using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEngine.Tilemaps; using Event = UnityEngine.Event; namespace UnityEditor.Tilemaps { internal static class GridEditorUtility { private const int k_GridGizmoVertexCount = 32000; private const float k_GridGizmoDistanceFalloff = 50f; public static Vector3Int ClampToGrid(Vector3Int p, Vector2Int origin, Vector2Int gridSize) { return new Vector3Int( Math.Max(Math.Min(p.x, origin.x + gridSize.x - 1), origin.x), Math.Max(Math.Min(p.y, origin.y + gridSize.y - 1), origin.y), p.z ); } public static Vector3 ScreenToLocal(Transform transform, Vector2 screenPosition) { return ScreenToLocal(transform, screenPosition, new Plane(transform.forward * -1f, transform.position)); } public static Vector3 ScreenToLocal(Transform transform, Vector2 screenPosition, Plane plane) { Ray ray; if (Camera.current.orthographic) { Vector2 screen = EditorGUIUtility.PointsToPixels(GUIClip.Unclip(screenPosition)); screen.y = Camera.current.pixelHeight - screen.y; Vector3 cameraWorldPoint = Camera.current.ScreenToWorldPoint(screen); ray = new Ray(cameraWorldPoint, Camera.current.transform.forward); } else { ray = HandleUtility.GUIPointToWorldRay(screenPosition); } float result; plane.Raycast(ray, out result); Vector3 world = ray.GetPoint(result); return transform.InverseTransformPoint(world); } public static RectInt GetMarqueeRect(Vector2Int p1, Vector2Int p2) { return new RectInt( Math.Min(p1.x, p2.x), Math.Min(p1.y, p2.y), Math.Abs(p2.x - p1.x) + 1, Math.Abs(p2.y - p1.y) + 1 ); } public static BoundsInt GetMarqueeBounds(Vector3Int p1, Vector3Int p2) { return new BoundsInt( Math.Min(p1.x, p2.x), Math.Min(p1.y, p2.y), Math.Min(p1.z, p2.z), Math.Abs(p2.x - p1.x) + 1, Math.Abs(p2.y - p1.y) + 1, Math.Abs(p2.z - p1.z) + 1 ); } // http://ericw.ca/notes/bresenhams-line-algorithm-in-csharp.html public static IEnumerable GetPointsOnLine(Vector2Int p1, Vector2Int p2) { int x0 = p1.x; int y0 = p1.y; int x1 = p2.x; int y1 = p2.y; bool steep = Math.Abs(y1 - y0) > Math.Abs(x1 - x0); if (steep) { int t; t = x0; // swap x0 and y0 x0 = y0; y0 = t; t = x1; // swap x1 and y1 x1 = y1; y1 = t; } if (x0 > x1) { int t; t = x0; // swap x0 and x1 x0 = x1; x1 = t; t = y0; // swap y0 and y1 y0 = y1; y1 = t; } int dx = x1 - x0; int dy = Math.Abs(y1 - y0); int error = dx / 2; int ystep = (y0 < y1) ? 1 : -1; int y = y0; for (int x = x0; x <= x1; x++) { yield return new Vector2Int((steep ? y : x), (steep ? x : y)); error = error - dy; if (error < 0) { y += ystep; error += dx; } } } public static void DrawBatchedHorizontalLine(float x1, float x2, float y) { GL.Vertex3(x1, y, 0f); GL.Vertex3(x2, y, 0f); GL.Vertex3(x2, y + 1, 0f); GL.Vertex3(x1, y + 1, 0f); } public static void DrawBatchedVerticalLine(float y1, float y2, float x) { GL.Vertex3(x, y1, 0f); GL.Vertex3(x, y2, 0f); GL.Vertex3(x + 1, y2, 0f); GL.Vertex3(x + 1, y1, 0f); } public static void DrawBatchedLine(Vector3 p1, Vector3 p2) { GL.Vertex3(p1.x, p1.y, p1.z); GL.Vertex3(p2.x, p2.y, p2.z); } public static void DrawLine(Vector2 p1, Vector2 p2, Color color) { if (Event.current.type != EventType.Repaint) return; HandleUtility.ApplyWireMaterial(); GL.PushMatrix(); GL.MultMatrix(GUI.matrix); GL.Begin(GL.LINES); GL.Color(color); DrawBatchedLine(p1, p2); GL.End(); GL.PopMatrix(); } public static void DrawBox(Rect r, Color color) { if (Event.current.type != EventType.Repaint) return; HandleUtility.ApplyWireMaterial(); GL.PushMatrix(); GL.MultMatrix(GUI.matrix); GL.Begin(GL.LINES); GL.Color(color); DrawBatchedLine(new Vector3(r.xMin, r.yMin, 0f), new Vector3(r.xMax, r.yMin, 0f)); DrawBatchedLine(new Vector3(r.xMax, r.yMin, 0f), new Vector3(r.xMax, r.yMax, 0f)); DrawBatchedLine(new Vector3(r.xMax, r.yMax, 0f), new Vector3(r.xMin, r.yMax, 0f)); DrawBatchedLine(new Vector3(r.xMin, r.yMax, 0f), new Vector3(r.xMin, r.yMin, 0f)); GL.End(); GL.PopMatrix(); } public static void DrawFilledBox(Rect r, Color color) { if (Event.current.type != EventType.Repaint) return; HandleUtility.ApplyWireMaterial(); GL.PushMatrix(); GL.MultMatrix(GUI.matrix); GL.Begin(GL.QUADS); GL.Color(color); GL.Vertex3(r.xMin, r.yMin, 0f); GL.Vertex3(r.xMax, r.yMin, 0f); GL.Vertex3(r.xMax, r.yMax, 0f); GL.Vertex3(r.xMin, r.yMax, 0f); GL.End(); GL.PopMatrix(); } public static void DrawGridMarquee(GridLayout gridLayout, BoundsInt area, Color color) { if (gridLayout == null) return; switch (gridLayout.cellLayout) { case GridLayout.CellLayout.Hexagon: DrawSelectedHexGridArea(gridLayout, area, color); break; case GridLayout.CellLayout.Isometric: case GridLayout.CellLayout.IsometricZAsY: case GridLayout.CellLayout.Rectangle: var cellStride = gridLayout.cellSize + gridLayout.cellGap; var cellGap = Vector3.one; if (!Mathf.Approximately(cellStride.x, 0f)) { cellGap.x = gridLayout.cellSize.x / cellStride.x; } if (!Mathf.Approximately(cellStride.y, 0f)) { cellGap.y = gridLayout.cellSize.y / cellStride.y; } Vector3[] cellLocals = { gridLayout.CellToLocal(new Vector3Int(area.xMin, area.yMin, area.zMin)), gridLayout.CellToLocalInterpolated(new Vector3(area.xMax - 1 + cellGap.x, area.yMin, area.zMin)), gridLayout.CellToLocalInterpolated(new Vector3(area.xMax - 1 + cellGap.x, area.yMax - 1 + cellGap.y, area.zMin)), gridLayout.CellToLocalInterpolated(new Vector3(area.xMin, area.yMax - 1 + cellGap.y, area.zMin)) }; HandleUtility.ApplyWireMaterial(); GL.PushMatrix(); GL.MultMatrix(gridLayout.transform.localToWorldMatrix); GL.Begin(GL.LINES); GL.Color(color); int i = 0; for (int j = cellLocals.Length - 1; i < cellLocals.Length; j = i++) DrawBatchedLine(cellLocals[j], cellLocals[i]); GL.End(); GL.PopMatrix(); break; } } public static void DrawSelectedHexGridArea(GridLayout gridLayout, BoundsInt area, Color color) { int requiredVertices = 4 * (area.size.x + area.size.y) - 2; if (requiredVertices < 0) return; Vector3[] cellLocals = new Vector3[requiredVertices]; int horizontalCount = area.size.x * 2; int verticalCount = area.size.y * 2 - 1; int bottom = 0; int top = horizontalCount + verticalCount + horizontalCount - 1; int left = requiredVertices - 1; int right = horizontalCount; Vector3[] cellOffset = { Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(0, gridLayout.cellSize.y / 2, 0)), Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(gridLayout.cellSize.x / 2, gridLayout.cellSize.y / 4, 0)), Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(gridLayout.cellSize.x / 2, -gridLayout.cellSize.y / 4, 0)), Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(0, -gridLayout.cellSize.y / 2, 0)), Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(-gridLayout.cellSize.x / 2, -gridLayout.cellSize.y / 4, 0)), Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(-gridLayout.cellSize.x / 2, gridLayout.cellSize.y / 4, 0)) }; // Fill Top and Bottom Vertices for (int x = area.min.x; x < area.max.x; x++) { cellLocals[bottom++] = gridLayout.CellToLocal(new Vector3Int(x, area.min.y, area.zMin)) + cellOffset[4]; cellLocals[bottom++] = gridLayout.CellToLocal(new Vector3Int(x, area.min.y, area.zMin)) + cellOffset[3]; cellLocals[top--] = gridLayout.CellToLocal(new Vector3Int(x, area.max.y - 1, area.zMin)) + cellOffset[0]; cellLocals[top--] = gridLayout.CellToLocal(new Vector3Int(x, area.max.y - 1, area.zMin)) + cellOffset[1]; } // Fill first Left and Right Vertices cellLocals[left--] = gridLayout.CellToLocal(new Vector3Int(area.min.x, area.min.y, area.zMin)) + cellOffset[5]; cellLocals[top--] = gridLayout.CellToLocal(new Vector3Int(area.max.x - 1, area.max.y - 1, area.zMin)) + cellOffset[2]; // Fill Left and Right Vertices for (int y = area.min.y + 1; y < area.max.y; y++) { cellLocals[left--] = gridLayout.CellToLocal(new Vector3Int(area.min.x, y, area.zMin)) + cellOffset[4]; cellLocals[left--] = gridLayout.CellToLocal(new Vector3Int(area.min.x, y, area.zMin)) + cellOffset[5]; } for (int y = area.min.y; y < (area.max.y - 1); y++) { cellLocals[right++] = gridLayout.CellToLocal(new Vector3Int(area.max.x - 1, y, area.zMin)) + cellOffset[2]; cellLocals[right++] = gridLayout.CellToLocal(new Vector3Int(area.max.x - 1, y, area.zMin)) + cellOffset[1]; } HandleUtility.ApplyWireMaterial(); GL.PushMatrix(); GL.MultMatrix(gridLayout.transform.localToWorldMatrix); GL.Begin(GL.LINES); GL.Color(color); int i = 0; for (int j = cellLocals.Length - 1; i < cellLocals.Length; j = i++) { DrawBatchedLine(cellLocals[j], cellLocals[i]); } GL.End(); GL.PopMatrix(); } public static void DrawGridGizmo(GridLayout gridLayout, Transform transform, Color color, ref Mesh gridMesh, ref Material gridMaterial) { // TODO: Hook this up with DrawGrid if (Event.current.type != EventType.Repaint) return; if (gridMesh == null) gridMesh = GenerateCachedGridMesh(gridLayout, color); if (gridMaterial == null) { gridMaterial = (Material)EditorGUIUtility.LoadRequired("SceneView/GridGap.mat"); } if (gridLayout.cellLayout == GridLayout.CellLayout.Hexagon) { gridMaterial.SetVector("_Gap", new Vector4(1f, 1f / 3f, 1f, 1f)); gridMaterial.SetVector("_Stride", new Vector4(1f, 1f, 1f, 1f)); } else { gridMaterial.SetVector("_Gap", gridLayout.cellSize); gridMaterial.SetVector("_Stride", gridLayout.cellGap + gridLayout.cellSize); } gridMaterial.SetPass(0); GL.PushMatrix(); if (gridMesh.GetTopology(0) == MeshTopology.Lines) GL.Begin(GL.LINES); else GL.Begin(GL.QUADS); Graphics.DrawMeshNow(gridMesh, transform.localToWorldMatrix); GL.End(); GL.PopMatrix(); } public static Vector3 GetSpriteWorldSize(Sprite sprite) { if (sprite != null && sprite.rect.size.magnitude > 0f) { return new Vector3( sprite.rect.size.x / sprite.pixelsPerUnit, sprite.rect.size.y / sprite.pixelsPerUnit, 1f ); } return Vector3.one; } private static Mesh GenerateCachedGridMesh(GridLayout gridLayout, Color color) { switch (gridLayout.cellLayout) { case GridLayout.CellLayout.Hexagon: return GenerateCachedHexagonalGridMesh(gridLayout, color); case GridLayout.CellLayout.Isometric: case GridLayout.CellLayout.IsometricZAsY: case GridLayout.CellLayout.Rectangle: int min = k_GridGizmoVertexCount / -32; int max = min * -1; int numCells = max - min; RectInt bounds = new RectInt(min, min, numCells, numCells); return GenerateCachedGridMesh(gridLayout, color, 0f, bounds, MeshTopology.Lines); } return null; } public static Mesh GenerateCachedGridMesh(GridLayout gridLayout, Color color, float screenPixelSize, RectInt bounds, MeshTopology topology) { Mesh mesh = new Mesh(); mesh.hideFlags = HideFlags.HideAndDontSave; int vertex = 0; int totalVertices = topology == MeshTopology.Quads ? 8 * (bounds.size.x + bounds.size.y) : 4 * (bounds.size.x + bounds.size.y); Vector3 horizontalPixelOffset = new Vector3(screenPixelSize, 0f, 0f); Vector3 verticalPixelOffset = new Vector3(0f, screenPixelSize, 0f); Vector3[] vertices = new Vector3[totalVertices]; Vector2[] uvs2 = new Vector2[totalVertices]; Vector3 cellStride = gridLayout.cellSize + gridLayout.cellGap; Vector3Int minPosition = new Vector3Int(0, bounds.min.y, 0); Vector3Int maxPosition = new Vector3Int(0, bounds.max.y, 0); Vector3 cellGap = Vector3.zero; if (!Mathf.Approximately(cellStride.x, 0f)) { cellGap.x = gridLayout.cellSize.x / cellStride.x; } for (int x = bounds.min.x; x < bounds.max.x; x++) { minPosition.x = x; maxPosition.x = x; vertices[vertex + 0] = gridLayout.CellToLocal(minPosition); vertices[vertex + 1] = gridLayout.CellToLocal(maxPosition); uvs2[vertex + 0] = Vector2.zero; uvs2[vertex + 1] = new Vector2(0f, cellStride.y * bounds.size.y); if (topology == MeshTopology.Quads) { vertices[vertex + 2] = gridLayout.CellToLocal(maxPosition) + horizontalPixelOffset; vertices[vertex + 3] = gridLayout.CellToLocal(minPosition) + horizontalPixelOffset; uvs2[vertex + 2] = new Vector2(0f, cellStride.y * bounds.size.y); uvs2[vertex + 3] = Vector2.zero; } vertex += topology == MeshTopology.Quads ? 4 : 2; vertices[vertex + 0] = gridLayout.CellToLocalInterpolated(minPosition + cellGap); vertices[vertex + 1] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap); uvs2[vertex + 0] = Vector2.zero; uvs2[vertex + 1] = new Vector2(0f, cellStride.y * bounds.size.y); if (topology == MeshTopology.Quads) { vertices[vertex + 2] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap) + horizontalPixelOffset; vertices[vertex + 3] = gridLayout.CellToLocalInterpolated(minPosition + cellGap) + horizontalPixelOffset; uvs2[vertex + 2] = new Vector2(0f, cellStride.y * bounds.size.y); uvs2[vertex + 3] = Vector2.zero; } vertex += topology == MeshTopology.Quads ? 4 : 2; } minPosition = new Vector3Int(bounds.min.x, 0, 0); maxPosition = new Vector3Int(bounds.max.x, 0, 0); cellGap = Vector3.zero; if (!Mathf.Approximately(cellStride.y, 0f)) { cellGap.y = gridLayout.cellSize.y / cellStride.y; } for (int y = bounds.min.y; y < bounds.max.y; y++) { minPosition.y = y; maxPosition.y = y; vertices[vertex + 0] = gridLayout.CellToLocal(minPosition); vertices[vertex + 1] = gridLayout.CellToLocal(maxPosition); uvs2[vertex + 0] = Vector2.zero; uvs2[vertex + 1] = new Vector2(cellStride.x * bounds.size.x, 0f); if (topology == MeshTopology.Quads) { vertices[vertex + 2] = gridLayout.CellToLocal(maxPosition) + verticalPixelOffset; vertices[vertex + 3] = gridLayout.CellToLocal(minPosition) + verticalPixelOffset; uvs2[vertex + 2] = new Vector2(cellStride.x * bounds.size.x, 0f); uvs2[vertex + 3] = Vector2.zero; } vertex += topology == MeshTopology.Quads ? 4 : 2; vertices[vertex + 0] = gridLayout.CellToLocalInterpolated(minPosition + cellGap); vertices[vertex + 1] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap); uvs2[vertex + 0] = Vector2.zero; uvs2[vertex + 1] = new Vector2(cellStride.x * bounds.size.x, 0f); if (topology == MeshTopology.Quads) { vertices[vertex + 2] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap) + verticalPixelOffset; vertices[vertex + 3] = gridLayout.CellToLocalInterpolated(minPosition + cellGap) + verticalPixelOffset; uvs2[vertex + 2] = new Vector2(cellStride.x * bounds.size.x, 0f); uvs2[vertex + 3] = Vector2.zero; } vertex += topology == MeshTopology.Quads ? 4 : 2; } var uv0 = new Vector2(k_GridGizmoDistanceFalloff, 0f); var uvs = new Vector2[vertex]; var indices = new int[vertex]; var colors = new Color[vertex]; var normals = new Vector3[totalVertices]; // Normal channel stores the position of the other end point of the line. var uvs3 = new Vector2[totalVertices]; // UV3 channel stores the UV2 value of the other end point of the line. for (int i = 0; i < vertex; i++) { uvs[i] = uv0; indices[i] = i; colors[i] = color; var alternate = i + ((i % 2) == 0 ? 1 : -1); normals[i] = vertices[alternate]; uvs3[i] = uvs2[alternate]; } mesh.vertices = vertices; mesh.uv = uvs; mesh.uv2 = uvs2; mesh.uv3 = uvs3; mesh.colors = colors; mesh.normals = normals; mesh.SetIndices(indices, topology, 0); return mesh; } private static Mesh GenerateCachedHexagonalGridMesh(GridLayout gridLayout, Color color) { Mesh mesh = new Mesh(); mesh.hideFlags = HideFlags.HideAndDontSave; int vertex = 0; int max = k_GridGizmoVertexCount / (2 * (6 * 2)); max = (max / 4) * 4; int min = -max; float numVerticalCells = 6 * (max / 4); int totalVertices = max * 2 * 6 * 2; var cellStrideY = gridLayout.cellGap.y + gridLayout.cellSize.y; var cellOffsetY = gridLayout.cellSize.y / 2; var hexOffset = (1.0f / 3.0f); var drawTotal = numVerticalCells * 2.0f * hexOffset; var drawDiagTotal = 2 * drawTotal; Vector3[] vertices = new Vector3[totalVertices]; Vector2[] uvs2 = new Vector2[totalVertices]; // Draw Vertical Lines for (int x = min; x < max; x++) { vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(x, min, 0)); vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(x, max, 0)); uvs2[vertex] = new Vector2(0f, 2 * hexOffset); uvs2[vertex + 1] = new Vector2(0f, 2 * hexOffset + drawTotal); vertex += 2; // Alternate Row Offset vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(x, min - 1, 0)); vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(x, max - 1, 0)); uvs2[vertex] = new Vector2(0f, 2 * hexOffset); uvs2[vertex + 1] = new Vector2(0f, 2 * hexOffset + drawTotal); vertex += 2; } // Draw Diagonals for (int y = min; y < max; y++) { float drawDiagOffset = ((y + 1) % 3) * hexOffset; var cellOffSet = Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(0f, y * cellStrideY + cellOffsetY, 0.0f)); // Slope Up vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min), min, 0)) + cellOffSet; vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max), max, 0)) + cellOffSet; uvs2[vertex] = new Vector2(0f, drawDiagOffset); uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal); vertex += 2; // Slope Down vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max), min, 0)) + cellOffSet; vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min), max, 0)) + cellOffSet; uvs2[vertex] = new Vector2(0f, drawDiagOffset); uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal); vertex += 2; // Alternate Row Offset vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min) + 1, min, 0)) + cellOffSet; vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max) + 1, max, 0)) + cellOffSet; uvs2[vertex] = new Vector2(0f, drawDiagOffset); uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal); vertex += 2; vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max) + 1, min, 0)) + cellOffSet; vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min) + 1, max, 0)) + cellOffSet; uvs2[vertex] = new Vector2(0f, drawDiagOffset); uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal); vertex += 2; } var uv0 = new Vector2(k_GridGizmoDistanceFalloff, 0f); var indices = new int[totalVertices]; var uvs = new Vector2[totalVertices]; var colors = new Color[totalVertices]; var normals = new Vector3[totalVertices]; // Normal channel stores the position of the other end point of the line. var uvs3 = new Vector2[totalVertices]; // UV3 channel stores the UV2 value of the other end point of the line. for (int i = 0; i < totalVertices; i++) { uvs[i] = uv0; indices[i] = i; colors[i] = color; var alternate = i + ((i % 2) == 0 ? 1 : -1); normals[i] = vertices[alternate]; uvs3[i] = uvs2[alternate]; } mesh.vertices = vertices; mesh.uv = uvs; mesh.uv2 = uvs2; mesh.uv3 = uvs3; mesh.colors = colors; mesh.normals = normals; mesh.SetIndices(indices, MeshTopology.Lines, 0); return mesh; } } }