Files
HauntedBloodlines/Assets/Obi/Editor/Cloth/Blueprints/Properties/ObiBlueprintSkinBackstopRadius.cs
2025-05-29 22:31:40 +03:00

81 lines
3.3 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections;
namespace Obi
{
public class ObiBlueprintSkinBackstopRadius : ObiBlueprintFloatProperty
{
public ObiBlueprintSkinBackstopRadius(ObiActorBlueprintEditor editor) : base(editor,0)
{
brushModes.Add(new ObiFloatPaintBrushMode(this));
brushModes.Add(new ObiFloatAddBrushMode(this));
brushModes.Add(new ObiFloatCopyBrushMode(this, this));
brushModes.Add(new ObiFloatSmoothBrushMode(this));
}
public override string name
{
get { return "Skin backstop radius"; }
}
public override float Get(int index)
{
var constraints = editor.blueprint.GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
return constraints.batches[0].skinRadiiBackstop[index * 3 + 1];
}
public override void Set(int index, float value)
{
var constraints = editor.blueprint.GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
constraints.batches[0].skinRadiiBackstop[index * 3 + 1] = value;
}
public override bool Masked(int index)
{
return !editor.Editable(index);
}
public override void OnSceneRepaint()
{
var meshEditor = editor as ObiMeshBasedActorBlueprintEditor;
if (meshEditor != null)
{
// Get per-particle normals:
Vector3[] normals = meshEditor.sourceMesh.normals;
Vector3[] particleNormals = new Vector3[meshEditor.blueprint.particleCount];
for (int i = 0; i < normals.Length; ++i)
{
int welded = meshEditor.VertexToParticle(i);
particleNormals[welded] = normals[i];
}
using (new Handles.DrawingScope(Color.red, Matrix4x4.identity))
{
var constraints = meshEditor.blueprint.GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
if (constraints != null)
{
var batches = constraints.batches;
foreach (ObiSkinConstraintsBatch batch in batches)
{
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
int particleIndex = batch.particleIndices[i];
if (meshEditor.visible[particleIndex])
{
Vector3 position = meshEditor.blueprint.GetParticlePosition(particleIndex);
float backstop = batch.skinRadiiBackstop[i * 3 + 2];
float radius = backstop + batch.skinRadiiBackstop[i * 3 + 1];
Handles.DrawLine(position - particleNormals[particleIndex] * backstop,
position - particleNormals[particleIndex] * radius);
}
}
}
}
}
}
}
}
}