205 lines
7.9 KiB
C#
205 lines
7.9 KiB
C#
namespace Dreamteck.Splines.Examples
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{
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Wagon : MonoBehaviour
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{
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//A helper class which contains an information for a spline and the points
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//between which the spline is traversed (start and end)
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//If one of the points is equal to -1 it means that there is no constraint
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public class SplineSegment
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{
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public SplineComputer spline;
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public int start = -1, end = -1;
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public Spline.Direction direction;
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public SplineSegment(SplineComputer spline, int entryPoint, Spline.Direction direction)
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{
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this.spline = spline;
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start = entryPoint;
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this.direction = direction;
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}
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public SplineSegment(SplineSegment input)
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{
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spline = input.spline;
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start = input.start;
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end = input.end;
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direction = input.direction;
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}
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public double Travel(double percent, float distance, Spline.Direction direction, out float moved, bool loop)
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{
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double max = direction == Spline.Direction.Forward ? 1.0 : 0.0;
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if (start >= 0) max = spline.GetPointPercent(start);
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return TravelClamped(percent, distance, direction, max, out moved, loop);
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}
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//Travel the spline segment by automatically starting at the segment's exit (end)
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public double Travel(float distance, Spline.Direction direction, out float moved, bool loop)
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{
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double startPercent = spline.GetPointPercent(end);
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double max = direction == Spline.Direction.Forward ? 1.0 : 0.0;
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if (start >= 0) max = spline.GetPointPercent(start);
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return TravelClamped(startPercent, distance, direction, max, out moved, loop);
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}
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//Travel the spline segment while not exceeding the "max" percent
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//It also supports looping splines unlike the standard Travel methods found in SplineComputer and SplineUser
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double TravelClamped(double percent, float distance, Spline.Direction direction, double max, out float moved, bool loop)
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{
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moved = 0f;
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float traveled = 0f;
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double result = spline.Travel(percent, distance, out traveled, direction);
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moved += traveled;
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if (loop && moved < distance) {
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if (direction == Spline.Direction.Forward && Mathf.Approximately((float)result, 1f))
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{
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result = spline.Travel(0.0, distance - moved, out traveled, direction);
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} else if (direction == Spline.Direction.Backward && Mathf.Approximately((float)result, 0f))
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{
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result = spline.Travel(1.0, distance - moved, out traveled, direction);
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}
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moved += traveled;
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}
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if (direction == Spline.Direction.Forward && percent <= max)
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{
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if (result > max)
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{
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moved -= spline.CalculateLength(result, max);
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result = max;
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}
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}
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else if (direction == Spline.Direction.Backward && percent >= max)
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{
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if (result < max)
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{
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moved -= spline.CalculateLength(max, result);
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result = max;
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}
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}
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return result;
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}
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}
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SplineTracer tracer;
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public bool isEngine = false;
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public Wagon back;
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public float offset = 0f;
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Wagon front;
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SplineSegment segment, tempSegment;
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private void Awake()
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{
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tracer = GetComponent<SplineTracer>();
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//Wagon compoenent that is attached to the train engine and is marked as "isEngine" will
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//run a recursive setup for the rest of the wagons
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if (isEngine) SetupRecursively(null, new SplineSegment(tracer.spline, -1, tracer.direction));
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}
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void SetupRecursively(Wagon frontWagon, SplineSegment inputSegment)
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{
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front = frontWagon;
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segment = inputSegment;
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if (back != null) back.SetupRecursively(this, segment);
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}
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public void UpdateOffset()
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{
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ApplyOffset();
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if (back != null) back.UpdateOffset();
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}
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Wagon GetRootWagon()
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{
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Wagon current = this;
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while (current.front != null) current = current.front;
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return current;
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}
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void ApplyOffset()
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{
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if (isEngine)
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{
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ResetSegments();
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return;
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}
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float totalMoved = 0f, moved = 0f;
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double start = front.tracer.UnclipPercent(front.tracer.result.percent);
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//Travel backwards along the front wagon's spline
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Spline.Direction inverseDirection = front.segment.direction;
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InvertDirection(ref inverseDirection);
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SplineComputer spline = front.segment.spline;
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double percent = front.segment.Travel(start, offset, inverseDirection, out moved, front.segment.spline.isClosed);
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totalMoved += moved;
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//Finalize if moved fully without reaching a spline end or a junction
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if (Mathf.Approximately(totalMoved, offset))
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{
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if (segment != front.segment)
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{
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if (back != null) back.segment = segment;
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}
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if(segment != front.segment) segment = front.segment;
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ApplyTracer(spline, percent, front.tracer.direction);
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return;
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}
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//Otherwise, move along the current recorded spline segment
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if (segment != front.segment)
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{
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inverseDirection = segment.direction;
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InvertDirection(ref inverseDirection);
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spline = segment.spline;
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percent = segment.Travel(offset - totalMoved, inverseDirection, out moved, segment.spline.isClosed);
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totalMoved += moved;
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}
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ApplyTracer(spline, percent, segment.direction);
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}
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void ResetSegments()
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{
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Wagon current = back;
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bool same = true;
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while (current != null)
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{
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if(current.segment != segment)
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{
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same = false;
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break;
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}
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current = current.back;
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}
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//if all wagons are on the same segment, remove the segment entrance so that they can loop
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if(same) segment.start = -1;
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}
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void ApplyTracer(SplineComputer spline, double percent, Spline.Direction direction)
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{
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bool rebuild = tracer.spline != spline;
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tracer.spline = spline;
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if (rebuild) tracer.RebuildImmediate();
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tracer.direction = direction;
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tracer.SetPercent(tracer.ClipPercent(percent));
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}
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public void EnterSplineSegment(int previousSplineExitPoint, SplineComputer spline, int entryPoint, Spline.Direction direction)
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{
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if (!isEngine) return;
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if (back != null)
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{
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segment.end = previousSplineExitPoint;
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back.segment = segment;
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}
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segment = new SplineSegment(spline, entryPoint, direction);
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}
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static void InvertDirection(ref Spline.Direction direction)
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{
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if (direction == Spline.Direction.Forward) direction = Spline.Direction.Backward;
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else direction = Spline.Direction.Forward;
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}
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}
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}
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