rabidus-test/Assets/Dreamteck/Splines/Core/Primitives/SplinePrimitive.cs

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2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Dreamteck.Splines.Primitives {
public class SplinePrimitive
{
protected bool closed = false;
protected SplinePoint[] points = new SplinePoint[0];
public Vector3 offset = Vector3.zero;
public Vector3 rotation = Vector3.zero;
public bool is2D = false;
public virtual void Calculate()
{
Generate();
ApplyOffset();
}
protected virtual void Generate()
{
}
public Spline CreateSpline()
{
Generate();
ApplyOffset();
Spline spline = new Spline(GetSplineType());
spline.points = points;
if (closed) spline.Close();
return spline;
}
public void UpdateSpline(Spline spline)
{
Generate();
ApplyOffset();
spline.type = GetSplineType();
spline.points = points;
if (closed) spline.Close();
else if (spline.isClosed) spline.Break();
}
public SplineComputer CreateSplineComputer(string name, Vector3 position, Quaternion rotation)
{
Generate();
ApplyOffset();
GameObject go = new GameObject(name);
SplineComputer comp = go.AddComponent<SplineComputer>();
comp.SetPoints(points, SplineComputer.Space.Local);
if (closed) comp.Close();
comp.transform.position = position;
comp.transform.rotation = rotation;
return comp;
}
public void UpdateSplineComputer(SplineComputer comp)
{
Generate();
ApplyOffset();
comp.type = GetSplineType();
comp.SetPoints(points, SplineComputer.Space.Local);
if (closed) comp.Close();
else if (comp.isClosed) comp.Break();
}
public SplinePoint[] GetPoints()
{
return points;
}
public virtual Spline.Type GetSplineType()
{
return Spline.Type.CatmullRom;
}
public bool GetIsClosed()
{
return closed;
}
void ApplyOffset()
{
Quaternion freeRot = Quaternion.Euler(rotation);
if (is2D) freeRot = Quaternion.AngleAxis(-rotation.z, Vector3.forward) * Quaternion.AngleAxis(90f, Vector3.right);
for (int i = 0; i < points.Length; i++)
{
points[i].position = freeRot * points[i].position;
points[i].tangent = freeRot * points[i].tangent;
points[i].tangent2 = freeRot * points[i].tangent2;
points[i].normal = freeRot * points[i].normal;
}
for (int i = 0; i < points.Length; i++) points[i].SetPosition(points[i].position + offset);
}
protected void CreatePoints(int count, SplinePoint.Type type)
{
if (points.Length != count) points = new SplinePoint[count];
for (int i = 0; i < points.Length; i++)
{
points[i].type = type;
points[i].normal = Vector3.up;
points[i].color = Color.white;
points[i].size = 1f;
}
}
}
}