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SelectionController.cs
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SelectionController.cs
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//
// Cuboid (http://github.com/arjonagelhout/cuboid)
// Copyright (c) 2023 Arjo Nagelhout
//
using System.Collections;
using System.Collections.Generic;
using Cuboid.Models;
using UnityEngine;
using System;
using Cuboid.Utils;
namespace Cuboid
{
/// <summary>
/// Calculates the bounding box around all selected objects
/// and updates the selected RealityObjectData's
/// transforms based on the updated selection transform.
///
/// The updated transforms can be applied to the RealityObjects
/// using <see cref="GetTransformCommand"/>
/// and this is then added to the Undo stack.
/// </summary>
public sealed class SelectionController : MonoBehaviour
{
private static SelectionController _instance;
public static SelectionController Instance => _instance;
[NonSerialized]
public Binding<Selection> Selection = new Binding<Selection>();
private RealityDocumentController _realityDocumentController;
private RealitySceneController _realitySceneController;
private Action<Dictionary<Guid, RealityObject>> _onInstantiatedRealityObjectsChanged;
private Action<RealityDocument> _onRealityDocumentChanged;
private Action<RealityObjectData> _onInstantiatedRealityObject;
public class RealityObjectTransformData
{
public TransformData InitialTransformData;
public TransformData CurrentTransformData;
}
public TransformData InitialSelectionTransformData;
/// <summary>
/// Should be set via <see cref="SetCurrentSelectionTransformData"/>
/// </summary>
public TransformData CurrentSelectionTransformData { get; private set; }
/// <summary>
/// Adds hints for whether it has only set the position, rotation etc.
/// This way, because it calculates the reality object instance transforms
/// using a matrix, it can be ensured that when just setting the position,
/// just the position of the objects get changed.
/// </summary>
public void SetCurrentSelectionTransformData(TransformData newTransformData)
{
CurrentSelectionTransformData = newTransformData;
SelectionTransformDataChanged?.Invoke(CurrentSelectionTransformData);
}
/// <summary>
/// Doesn't get set internally, should be changed by external class, e.g.
/// <see cref="SelectCommand"/>or <see cref="TransformCommand"/>.
/// </summary>
internal Quaternion SelectionTransformRotation = Quaternion.identity;
public Action<TransformData> SelectionTransformDataChanged;
private Dictionary<RealityObject, RealityObjectTransformData> _instancesTransformData;
private void Awake()
{
// Singleton implemention
if (_instance != null && _instance != this) { Destroy(this); } else { _instance = this; }
}
private void Start()
{
_realityDocumentController = RealityDocumentController.Instance;
_realitySceneController = RealitySceneController.Instance;
_onInstantiatedRealityObjectsChanged = OnInstantiatedRealityObjectsChanged;
_onInstantiatedRealityObject = OnInstantiatedRealityObject;
_onRealityDocumentChanged = OnRealityDocumentLoaded;
Register();
RecalculateSelectionTransformData();
}
private void OnRealityDocumentLoaded(RealityDocument realityDocument)
{
Reset();
}
private void Reset()
{
Selection.Value.SelectedRealityObjects.Clear();
}
public void UpdateSelection(IEnumerable<RealityObjectData> objectsToSelect, IEnumerable<RealityObjectData> objectsToDeselect)
{
Selection.Value.SelectedRealityObjects.UnionWith(new HashSet<RealityObjectData>(objectsToSelect));
Selection.Value.SelectedRealityObjects.ExceptWith(new HashSet<RealityObjectData>(objectsToDeselect));
// Change the appearance of the objects
foreach (RealityObjectData realityObject in objectsToSelect)
{
realityObject.Selected.Value = true;
}
// Change the appearance of the objects
foreach (RealityObjectData realityObject in objectsToDeselect)
{
realityObject.Selected.Value = false;
}
string str = "selection: [";
int i = 0;
foreach (RealityObjectData obj in Selection.Value.SelectedRealityObjects)
{
str += $"{i++}: {obj.Name.Value}, ";
}
str += "]";
Debug.Log(str);
}
private void OnInstantiatedRealityObjectsChanged(Dictionary<Guid, RealityObject> realityObjects)
{
Selection.ValueChanged(); // to make sure the Select All, Deselect All and Delete Selection buttons get changed depending on whether they can be executed.
}
private void OnInstantiatedRealityObject(RealityObjectData realityObjectData)
{
// only if the guid is in the selection
if (!Selection.Value.SelectedRealityObjects.Contains(realityObjectData))
{
return;
}
RecalculateSelectionTransformData();
}
/// <summary>
/// Executes select all command
/// </summary>
public void SelectAll()
{
SelectCommand selectAllCommand = SelectCommand.SelectAllCommand(this, RealitySceneController.Instance);
UndoRedoController.Instance.Execute(selectAllCommand);
}
/// <summary>
/// Executes deselect all command
/// </summary>
public void DeselectAll()
{
SelectCommand deselectAllCommand = SelectCommand.DeselectAllCommand(this);
UndoRedoController.Instance.Execute(deselectAllCommand);
}
/// <summary>
/// Executes delete selection command
/// </summary>
public void DeleteSelection()
{
RemoveCommand deleteSelectionCommand = new RemoveCommand(
RealityDocumentController.Instance,
_realitySceneController,
this,
Selection.Value.SelectedRealityObjects,
_realitySceneController.OpenedRealitySceneIndex);
UndoRedoController.Instance.Execute(deleteSelectionCommand);
}
#region Selection transform
public Quaternion CalculateSelectionTransformRotation()
{
return SelectionController.CalculateSelectionTransformRotation(Selection.Value.SelectedRealityObjects);
}
public static Quaternion CalculateSelectionTransformRotation(IEnumerable<RealityObjectData> realityObjects)
{
Quaternion? rotation = null;
bool useWorldSpace = true;
foreach (RealityObjectData realityObjectData in realityObjects)
{
TransformData data = realityObjectData.Transform.Value;
if (!rotation.HasValue)
{
// initialize rotation value
rotation = data.Rotation;
useWorldSpace = false;
}
else
{
// compare with the stored rotation
// if it's the same, do nothing and compare the next
if (rotation.Value != data.Rotation)
{
// if not the same, break and set useWorldSpace to true,
// because one of the rotations in the selection is not the same
// this is the same behaviour as is present in design tools
// such as Adobe Illustrator.
useWorldSpace = true;
break;
}
}
}
return useWorldSpace ? Quaternion.identity : rotation.Value;
}
/// <summary>
/// Calculates the new selection transform data and bounds based on the
/// currently set <see cref="SelectionTransformRotation"/>.
///
/// Sets <see cref="CurrentSelectionTransformData"/>, which the
/// <see cref="SelectionBoundsGizmosController"/> registers to to update
/// the selection bounds gizmos.
/// </summary>
public void RecalculateSelectionTransformData()
{
// Store the current transform matrices of the RealityObjects
_instancesTransformData = new Dictionary<RealityObject, RealityObjectTransformData>();
foreach (RealityObjectData realityObjectData in Selection.Value.SelectedRealityObjects)
{
if (!_realitySceneController.InstantiatedRealityObjects.Value
.TryGetValue(realityObjectData.Guid, out RealityObject realityObject))
{
//Debug.Log($"{realityObjectData.Name} not yet instantiated");
continue;
};
TransformData initialTransformData = realityObjectData.Transform.Value; // TransformData is a struct (value type) so it's automatically copied.
RealityObjectTransformData data = new RealityObjectTransformData
{
InitialTransformData = initialTransformData,
CurrentTransformData = initialTransformData
};
_instancesTransformData.TryAdd(realityObject, data);
}
TransformData rotatedSelectionTransform = new TransformData(Vector3.zero, SelectionTransformRotation, Vector3.one);
Bounds totalBounds = BoundsUtils.GetBoundsTransformed(_instancesTransformData.Keys, rotatedSelectionTransform);
Vector3 position = rotatedSelectionTransform.Matrix * totalBounds.center;
Quaternion rotation = SelectionTransformRotation;
Vector3 scale = totalBounds.extents * 2;
InitialSelectionTransformData = new TransformData(position, rotation, scale);
SetCurrentSelectionTransformData(InitialSelectionTransformData);
}
/// <summary>
/// Updates all selected RealityObjectInstances' transforms based on the updated
/// <see cref="CurrentSelectionTransformData"/>.
///
/// Note: This is for preview purposes during manipulation. After manipulation is complete
/// <see cref="GetTransformCommand"/> should be called.
///
/// The calculated values for the new transforms are stored in <see cref="_instancesTransformData"/>
/// so that they don't have to be recalculated when applying the transforms.
/// </summary>
/// <param name="realityObjectInstancesData"></param>
internal void UpdateRealityObjectInstanceTransforms()
{
Matrix4x4 currentLocalToWorldMatrix = CurrentSelectionTransformData.LocalToWorldMatrix;
// Uses the _gizmosTransform to set all transforms
foreach (KeyValuePair<RealityObject, RealityObjectTransformData> realityObjectWithTransformData in _instancesTransformData)
{
RealityObject realityObject = realityObjectWithTransformData.Key;
RealityObjectTransformData transformData = realityObjectWithTransformData.Value;
Matrix4x4 localMatrix = InitialSelectionTransformData.WorldToLocalMatrix * transformData.InitialTransformData.LocalToWorldMatrix;
Matrix4x4 newTransformMatrix = currentLocalToWorldMatrix * localMatrix;
TransformData newTransformData = new TransformData(newTransformMatrix);
realityObject.transform.SetFromTransformData(newTransformData);
transformData.CurrentTransformData = newTransformData;
}
}
/// <summary>
/// Applies the stored RealityObjectInstance transforms that are stored in
/// <see cref="_instancesTransformData"/>.
///
/// Creates a command that transforms all objects in the same command and
/// adds it to the undo stack.
/// </summary>
public TransformCommand GetTransformCommand()
{
// Add the command to the undo stack
List<TransformCommand.Data> transformCommandData = new List<TransformCommand.Data>();
// Loop through all the instances that have been edited, and set the transform command
// data to the CurrentTransform of the data associated to a given instance.
foreach (KeyValuePair<RealityObject, RealityObjectTransformData> realityObjectWithTransformData in _instancesTransformData)
{
RealityObject realityObject = realityObjectWithTransformData.Key;
RealityObjectTransformData transformData = realityObjectWithTransformData.Value;
TransformCommand.Data newTransformCommandData = new TransformCommand.Data()
{
RealityObjectData = realityObject.RealityObjectData,
NewTransformData = transformData.CurrentTransformData
};
transformCommandData.Add(newTransformCommandData);
}
return new TransformCommand(this, transformCommandData, CurrentSelectionTransformData.Rotation);
}
#endregion
#region Action registration
private void Register()
{
if (_realitySceneController != null)
{
_realitySceneController.InstantiatedRealityObjects.Register(_onInstantiatedRealityObjectsChanged);
_realitySceneController.OnInstantiatedRealityObject += _onInstantiatedRealityObject;
}
if (_realityDocumentController != null)
{
_realityDocumentController.RealityDocument.Register(_onRealityDocumentChanged);
}
}
private void Unregister()
{
if (_realitySceneController != null)
{
_realitySceneController.InstantiatedRealityObjects.Unregister(_onInstantiatedRealityObjectsChanged);
_realitySceneController.OnInstantiatedRealityObject -= _onInstantiatedRealityObject;
}
if (_realityDocumentController != null)
{
_realityDocumentController.RealityDocument.Unregister(_onRealityDocumentChanged);
}
}
private void OnEnable()
{
Register();
}
private void OnDisable()
{
Unregister();
}
private void OnDestroy()
{
Unregister();
}
#endregion
}
}