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