using System.Collections.Generic; using System.Linq; using UnityEditorInternal; using UnityEngine; namespace UnityEditor.Timeline { class TimelineClipUnion { List m_Members = new List(); Rect m_BoundingRect; Rect m_Union; double m_Start; double m_Duration; bool m_InitUnionRect = true; void Add(TimelineClipGUI clip) { m_Members.Add(clip); if (m_Members.Count == 1) { m_BoundingRect = clip.clippedRect; } else { m_BoundingRect = Encompass(m_BoundingRect, clip.rect); } } public void Draw(Rect parentRect, WindowState state) { if (m_InitUnionRect) { m_Start = m_Members.OrderBy(c => c.clip.start).First().clip.start; m_Duration = m_Members.Sum(c => c.clip.duration); m_InitUnionRect = false; } m_Union = new Rect((float)(m_Start) * state.timeAreaScale.x, 0, (float)m_Duration * state.timeAreaScale.x, 0); // transform clipRect into pixel-space m_Union.xMin += state.timeAreaTranslation.x + parentRect.x; m_Union.xMax += state.timeAreaTranslation.x + parentRect.x; m_Union.y = parentRect.y + 4.0f; m_Union.height = parentRect.height - 8.0f; // calculate clipped rect if (m_Union.x < parentRect.xMin) { var overflow = parentRect.xMin - m_Union.x; m_Union.x = parentRect.xMin; m_Union.width -= overflow; } // bail out if completely clipped if (m_Union.xMax < parentRect.xMin) return; if (m_Union.xMin > parentRect.xMax) return; EditorGUI.DrawRect(m_Union, DirectorStyles.Instance.customSkin.colorClipUnion); } public static List Build(List clips) { var unions = new List(); if (clips == null) return unions; TimelineClipUnion currentUnion = null; foreach (var c in clips) { if (currentUnion == null) { currentUnion = new TimelineClipUnion(); currentUnion.Add(c); unions.Add(currentUnion); } else { Rect result; if (Intersection(c.rect, currentUnion.m_BoundingRect, out result)) { currentUnion.Add(c); } else { currentUnion = new TimelineClipUnion(); currentUnion.Add(c); unions.Add(currentUnion); } } } return unions; } public static Rect Encompass(Rect a, Rect b) { Rect newRect = a; newRect.xMin = Mathf.Min(a.xMin, b.xMin); newRect.yMin = Mathf.Min(a.yMin, b.yMin); newRect.xMax = Mathf.Max(a.xMax, b.xMax); newRect.yMax = Mathf.Max(a.yMax, b.yMax); return newRect; } public static bool Intersection(Rect r1, Rect r2, out Rect intersection) { if (!r1.Overlaps(r2) && !r2.Overlaps(r1)) { intersection = new Rect(0, 0, 0, 0); return false; } float left = Mathf.Max(r1.xMin, r2.xMin); float top = Mathf.Max(r1.yMin, r2.yMin); float right = Mathf.Min(r1.xMax, r2.xMax); float bottom = Mathf.Min(r1.yMax, r2.yMax); intersection = new Rect(left, top, right - left, bottom - top); return true; } } }