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