rabidus-test/Assets/Dreamteck/Splines/Editor/SplineDrawer.cs

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2023-07-24 16:38:13 +03:00
namespace Dreamteck.Splines.Editor
{
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.SceneManagement;
[InitializeOnLoad]
public static class SplineDrawer
{
private static Vector3[] positions = new Vector3[0];
public static void DrawSpline(Spline spline, Color color, double from = 0.0, double to = 1.0, bool drawThickness = false, bool thicknessAutoRotate = false)
{
double add = spline.moveStep;
if (add < 0.0025) add = 0.0025;
Color prevColor = Handles.color;
Handles.color = color;
int iterations = spline.iterations;
if (iterations <= 0) return;
if (drawThickness)
{
Transform editorCamera = SceneView.currentDrawingSceneView.camera.transform;
if (positions.Length != iterations * 6) positions = new Vector3[iterations * 6];
SplineSample prevResult = spline.Evaluate(from);
Vector3 prevNormal = prevResult.up;
if (thicknessAutoRotate) prevNormal = (editorCamera.position - prevResult.position).normalized;
Vector3 prevRight = Vector3.Cross(prevResult.forward, prevNormal).normalized * prevResult.size * 0.5f;
int pointIndex = 0;
for (int i = 1; i < iterations; i++)
{
double p = DMath.Lerp(from, to, (double)i / (iterations - 1));
SplineSample newResult = spline.Evaluate(p);
Vector3 newNormal = newResult.up;
if (thicknessAutoRotate) newNormal = (editorCamera.position - newResult.position).normalized;
Vector3 newRight = Vector3.Cross(newResult.forward, newNormal).normalized * newResult.size * 0.5f;
positions[pointIndex] = prevResult.position + prevRight;
positions[pointIndex + iterations * 2] = prevResult.position - prevRight;
positions[pointIndex + iterations * 4] = newResult.position - newRight;
pointIndex++;
positions[pointIndex] = newResult.position + newRight;
positions[pointIndex + iterations * 2] = newResult.position - newRight;
positions[pointIndex + iterations * 4] = newResult.position + newRight;
pointIndex++;
prevResult = newResult;
prevRight = newRight;
prevNormal = newNormal;
}
Handles.DrawLines(positions);
}
else
{
if (positions.Length != iterations * 2) positions = new Vector3[iterations * 2];
Vector3 prevPoint = spline.EvaluatePosition(from);
int pointIndex = 0;
for (int i = 1; i < iterations; i++)
{
double p = DMath.Lerp(from, to, (double)i / (iterations - 1));
positions[pointIndex] = prevPoint;
pointIndex++;
positions[pointIndex] = spline.EvaluatePosition(p);
pointIndex++;
prevPoint = positions[pointIndex - 1];
}
Handles.DrawLines(positions);
}
Handles.color = prevColor;
}
public static void DrawPath(ref Vector3[] points)
{
Vector3[] linePoints = new Vector3[points.Length * 2];
Vector3 prevPoint = points[0];
int pointIndex = 0;
for (int currObjectIndex = 1; currObjectIndex < points.Length; currObjectIndex++)
{
linePoints[pointIndex] = prevPoint;
pointIndex++;
linePoints[pointIndex] = points[currObjectIndex];
pointIndex++;
prevPoint = points[currObjectIndex];
}
Handles.DrawLines(linePoints);
}
}
}