rabidus-test/Assets/Dreamteck/Splines/Components/PathGenerator.cs

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C#
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2023-07-24 16:38:13 +03:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
namespace Dreamteck.Splines
{
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[AddComponentMenu("Dreamteck/Splines/Users/Path Generator")]
public class PathGenerator : MeshGenerator
{
public int slices
{
get { return _slices; }
set
{
if (value != _slices)
{
if (value < 1) value = 1;
_slices = value;
Rebuild();
}
}
}
public bool useShapeCurve
{
get { return _useShapeCurve; }
set
{
if (value != _useShapeCurve)
{
_useShapeCurve = value;
if (_useShapeCurve)
{
_shape = new AnimationCurve();
_shape.AddKey(new Keyframe(0, 0));
_shape.AddKey(new Keyframe(1, 0));
} else _shape = null;
Rebuild();
}
}
}
public bool compensateCorners
{
get { return _compensateCorners; }
set
{
if (value != _compensateCorners)
{
_compensateCorners = value;
Rebuild();
}
}
}
public float shapeExposure
{
get { return _shapeExposure; }
set
{
if (spline != null && value != _shapeExposure)
{
_shapeExposure = value;
Rebuild();
}
}
}
public AnimationCurve shape
{
get { return _shape; }
set
{
if(_lastShape == null) _lastShape = new AnimationCurve();
bool keyChange = false;
if (value.keys.Length != _lastShape.keys.Length) keyChange = true;
else
{
for (int i = 0; i < value.keys.Length; i++)
{
if (value.keys[i].inTangent != _lastShape.keys[i].inTangent || value.keys[i].outTangent != _lastShape.keys[i].outTangent || value.keys[i].time != _lastShape.keys[i].time || value.keys[i].value != value.keys[i].value)
{
keyChange = true;
break;
}
}
}
if (keyChange) Rebuild();
_lastShape.keys = new Keyframe[value.keys.Length];
value.keys.CopyTo(_lastShape.keys, 0);
_lastShape.preWrapMode = value.preWrapMode;
_lastShape.postWrapMode = value.postWrapMode;
_shape = value;
}
}
protected override string meshName => "Path";
[SerializeField]
[HideInInspector]
private int _slices = 1;
[SerializeField]
[HideInInspector]
[Tooltip("This will inflate sample sizes based on the angle between two samples in order to preserve geometry width")]
private bool _compensateCorners = false;
[SerializeField]
[HideInInspector]
private bool _useShapeCurve = false;
[SerializeField]
[HideInInspector]
private AnimationCurve _shape;
[SerializeField]
[HideInInspector]
private AnimationCurve _lastShape;
[SerializeField]
[HideInInspector]
private float _shapeExposure = 1f;
protected override void Reset()
{
base.Reset();
}
protected override void BuildMesh()
{
base.BuildMesh();
GenerateVertices();
MeshUtility.GeneratePlaneTriangles(ref _tsMesh.triangles, _slices, sampleCount, false);
}
void GenerateVertices()
{
int vertexCount = (_slices + 1) * sampleCount;
AllocateMesh(vertexCount, _slices * (sampleCount-1) * 6);
int vertexIndex = 0;
ResetUVDistance();
bool hasOffset = offset != Vector3.zero;
for (int i = 0; i < sampleCount; i++)
{
if (_compensateCorners)
{
GetSampleWithAngleCompensation(i, ref evalResult);
}
else
{
GetSample(i, ref evalResult);
}
Vector3 center = Vector3.zero;
try
{
center = evalResult.position;
} catch (System.Exception ex) { Debug.Log(ex.Message + " for i = " + i); return; }
Vector3 right = evalResult.right;
float resultSize = GetBaseSize(evalResult);
if (hasOffset)
{
center += (offset.x * resultSize) * right + (offset.y * resultSize) * evalResult.up + (offset.z * resultSize) * evalResult.forward;
}
float fullSize = size * resultSize;
Vector3 lastVertPos = Vector3.zero;
Quaternion rot = Quaternion.AngleAxis(rotation, evalResult.forward);
if (uvMode == UVMode.UniformClamp || uvMode == UVMode.UniformClip) AddUVDistance(i);
Color vertexColor = GetBaseColor(evalResult) * color;
for (int n = 0; n < _slices + 1; n++)
{
float slicePercent = ((float)n / _slices);
float shapeEval = 0f;
if (_useShapeCurve) shapeEval = _shape.Evaluate(slicePercent);
_tsMesh.vertices[vertexIndex] = center + rot * right * (fullSize * 0.5f) - rot * right * (fullSize * slicePercent) + rot * evalResult.up * (shapeEval * _shapeExposure);
CalculateUVs(evalResult.percent, 1f - slicePercent);
_tsMesh.uv[vertexIndex] = Vector2.one * 0.5f + (Vector2)(Quaternion.AngleAxis(uvRotation + 180f, Vector3.forward) * (Vector2.one * 0.5f - __uvs));
if (_slices > 1)
{
if (n < _slices)
{
float forwardPercent = ((float)(n + 1) / _slices);
shapeEval = 0f;
if (_useShapeCurve) shapeEval = _shape.Evaluate(forwardPercent);
Vector3 nextVertPos = center + rot * right * fullSize * 0.5f - rot * right * fullSize * forwardPercent + rot * evalResult.up * shapeEval * _shapeExposure;
Vector3 cross1 = -Vector3.Cross(evalResult.forward, nextVertPos - _tsMesh.vertices[vertexIndex]).normalized;
if (n > 0)
{
Vector3 cross2 = -Vector3.Cross(evalResult.forward, _tsMesh.vertices[vertexIndex] - lastVertPos).normalized;
_tsMesh.normals[vertexIndex] = Vector3.Slerp(cross1, cross2, 0.5f);
} else _tsMesh.normals[vertexIndex] = cross1;
}
else _tsMesh.normals[vertexIndex] = -Vector3.Cross(evalResult.forward, _tsMesh.vertices[vertexIndex] - lastVertPos).normalized;
}
else
{
_tsMesh.normals[vertexIndex] = evalResult.up;
if (rotation != 0f) _tsMesh.normals[vertexIndex] = rot * _tsMesh.normals[vertexIndex];
}
_tsMesh.colors[vertexIndex] = vertexColor;
lastVertPos = _tsMesh.vertices[vertexIndex];
vertexIndex++;
}
}
}
}
}