Hover over connections
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@@ -44,11 +44,6 @@ namespace FlaxEditor.Surface.Elements
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*/
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}
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private static bool IsRight(ref Vector2 a, ref Vector2 b, ref Vector2 point)
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{
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return ((b.X - a.X) * (point.Y - a.Y) - (b.Y - a.Y) * (point.X - a.X)) <= 0;
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}
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/// <summary>
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/// Checks if a point intersects a bezier curve
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/// </summary>
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@@ -58,35 +53,21 @@ namespace FlaxEditor.Surface.Elements
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/// <param name="distance">Distance at which its an intersection</param>
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public static bool IntersectsConnection(ref Vector2 start, ref Vector2 end, ref Vector2 point, float distance)
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{
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// Maybe I should make this a non-static method and automatically read the Surface.ViewScale?
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// Pretty much a point in rectangle check
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if ((point.X - start.X) * (end.X - point.X) < 0) return false;
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var dst = (end - start) * new Vector2(0.25f, 0.05f); // Purposefully tweaked to 0.25
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Vector2 control1 = new Vector2(start.X + dst.X, start.Y + dst.Y);
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Vector2 control2 = new Vector2(end.X - dst.X, end.Y + dst.Y);
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// I'm ignoring the start.Y + dst.Y
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Vector2 direction = end - start;
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float offset = Mathf.Sign(direction.Y) * distance;
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Vector2 pointAbove1 = new Vector2(control1.X, start.Y - offset);
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Vector2 pointAbove2 = new Vector2(end.X, end.Y - offset);
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Vector2 pointBelow1 = new Vector2(start.X, start.Y + offset);
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Vector2 pointBelow2 = new Vector2(control2.X, end.Y + offset);
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/* Render2D.DrawLine(pointAbove1, pointAbove2, Color.Red);
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Render2D.DrawRectangle(new Rectangle(pointAbove2 - new Vector2(5), new Vector2(10)), Color.Red);
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Render2D.DrawLine(pointBelow1, pointBelow2, Color.Green);
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Render2D.DrawRectangle(new Rectangle(pointBelow2 - new Vector2(5), new Vector2(10)), Color.Green);
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*/
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// TODO: are they parallel ^?
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return IsRight(ref pointAbove1, ref pointAbove2, ref point) == IsRight(ref pointBelow2, ref pointBelow1, ref point);
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float offset = Mathf.Sign(end.Y - start.Y) * distance;
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if ((point.Y - (start.Y - offset)) * ((end.Y + offset) - point.Y) < 0) return false;
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// Taken from the Render2D.DrawBezier code
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float squaredDistance = distance;
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var dst = (end - start) * new Vector2(0.5f, 0.05f);
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Vector2 control1 = new Vector2(start.X + dst.X, start.Y + dst.Y);
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Vector2 control2 = new Vector2(end.X - dst.X, end.Y + dst.Y);
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Vector2 d1 = control1 - start;
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Vector2 d2 = control2 - control1;
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Vector2 d3 = end - control2;
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@@ -138,30 +119,15 @@ namespace FlaxEditor.Surface.Elements
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var highlight = 1 + Mathf.Max(startHighlight, targetBox.ConnectionsHighlightIntensity);
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var color = _currentTypeColor * highlight;
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// if (PointInRectangle(ref startPos, ref endPos, ref mousePosition))
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if (IntersectsConnection(ref startPos, ref endPos, ref mousePosition, 100f / Surface.ViewScale))
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{
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for (int ix = 0; ix < 10000; ix++)
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{
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OutputBox.IntersectsConnection(ref startPos, ref endPos, ref mousePosition, 30f);
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}
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if (OutputBox.IntersectsConnection(ref startPos, ref endPos, ref mousePosition, 30f))
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{
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highlight += 2;
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}
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highlight += 2;
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}
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DrawConnection(ref startPos, ref endPos, ref color, highlight);
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}
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}
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private bool PointInRectangle(ref Vector2 a, ref Vector2 b, ref Vector2 point)
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{
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// This has the convenient property that it doesn't matter if a and b are switched
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Vector2 signs = (point - a) * (b - point);
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return signs.X >= 0 && signs.Y >= 0;
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}
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/// <summary>
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/// Draw a selected connections coming from this box.
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/// </summary>
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