2024-11-19 11:48:21 +01:00

449 lines
13 KiB
C#

#region "Imports"
using UnityEngine;
using System.Collections.Generic;
#endregion
namespace RoadArchitect
{
public class SplineF : MonoBehaviour
{
#region "Vars"
public List<SplinePreviewNode> nodes = new List<SplinePreviewNode>();
public bool isClosed = false;
public float distance = -1f;
public Vector3 mousePos = new Vector3(0f, 0f, 0f);
public SplineC spline;
// Gizmos
public bool isDrawingGizmos = false;
private float gizmoDrawMeters = 1f;
#endregion
#region "Gizmos"
private void OnDrawGizmos()
{
if (!isDrawingGizmos)
{
return;
}
if (nodes == null || nodes.Count < 2)
{
return;
}
//Debug.Log ("lawl2");
nodes[nodes.Count - 1].pos = mousePos;
//Debug.Log ("lawl23");
//Setup_SplineLength();
float DistanceFromCam = Vector3.Distance(Camera.current.transform.position, nodes[0].pos);
if (DistanceFromCam > 2048)
{
return;
}
else if (DistanceFromCam > 1024)
{
gizmoDrawMeters = 32f;
}
else if (DistanceFromCam > 512)
{
gizmoDrawMeters = 16f;
}
else if (DistanceFromCam > 256)
{
gizmoDrawMeters = 8f;
}
else if (DistanceFromCam > 128)
{
gizmoDrawMeters = 2f;
}
else if (DistanceFromCam > 64)
{
gizmoDrawMeters = 0.5f;
}
else
{
gizmoDrawMeters = 0.1f;
}
Vector3 prevPos = nodes[0].pos;
Vector3 tempVect = new Vector3(0f, 0f, 0f);
//GizmoDrawMeters = 40f;
float step = gizmoDrawMeters / distance;
step = Mathf.Clamp(step, 0f, 1f);
Gizmos.color = new Color(0f, 0f, 1f, 1f);
float index = 0f;
Vector3 cPos;
float startI = 0f;
if (nodes.Count > 4)
{
startI = nodes[nodes.Count - 4].time;
}
prevPos = GetSplineValue(startI);
for (index = startI; index <= 1f; index += step)
{
cPos = GetSplineValue(index);
Gizmos.DrawLine(prevPos + tempVect, cPos + tempVect);
prevPos = cPos;
if ((index + step) > 1f)
{
cPos = GetSplineValue(1f);
Gizmos.DrawLine(prevPos + tempVect, cPos + tempVect);
}
}
}
#endregion
#region "Setup"
/// <summary> Setup relevant data for preview spline </summary>
public void Setup(ref Vector3[] _vects)
{
//Create spline nodes:
SetupNodes(ref _vects);
//Setup spline length, if more than 1 node:
if (GetNodeCount() > 1)
{
SetupSplineLength();
}
}
/// <summary> Setup preview spline and preview nodes </summary>
private void SetupNodes(ref Vector3[] _vects)
{
//Process nodes:
int index = 0;
if (nodes != null)
{
nodes.Clear();
nodes = null;
}
// Setup preview nodes positions
nodes = new List<SplinePreviewNode>();
SplinePreviewNode previewNode;
for (index = 0; index < _vects.Length; index++)
{
previewNode = new SplinePreviewNode();
previewNode.pos = _vects[index];
nodes.Add(previewNode);
}
// Setup preview nodes rotations
float step;
Quaternion rot;
step = (isClosed) ? 1f / nodes.Count : 1f / (nodes.Count - 1);
for (index = 0; index < nodes.Count; index++)
{
previewNode = nodes[index];
rot = Quaternion.identity;
// if not last node
if (index != nodes.Count - 1)
{
// Only rotate the node if the next node is on a different position
if (nodes[index + 1].pos - previewNode.pos == Vector3.zero)
{
rot = Quaternion.identity;
}
else
{
rot = Quaternion.LookRotation(nodes[index + 1].pos - previewNode.pos, transform.up);
}
//rot = Quaternion.LookRotation(mNodes[i+1].pos - previewNode.pos, transform.up);
}
else if (isClosed)
{
rot = Quaternion.LookRotation(nodes[0].pos - previewNode.pos, transform.up);
}
else
{
rot = Quaternion.identity;
}
previewNode.Setup(previewNode.pos, rot, new Vector2(0, 1), step * index, "pNode");
}
previewNode = null;
_vects = null;
}
/// <summary> I think this is the general Length of the Spline? </summary>
private void SetupSplineLength()
{
//First lets get the general distance, node to node:
nodes[0].time = 0f;
nodes[nodes.Count - 1].time = 1f;
Vector3 tVect1 = new Vector3(0f, 0f, 0f);
Vector3 tVect2 = new Vector3(0f, 0f, 0f);
float mDistance = 0f;
float mDistance_NoMod = 0f;
for (int j = 0; j < nodes.Count; j++)
{
tVect2 = nodes[j].pos;
if (j > 0)
{
mDistance += Vector3.Distance(tVect1, tVect2);
}
tVect1 = tVect2;
}
mDistance_NoMod = mDistance;
mDistance = mDistance * 1.05f;
// float step = 0.1f / mDistance;
//Get a slightly more accurate portrayal of the time:
float tTime = 0f;
for (int j = 0; j < (nodes.Count - 1); j++)
{
tVect2 = nodes[j].pos;
if (j > 0)
{
tTime += (Vector3.Distance(tVect1, tVect2) / mDistance_NoMod);
nodes[j].time = tTime;
}
tVect1 = tVect2;
}
distance = mDistance_NoMod;
}
#endregion
#region "Hermite math"
/// <summary> Gets the spline value. </summary>
/// <param name='_value'> The relevant param (0-1) of the spline. </param>
/// <param name='_isTangent'> True for is tangent, false (default) for vector3 position. </param>
public Vector3 GetSplineValue(float _value, bool _isTangent = false)
{
int index;
int idx = -1;
if (nodes.Count == 0)
{
return default(Vector3);
}
if (nodes.Count == 1)
{
return nodes[0].pos;
}
/*
if (RootUtils.IsApproximately(_value, 0f, 0.00001f))
{
if (_isTangent)
{
return mNodes[0].tangent;
}
else
{
return mNodes[0].pos;
}
}
else
if (RootUtils.IsApproximately(_value, 1f, 0.00001f) || f > 1f)
{
if (_isTangent)
{
return mNodes[mNodes.Count - 1].tangent;
}
else
{
return mNodes[mNodes.Count - 1].pos;
}
}
else
{
*/
for (index = 1; index < nodes.Count; index++)
{
if (index == nodes.Count - 1)
{
idx = index - 1;
break;
}
if (nodes[index].time >= _value)
{
idx = index - 1;
break;
}
}
if (idx < 0)
{
idx = 0;
}
// }
float param = (_value - nodes[idx].time) / (nodes[idx + 1].time - nodes[idx].time);
param = RoadArchitect.RootUtils.Ease(param, nodes[idx].easeIO.x, nodes[idx].easeIO.y);
return GetHermiteInternal(idx, param, _isTangent);
}
public Vector3 GetSplineValueSkipOpt(float _value, bool _isTangent = false)
{
int i;
int idx = -1;
if (nodes.Count == 0)
{
return default(Vector3);
}
if (nodes.Count == 1)
{
return nodes[0].pos;
}
/*
if (RootUtils.IsApproximately(f, 0f, 0.00001f))
{
if (_isTangent)
{
return mNodes[0].tangent;
}
else
{
return mNodes[0].pos;
}
}
else
if (RootUtils.IsApproximately(f, 1f, 0.00001f) || f > 1f)
{
if (_isTangent)
{
return mNodes[mNodes.Count - 1].tangent;
}
else
{
return mNodes[mNodes.Count - 1].pos;
}
}
else
{
*/
for (i = 1; i < nodes.Count; i++)
{
if (i == nodes.Count - 1)
{
idx = i - 1;
break;
}
if (nodes[i].time >= _value)
{
idx = i - 1;
break;
}
}
if (idx < 0)
{
idx = 0;
}
// }
float param = (_value - nodes[idx].time) / (nodes[idx + 1].time - nodes[idx].time);
param = RoadArchitect.RootUtils.Ease(param, nodes[idx].easeIO.x, nodes[idx].easeIO.y);
return GetHermiteInternal(idx, param, _isTangent);
}
private Vector3 GetHermiteInternal(int _i, double _t, bool _isTangent = false)
{
double t2, t3;
float BL0, BL1, BL2, BL3, tension;
if (!_isTangent)
{
t2 = _t * _t;
t3 = t2 * _t;
}
else
{
t2 = _t * _t;
_t = _t * 2.0;
t2 = t2 * 3.0;
//Prevent compiler error.
t3 = 0;
}
//Vectors:
Vector3 P0 = nodes[NGI(_i, NI[0])].pos;
Vector3 P1 = nodes[NGI(_i, NI[1])].pos;
Vector3 P2 = nodes[NGI(_i, NI[2])].pos;
Vector3 P3 = nodes[NGI(_i, NI[3])].pos;
//Tension:
// 0.5 equivale a catmull-rom
tension = 0.5f;
//Tangents:
P2 = (P1 - P2) * tension;
P3 = (P3 - P0) * tension;
if (!_isTangent)
{
BL0 = (float)(CM[0] * t3 + CM[1] * t2 + CM[2] * _t + CM[3]);
BL1 = (float)(CM[4] * t3 + CM[5] * t2 + CM[6] * _t + CM[7]);
BL2 = (float)(CM[8] * t3 + CM[9] * t2 + CM[10] * _t + CM[11]);
BL3 = (float)(CM[12] * t3 + CM[13] * t2 + CM[14] * _t + CM[15]);
}
else
{
BL0 = (float)(CM[0] * t2 + CM[1] * _t + CM[2]);
BL1 = (float)(CM[4] * t2 + CM[5] * _t + CM[6]);
BL2 = (float)(CM[8] * t2 + CM[9] * _t + CM[10]);
BL3 = (float)(CM[12] * t2 + CM[13] * _t + CM[14]);
}
return BL0 * P0 + BL1 * P1 + BL2 * P2 + BL3 * P3;
}
private static readonly double[] CM = new double[] {
2.0, -3.0, 0.0, 1.0,
-2.0, 3.0, 0.0, 0.0,
1.0, -2.0, 1.0, 0.0,
1.0, -1.0, 0.0, 0.0
};
private static readonly int[] NI = new int[] { 0, 1, -1, 2 };
private int NGI(int i, int o)
{
int NGITI = i + o;
if (isClosed)
{
return (NGITI % nodes.Count + nodes.Count) % nodes.Count;
}
else
{
return Mathf.Clamp(NGITI, 0, nodes.Count - 1);
}
}
#endregion
public int GetNodeCount()
{
return nodes.Count;
}
}
}