XNode.NodePort output, XNode.NodePort input) {
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Color col = GetTypeColor(output.ValueType);
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if (window.hoveredPort == output || window.hoveredPort == input) return Color.Lerp(col, Color.white, 0.8f);
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return col;
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/// <param name="output"> The output this noodle comes from. Never null. </param>
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/// <param name="input"> The output this noodle comes from. Can be null if we are dragging the noodle. </param>
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public virtual Gradient GetNoodleGradient(XNode.NodePort output, XNode.NodePort input) {
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Gradient grad = new Gradient();
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// If dragging the noodle, draw solid, slightly transparent
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if (input == null) {
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Color a = GetTypeColor(output.ValueType);
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grad.SetKeys(
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new GradientColorKey[] { new GradientColorKey(a, 0f) },
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new GradientAlphaKey[] { new GradientAlphaKey(0.6f, 0f) }
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);
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}
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// If normal, draw gradient fading from one input color to the other
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else {
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Color a = GetTypeColor(output.ValueType);
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Color b = GetTypeColor(input.ValueType);
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// If any port is hovered, tint white
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if (window.hoveredPort == output || window.hoveredPort == input) {
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a = Color.Lerp(a, Color.white, 0.8f);
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b = Color.Lerp(b, Color.white, 0.8f);
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}
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grad.SetKeys(
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new GradientColorKey[] { new GradientColorKey(a, 0f), new GradientColorKey(b, 1f) },
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new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
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);
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}
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return grad;
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}
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/// <summary> Returned color is used to color ports </summary>
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