rabidus-test/Assets/Dreamteck/Splines/Editor/Tools/ObjectSpawnTool.cs

416 lines
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C#
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2023-07-24 16:38:13 +03:00
namespace Dreamteck.Splines.Editor
{
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System.IO;
public class ObjectSpawnTool : SplineTool
{
internal class SpawnCollection
{
public class SpawnObject
{
public GameObject instance;
public GameObject source;
public SpawnObject(GameObject instance, GameObject source)
{
this.instance = instance;
this.source = source;
}
}
internal SplineComputer spline;
internal List<SpawnObject> objects = new List<SpawnObject>();
internal void Clear()
{
for (int i = 0; i < objects.Count; i++) Object.DestroyImmediate(objects[i].instance);
objects.Clear();
}
internal void Spawn(GameObject obj, Vector3 position, Quaternion rotation)
{
GameObject go = null;
bool isPrefab = PrefabUtility.GetPrefabAssetType(obj) != PrefabAssetType.NotAPrefab;
if (isPrefab) go = (GameObject)PrefabUtility.InstantiatePrefab(obj);
else go = Object.Instantiate(obj, position, rotation);
go.transform.parent = spline.transform;
objects.Add(new SpawnObject(go, obj));
}
internal void Destroy(int index)
{
Object.DestroyImmediate(objects[index].instance);
objects.RemoveAt(index);
}
internal SpawnCollection(SplineComputer spline)
{
this.spline = spline;
}
}
internal List<SpawnCollection> collections = new List<SpawnCollection>();
double clipFrom = 0.0, clipTo = 1.0;
List<GameObject> objects = new List<GameObject>();
int spawnCount = 1;
enum Iteration { Ordered, Random }
Iteration iteration = Iteration.Ordered;
private int offsetSeed = 0;
private int rotationSeed = 0;
private int scaleSeed = 0;
private int orderSeed = 0;
private float positionOffset = 0f;
private Vector2 randomSize = Vector2.one;
private Vector2 offset = Vector2.zero;
private Vector3 minRotationOffset = Vector3.zero;
private Vector3 maxRotationOffset = Vector3.zero;
private Vector3 minScaleMultiplier = Vector3.one;
private Vector3 maxScaleMultiplier = Vector3.one;
private bool randomizeOffset = false;
private bool useRandomOffsetRotation = false;
private bool shellOffset = true;
private bool applyRotation = true;
private bool applyScale = false;
bool uniform = false;
SplineSample result = new SplineSample();
System.Random orderRandom, offsetRandom, rotationRandom, scaleRandom;
public override string GetName()
{
return "Spawn Objects";
}
protected override string GetPrefix()
{
return "ObjectSpawnTool";
}
public override void Close()
{
base.Close();
for (int i = 0; i < splines.Count; i++) splines[i].onRebuild -= Rebuild;
if (promptSave)
{
if (EditorUtility.DisplayDialog("Save changes?", "You are about to close the Object Spawn Tool, do you want to save the generated objects?", "Yes", "No")) Save();
else Cancel();
}
else Cancel();
promptSave = false;
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= OnScene;
#else
SceneView.onSceneGUIDelegate -= OnScene;
#endif
}
public override void Open(EditorWindow window)
{
base.Open(window);
GetSplines();
collections.Clear();
for (int i = 0; i < splines.Count; i++)
{
collections.Add(new SpawnCollection(splines[i]));
splines[i].onRebuild += Rebuild;
}
Rebuild();
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui += OnScene;
#else
SceneView.onSceneGUIDelegate += OnScene;
#endif
}
void OnScene(SceneView current)
{
for (int i = 0; i < collections.Count; i++)
{
if (collections[i].spline != null) DSSplineDrawer.DrawSplineComputer(collections[i].spline);
}
}
protected override void OnSplineAdded(SplineComputer spline)
{
base.OnSplineAdded(spline);
collections.Add(new SpawnCollection(spline));
spline.onRebuild += Rebuild;
Rebuild();
}
protected override void OnSplineRemoved(SplineComputer spline)
{
base.OnSplineRemoved(spline);
for (int i = 0; i < collections.Count; i++)
{
if (collections[i].spline == spline)
{
collections[i].Clear();
collections.RemoveAt(i);
spline.onRebuild -= Rebuild;
Rebuild();
return;
}
}
}
public override void Draw(Rect windowRect)
{
base.Draw(windowRect);
if (splines.Count == 0)
{
EditorGUILayout.HelpBox("No spline selected! Select an object with a SplineComputer component.", MessageType.Warning);
return;
}
EditorGUI.BeginChangeCheck();
ClipUI(ref clipFrom, ref clipTo);
uniform = EditorGUILayout.Toggle("Uniform Samples", uniform);
EditorGUILayout.Space();
float labelWidth = EditorGUIUtility.labelWidth;
float fieldWidth = EditorGUIUtility.fieldWidth;
EditorGUIUtility.labelWidth = 0;
EditorGUIUtility.fieldWidth = 0;
EditorGUILayout.BeginVertical();
for (int i = 0; i < objects.Count; i++)
{
EditorGUILayout.BeginHorizontal();
objects[i] = (GameObject)EditorGUILayout.ObjectField(objects[i], typeof(GameObject), true);
if (GUILayout.Button("x", GUILayout.Width(20)))
{
objects.RemoveAt(i);
i--;
Rebuild();
Repaint();
continue;
}
if (i > 0)
{
if (GUILayout.Button("▲", GUILayout.Width(20)))
{
GameObject temp = objects[i - 1];
objects[i - 1] = objects[i];
objects[i] = temp;
Rebuild();
}
}
if (i < objects.Count - 1)
{
if (GUILayout.Button("▼", GUILayout.Width(20)))
{
GameObject temp = objects[i + 1];
objects[i + 1] = objects[i];
objects[i] = temp;
Rebuild();
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
GameObject newObj = null;
newObj = (GameObject)EditorGUILayout.ObjectField("Add Object", newObj, typeof(GameObject), true);
if (newObj != null)
{
objects.Add(newObj);
Rebuild();
}
EditorGUILayout.Space();
EditorGUIUtility.labelWidth = labelWidth;
EditorGUIUtility.fieldWidth = fieldWidth;
bool hasObj = false;
for (int i = 0; i < objects.Count; i++)
{
if (objects[i] != null)
{
hasObj = true;
break;
}
}
if (hasObj) spawnCount = EditorGUILayout.IntField("Spawn count", spawnCount);
else spawnCount = 0;
iteration = (Iteration)EditorGUILayout.EnumPopup("Iteration", iteration);
if (iteration == Iteration.Random) orderSeed = EditorGUILayout.IntField("Order Seed", orderSeed);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Transform", EditorStyles.boldLabel);
applyRotation = EditorGUILayout.Toggle("Apply Rotation", applyRotation);
if (applyRotation)
{
EditorGUI.indentLevel++;
minRotationOffset = EditorGUILayout.Vector3Field("Min. Rotation Offset", minRotationOffset);
maxRotationOffset = EditorGUILayout.Vector3Field("Max. Rotation Offset", maxRotationOffset);
rotationSeed = EditorGUILayout.IntField("Rotation Seed", rotationSeed);
EditorGUI.indentLevel--;
}
applyScale = EditorGUILayout.Toggle("Apply Scale", applyScale);
if (applyScale)
{
EditorGUI.indentLevel++;
minScaleMultiplier = EditorGUILayout.Vector3Field("Min. Scale Multiplier", minScaleMultiplier);
maxScaleMultiplier = EditorGUILayout.Vector3Field("Max. Scale Multiplier", maxScaleMultiplier);
scaleSeed = EditorGUILayout.IntField("Scale Seed", scaleSeed);
EditorGUI.indentLevel--;
}
positionOffset = EditorGUILayout.Slider("Evaluate Offset", positionOffset, -1f, 1f);
offset = EditorGUILayout.Vector2Field("Offset", offset);
randomizeOffset = EditorGUILayout.Toggle("Randomize Offset", randomizeOffset);
if (randomizeOffset)
{
randomSize = EditorGUILayout.Vector2Field("Size", randomSize);
offsetSeed = EditorGUILayout.IntField("Offset Seed", offsetSeed);
shellOffset = EditorGUILayout.Toggle("Shell", shellOffset);
useRandomOffsetRotation = EditorGUILayout.Toggle("Apply offset rotation", useRandomOffsetRotation);
}
if (EditorGUI.EndChangeCheck())
{
promptSave = true;
Rebuild();
}
EditorGUILayout.BeginHorizontal();
if(collections.Count > 0)
{
if (GUILayout.Button("Save"))
{
Save();
}
if (GUILayout.Button("Cancel"))
{
Cancel();
}
} else
{
if (GUILayout.Button("New")) Open(windowInstance);
}
EditorGUILayout.EndHorizontal();
}
protected override void Save()
{
base.Save();
//register created object undo for each object in collections
collections.Clear();
//Set scene dirty
}
protected override void Cancel()
{
base.Cancel();
foreach (SpawnCollection collection in collections) collection.Clear();
collections.Clear();
}
void InitializeRandomization()
{
orderRandom = new System.Random(orderSeed);
if (randomizeOffset) offsetRandom = new System.Random(offsetSeed);
if(applyRotation) rotationRandom = new System.Random(rotationSeed);
if(applyScale) scaleRandom = new System.Random(scaleSeed);
}
protected override void Rebuild()
{
base.Rebuild();
if (objects.Count == 0) return;
InitializeRandomization();
foreach (SpawnCollection c in collections)
{
if(c == null) continue;
if (c.spline == null || spawnCount <= 0)
{
c.Clear();
continue;
}
HandleCollection(c);
}
}
void HandleCollection(SpawnCollection collection)
{
collection.Clear();
if (collection.spline == null) return;
while(collection.objects.Count > spawnCount && collection.objects.Count >= 0) collection.Destroy(collection.objects.Count - 1);
int orderIndex = 0;
while (collection.objects.Count < spawnCount)
{
switch (iteration)
{
case Iteration.Ordered:
collection.Spawn(objects[orderIndex], Vector3.zero, Quaternion.identity);
orderIndex++;
if (orderIndex >= objects.Count) orderIndex = 0;
break;
case Iteration.Random:
collection.Spawn(objects[orderRandom.Next(objects.Count)], Vector3.zero, Quaternion.identity);
break;
}
}
float splineLength = 0f;
if (uniform) splineLength = collection.spline.CalculateLength() * (float)(clipTo - clipFrom);
for (int i = 0; i < spawnCount; i++)
{
double percent = 0.0;
if(spawnCount > 1) percent = (double)i / (spawnCount - 1);
double evaluate = 0.0;
if (uniform) evaluate = collection.spline.Travel(clipFrom, splineLength * (float)percent, Spline.Direction.Forward);
else evaluate = DMath.Lerp(clipFrom, clipTo, percent);
//Handle uniform splines
evaluate += positionOffset;
if (evaluate > 1f) evaluate -= 1f;
else if (evaluate < 0f) evaluate += 1f;
collection.spline.Evaluate(evaluate, ref result);
HandleObject(collection.objects[i]);
}
}
void HandleObject(SpawnCollection.SpawnObject obj)
{
Transform instanceTransform = obj.instance.transform;
Transform sourceTransform = obj.source.transform;
Vector3 right = result.right;
instanceTransform.position = result.position;
instanceTransform.position += -right * offset.x + result.up * offset.y;
Quaternion offsetRot = Quaternion.Euler(minRotationOffset);
if (applyRotation)
{
offsetRot = Quaternion.Euler(Mathf.Lerp(minRotationOffset.x, maxRotationOffset.x, (float)rotationRandom.NextDouble()), Mathf.Lerp(minRotationOffset.y, maxRotationOffset.y, (float)rotationRandom.NextDouble()), Mathf.Lerp(minRotationOffset.z, maxRotationOffset.z, (float)rotationRandom.NextDouble()));
instanceTransform.rotation = result.rotation * offsetRot;
}
if (randomizeOffset)
{
float distance = (float)offsetRandom.NextDouble();
float angleInRadians = (float)offsetRandom.NextDouble() * 360f * Mathf.Deg2Rad;
Vector2 randomCircle = new Vector2(distance * Mathf.Cos(angleInRadians), distance * Mathf.Sin(angleInRadians));
if (shellOffset) randomCircle.Normalize();
else randomCircle = Vector2.ClampMagnitude(randomCircle, 1f);
instanceTransform.position += randomCircle.x * right * randomSize.x * result.size * 0.5f + randomCircle.y * result.up * randomSize.y * result.size * 0.5f;
if (useRandomOffsetRotation) instanceTransform.rotation = Quaternion.LookRotation(result.forward, instanceTransform.position - result.position) * offsetRot;
}
if (applyScale)
{
Vector3 scale = sourceTransform.localScale * result.size;
scale.x *= Mathf.Lerp(minScaleMultiplier.x, maxScaleMultiplier.x, (float)scaleRandom.NextDouble());
scale.y *= Mathf.Lerp(minScaleMultiplier.y, maxScaleMultiplier.y, (float)scaleRandom.NextDouble());
scale.z *= Mathf.Lerp(minScaleMultiplier.z, maxScaleMultiplier.z, (float)scaleRandom.NextDouble());
instanceTransform.localScale = scale;
} else instanceTransform.localScale = sourceTransform.localScale;
}
}
}