rabidus-test/Assets/Dreamteck/Splines/Core/IO/SplineParser.cs

338 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Dreamteck.Splines.IO
{
public class SplineParser
{
protected string fileName = "";
public string name
{
get { return fileName; }
}
private System.Globalization.CultureInfo culture = new System.Globalization.CultureInfo("en-US");
private System.Globalization.NumberStyles style = System.Globalization.NumberStyles.Any;
internal class Transformation
{
protected static Matrix4x4 matrix = new Matrix4x4();
internal static void ResetMatrix()
{
matrix.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
}
internal virtual void Push()
{
}
internal static void Apply(SplinePoint[] points)
{
for (int i = 0; i < points.Length; i++)
{
SplinePoint p = points[i];
p.position = matrix.MultiplyPoint(p.position);
p.tangent = matrix.MultiplyPoint(p.tangent);
p.tangent2 = matrix.MultiplyPoint(p.tangent2);
points[i] = p;
}
}
}
internal class Translate : Transformation
{
private Vector2 offset = Vector2.zero;
public Translate(Vector2 o)
{
offset = o;
}
internal override void Push()
{
Matrix4x4 translate = new Matrix4x4();
translate.SetTRS(new Vector2(offset.x, -offset.y), Quaternion.identity, Vector3.one);
matrix = matrix * translate;
}
}
internal class Rotate : Transformation
{
private float angle = 0f;
public Rotate(float a)
{
angle = a;
}
internal override void Push()
{
Matrix4x4 rotate = new Matrix4x4();
rotate.SetTRS(Vector3.zero, Quaternion.AngleAxis(angle, Vector3.back), Vector3.one);
matrix = matrix * rotate;
}
}
internal class Scale : Transformation
{
private Vector2 multiplier = Vector2.one;
public Scale(Vector2 s)
{
multiplier = s;
}
internal override void Push()
{
Matrix4x4 scale = new Matrix4x4();
scale.SetTRS(Vector3.zero, Quaternion.identity, multiplier);
matrix = matrix * scale;
}
}
internal class SkewX : Transformation
{
private float amount = 0f;
public SkewX(float a)
{
amount = a;
}
internal override void Push()
{
Matrix4x4 skew = new Matrix4x4();
skew[0, 0] = 1.0f;
skew[1, 1] = 1.0f;
skew[2, 2] = 1.0f;
skew[3, 3] = 1.0f;
skew[0, 1] = Mathf.Tan(-amount * Mathf.Deg2Rad);
matrix = matrix * skew;
}
}
internal class SkewY : Transformation
{
private float amount = 0f;
public SkewY(float a)
{
amount = a;
}
internal override void Push()
{
Matrix4x4 skew = new Matrix4x4();
skew[0, 0] = 1.0f;
skew[1, 1] = 1.0f;
skew[2, 2] = 1.0f;
skew[3, 3] = 1.0f;
skew[1, 0] = Mathf.Tan(-amount * Mathf.Deg2Rad);
matrix = matrix *skew;
}
}
internal class MatrixTransform : Transformation
{
private Matrix4x4 transformMatrix = new Matrix4x4();
public MatrixTransform(float a, float b, float c, float d, float e, float f)
{
transformMatrix.SetRow(0, new Vector4(a, c, 0f, e));
transformMatrix.SetRow(1, new Vector4(b, d, 0f, -f));
transformMatrix.SetRow(2, new Vector4(0f, 0f, 1f, 0f));
transformMatrix.SetRow(3, new Vector4(0f, 0f, 0f, 1f));
}
internal override void Push()
{
matrix = matrix * transformMatrix;
}
}
internal class SplineDefinition
{
internal string name = "";
internal Spline.Type type = Spline.Type.Linear;
internal List<SplinePoint> points = new List<SplinePoint>();
internal bool closed = false;
internal int pointCount
{
get { return points.Count; }
}
internal Vector3 position = Vector3.zero;
internal Vector3 tangent = Vector3.zero;
internal Vector3 tangent2 = Vector3.zero;
internal Vector3 normal = Vector3.back;
internal float size = 1f;
internal Color color = Color.white;
internal SplineDefinition(string n, Spline.Type t)
{
name = n;
type = t;
}
internal SplineDefinition(string n, Spline spline)
{
name = n;
type = spline.type;
closed = spline.isClosed;
points = new List<SplinePoint>(spline.points);
}
internal SplinePoint GetLastPoint()
{
if (points.Count == 0) return new SplinePoint();
return points[points.Count - 1];
}
internal void SetLastPoint(SplinePoint point)
{
if (points.Count == 0) return;
points[points.Count - 1] = point;
}
internal void CreateClosingPoint()
{
SplinePoint p = new SplinePoint(points[0]);
points.Add(p);
}
internal void CreateSmooth()
{
points.Add(new SplinePoint(position, tangent, normal, size, color));
}
internal void CreateBroken()
{
SplinePoint point = new SplinePoint(new SplinePoint(position, tangent, normal, size, color));
point.type = SplinePoint.Type.Broken;
point.SetTangent2Position(point.position);
point.normal = normal;
point.color = color;
point.size = size;
points.Add(point);
}
internal void CreateLinear()
{
tangent = position;
CreateSmooth();
}
internal SplineComputer CreateSplineComputer(Vector3 position, Quaternion rotation)
{
GameObject go = new GameObject(name);
go.transform.position = position;
go.transform.rotation = rotation;
SplineComputer computer = go.AddComponent<SplineComputer>();
#if UNITY_EDITOR
if(Application.isPlaying) computer.ResampleTransform();
#endif
computer.type = type;
if(closed)
{
if (points[0].type == SplinePoint.Type.Broken) points[0].SetTangentPosition(GetLastPoint().tangent2);
}
computer.SetPoints(points.ToArray(), SplineComputer.Space.Local);
if (closed) computer.Close();
return computer;
}
internal Spline CreateSpline()
{
Spline spline = new Spline(type);
spline.points = points.ToArray();
if (closed) spline.Close();
return spline;
}
internal void Transform(List<Transformation> trs)
{
SplinePoint[] p = points.ToArray();
Transformation.ResetMatrix();
foreach(Transformation t in trs) t.Push();
Transformation.Apply(p);
for (int i = 0; i < p.Length; i++) points[i] = p[i];
SplinePoint[] debugPoints = new SplinePoint[1];
debugPoints[0] = new SplinePoint();
Transformation.Apply(debugPoints);
}
}
internal SplineDefinition buffer = null;
internal Vector2[] ParseVector2(string coord)
{
List<float> list = ParseFloatArray(coord.Substring(1));
int count = list.Count / 2;
if (count == 0)
{
Debug.Log("Error in " + coord);
return new Vector2[] { Vector2.zero };
}
Vector2[] vectors = new Vector2[count];
for (int i = 0; i < count; i++)
{
vectors[i] = new Vector2(list[0 + i * 2], -list[1 + i * 2]);
}
return vectors;
}
internal float[] ParseFloat(string coord)
{
List<float> list = ParseFloatArray(coord.Substring(1));
if (list.Count < 1)
{
Debug.Log("Error in " + coord);
return new float[] { 0f };
}
return list.ToArray();
}
internal List<float> ParseFloatArray(string content)
{
string accumulated = "";
List<float> list = new List<float>();
foreach (char c in content)
{
if (c == ',' || c == '-' || char.IsWhiteSpace(c) || (accumulated.Contains(".") && c == '.'))
{
if (!IsWHiteSpace(accumulated))
{
float parsed = 0f;
float.TryParse(accumulated, style, culture, out parsed);
list.Add(parsed);
accumulated = "";
if (c == '-') accumulated = "-";
if (c == '.') accumulated = "0.";
continue;
}
}
if (!char.IsWhiteSpace(c)) accumulated += c;
}
if (!IsWHiteSpace(accumulated))
{
float p = 0f;
float.TryParse(accumulated, style, culture, out p);
list.Add(p);
}
return list;
}
public bool IsWHiteSpace(string s)
{
foreach (char c in s)
{
if (!char.IsWhiteSpace(c))
{
return false;
}
}
return true;
}
}
}