Slightly increases the thickness of impulse/ execution lines for node editors to make it easier for the user to follow execution flow (and indirectly also data flow)
246 lines
10 KiB
C#
246 lines
10 KiB
C#
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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using FlaxEngine;
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using FlaxEngine.GUI;
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using System;
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using FlaxEditor.Options;
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namespace FlaxEditor.Surface.Elements
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{
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/// <summary>
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/// Visject Surface output box element.
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/// </summary>
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/// <seealso cref="FlaxEditor.Surface.Elements.Box" />
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[HideInEditor]
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public class OutputBox : Box
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{
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/// <summary>
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/// The default thickness of the connection line
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/// </summary>
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public const float DefaultConnectionThickness = 1.5f;
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/// <summary>
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/// The thickness of a highlighted connection line
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/// </summary>
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public const float ConnectingConnectionThickness = 2.5f;
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/// <summary>
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/// The thickness of the selected connection line
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/// </summary>
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public const float SelectedConnectionThickness = 3f;
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/// <summary>
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/// The offset between the connection line and the box
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/// </summary>
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public const float DefaultConnectionOffset = 24f;
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/// <summary>
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/// Distance for the mouse to be considered above the connection
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/// </summary>
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public float MouseOverConnectionDistance => 100f / Surface.ViewScale;
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/// <inheritdoc />
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public OutputBox(SurfaceNode parentNode, NodeElementArchetype archetype)
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: base(parentNode, archetype, archetype.Position + new Float2(parentNode.Archetype.Size.X, 0))
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{
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}
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/// <summary>
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/// Draws the connection between two boxes.
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/// </summary>
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/// <param name="style">The Visject surface style.</param>
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/// <param name="start">The start location.</param>
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/// <param name="end">The end location.</param>
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/// <param name="color">The connection color.</param>
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/// <param name="thickness">The connection thickness.</param>
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public static void DrawConnection(SurfaceStyle style, ref Float2 start, ref Float2 end, ref Color color, float thickness = DefaultConnectionThickness)
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{
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if (style.DrawConnection != null)
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{
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style.DrawConnection(start, end, color, thickness);
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return;
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}
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float connectionOffset = Mathf.Max(0f, DefaultConnectionOffset * (1 - Editor.Instance.Options.Options.Interface.ConnectionCurvature));
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Float2 offsetStart = new Float2(start.X + connectionOffset, start.Y);
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Float2 offsetEnd = new Float2(end.X - connectionOffset, end.Y);
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// Calculate control points
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CalculateBezierControlPoints(offsetStart, offsetEnd, out var control1, out var control2);
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// Draw offset lines only if necessary
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if (connectionOffset >= float.Epsilon)
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{
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Render2D.DrawLine(start, offsetStart, color, thickness);
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Render2D.DrawLine(offsetEnd, end, color, thickness);
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}
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// Draw line
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Render2D.DrawBezier(offsetStart, control1, control2, offsetEnd, color, thickness);
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/*
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// Debug drawing control points
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var bSize = new Float2(4, 4);
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Render2D.FillRectangle(new Rectangle(control1 - bSize * 0.5f, bSize), Color.Blue);
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Render2D.FillRectangle(new Rectangle(control2 - bSize * 0.5f, bSize), Color.Gold);
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*/
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}
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private static void CalculateBezierControlPoints(Float2 start, Float2 end, out Float2 control1, out Float2 control2)
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{
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// Control points parameters
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const float minControlLength = 50f;
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const float maxControlLength = 120f;
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var dst = (end - start).Length;
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var yDst = Mathf.Abs(start.Y - end.Y);
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// Calculate control points
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var minControlDst = dst * 0.5f;
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var maxControlDst = Mathf.Max(Mathf.Min(maxControlLength, dst), minControlLength);
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var controlDst = Mathf.Lerp(minControlDst, maxControlDst, Mathf.Clamp(yDst / minControlLength, 0f, 1f));
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controlDst *= Editor.Instance.Options.Options.Interface.ConnectionCurvature;
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control1 = new Float2(start.X + controlDst, start.Y);
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control2 = new Float2(end.X - controlDst, end.Y);
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}
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/// <summary>
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/// Checks if a point intersects a connection
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/// </summary>
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/// <param name="targetBox">The other box.</param>
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/// <param name="mousePosition">The mouse position</param>
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public bool IntersectsConnection(Box targetBox, ref Float2 mousePosition)
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{
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float connectionOffset = Mathf.Max(0f, DefaultConnectionOffset * (1 - Editor.Instance.Options.Options.Interface.ConnectionCurvature));
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Float2 start = new Float2(ConnectionOrigin.X + connectionOffset, ConnectionOrigin.Y);
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Float2 end = new Float2(targetBox.ConnectionOrigin.X - connectionOffset, targetBox.ConnectionOrigin.Y);
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return IntersectsConnection(ref start, ref end, ref mousePosition, MouseOverConnectionDistance);
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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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/// <param name="start">The start location.</param>
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/// <param name="end">The end location.</param>
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/// <param name="point">The point</param>
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/// <param name="distance">Distance at which its an intersection</param>
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public static bool IntersectsConnection(ref Float2 start, ref Float2 end, ref Float2 point, float distance)
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{
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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)
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return false;
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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)
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return false;
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float connectionOffset = Mathf.Max(0f, DefaultConnectionOffset * (1 - Editor.Instance.Options.Options.Interface.ConnectionCurvature));
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Float2 offsetStart = new Float2(start.X + connectionOffset, start.Y);
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Float2 offsetEnd = new Float2(end.X - connectionOffset, end.Y);
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float squaredDistance = distance;
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CalculateBezierControlPoints(offsetStart, offsetEnd, out var control1, out var control2);
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var d1 = control1 - offsetStart;
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var d2 = control2 - control1;
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var d3 = offsetEnd - control2;
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float len = d1.Length + d2.Length + d3.Length;
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int segmentCount = Math.Min(Math.Max(Mathf.CeilToInt(len * 0.05f), 1), 100);
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float segmentCountInv = 1.0f / segmentCount;
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Bezier(ref offsetStart, ref control1, ref control2, ref offsetEnd, 0, out var p);
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for (int i = 1; i <= segmentCount; i++)
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{
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var oldp = p;
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float t = i * segmentCountInv;
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Bezier(ref offsetStart, ref control1, ref control2, ref offsetEnd, t, out p);
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// Maybe it would be reasonable to return the point?
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CollisionsHelper.ClosestPointPointLine(ref point, ref oldp, ref p, out var result);
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if (Float2.DistanceSquared(point, result) <= squaredDistance)
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{
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return true;
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}
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}
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return false;
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}
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private static void Bezier(ref Float2 p0, ref Float2 p1, ref Float2 p2, ref Float2 p3, float alpha, out Float2 result)
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{
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Float2.Lerp(ref p0, ref p1, alpha, out var p01);
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Float2.Lerp(ref p1, ref p2, alpha, out var p12);
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Float2.Lerp(ref p2, ref p3, alpha, out var p23);
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Float2.Lerp(ref p01, ref p12, alpha, out var p012);
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Float2.Lerp(ref p12, ref p23, alpha, out var p123);
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Float2.Lerp(ref p012, ref p123, alpha, out result);
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}
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/// <summary>
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/// Draw all connections coming from this box.
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/// </summary>
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public void DrawConnections(ref Float2 mousePosition)
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{
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// Draw all the connections
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var style = Surface.Style;
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var mouseOverDistance = MouseOverConnectionDistance;
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var startPos = ConnectionOrigin;
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var startHighlight = ConnectionsHighlightIntensity;
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for (int i = 0; i < Connections.Count; i++)
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{
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Box targetBox = Connections[i];
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var endPos = targetBox.ConnectionOrigin;
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var highlight = DefaultConnectionThickness + Mathf.Max(startHighlight, targetBox.ConnectionsHighlightIntensity);
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var alpha = targetBox.Enabled && targetBox.IsActive ? 1.0f : 0.6f;
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// We have to calculate an offset here to preserve the original color for when the default connection thickness is larger than 1
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var highlightOffset = (highlight - (DefaultConnectionThickness - 1));
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var color = _currentTypeColor * highlightOffset * alpha;
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// TODO: Figure out how to only draw the topmost connection
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if (IntersectsConnection(ref startPos, ref endPos, ref mousePosition, mouseOverDistance))
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{
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highlight += DefaultConnectionThickness * 0.5f;
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}
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// Increase thickness on impulse/ execution lines
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if (targetBox.CurrentType.IsVoid)
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{
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highlight += 1.25f;
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}
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DrawConnection(style, ref startPos, ref endPos, ref color, highlight);
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}
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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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public void DrawSelectedConnection(Box targetBox)
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{
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// Draw all the connections
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var startPos = ConnectionOrigin;
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var endPos = targetBox.ConnectionOrigin;
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var alpha = targetBox.Enabled && targetBox.IsActive ? 1.0f : 0.6f;
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var color = _currentTypeColor * alpha;
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DrawConnection(Surface.Style, ref startPos, ref endPos, ref color, SelectedConnectionThickness);
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}
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/// <inheritdoc />
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public override bool IsOutput => true;
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/// <inheritdoc />
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public override void Draw()
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{
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base.Draw();
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// Box
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Surface.Style.DrawBox(this);
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// Draw text
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var style = Style.Current;
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var rect = new Rectangle(-100, 0, 100 - 2, Height);
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Render2D.DrawText(style.FontSmall, Text, rect, Enabled ? style.Foreground : style.ForegroundDisabled, TextAlignment.Far, TextAlignment.Center);
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}
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}
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}
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