111 lines
3.3 KiB
C#
111 lines
3.3 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
}
|