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

122 lines
4.4 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System.IO;
namespace Dreamteck.Splines
{
public class CatenaryTool : SplineTool
{
protected GameObject obj;
protected ObjectController spawner;
private float _sag = 0f;
private float _minSagDistance = 0f;
private float _maxSagDistance = 10f;
private Dictionary<SplineComputer, SplinePoint[]> _editSplines = new Dictionary<SplineComputer, SplinePoint[]>();
public override string GetName()
{
return "Catenary Tool";
}
protected override string GetPrefix()
{
return "CatenaryTool";
}
public override void Open(EditorWindow window)
{
base.Open(window);
_sag = EditorPrefs.GetFloat("DreamteckSplines.CatenaryTool._sag", 0f);
_minSagDistance = EditorPrefs.GetFloat("DreamteckSplines.CatenaryTool._minSagDistance", 0f);
_maxSagDistance = EditorPrefs.GetFloat("DreamteckSplines.CatenaryTool._maxSagDistance", 10f);
}
public override void Close()
{
base.Close();
EditorPrefs.SetFloat("DreamteckSplines.CatenaryTool._sag", _sag);
EditorPrefs.SetFloat("DreamteckSplines.CatenaryTool._minSagDistance", _minSagDistance);
EditorPrefs.SetFloat("DreamteckSplines.CatenaryTool._maxSagDistance", _minSagDistance);
}
public override void Draw(Rect windowRect)
{
base.Draw(windowRect);
if(_editSplines.Keys.Count == 0 && splines.Count > 0)
{
if(GUILayout.Button("Convert Selected"))
{
ConvertSelected();
}
} else
{
EditorGUI.BeginChangeCheck();
_sag = EditorGUILayout.FloatField("Sag", _sag);
_minSagDistance = EditorGUILayout.FloatField("Min Distance", _minSagDistance);
_maxSagDistance = EditorGUILayout.FloatField("Max Distance", _maxSagDistance);
var keys = _editSplines.Keys;
if (EditorGUI.EndChangeCheck())
{
SceneView.RepaintAll();
foreach (var key in keys)
{
for (int i = 0; i < key.pointCount; i++)
{
ModifyPoint(key, i);
}
key.SetPoints(_editSplines[key]);
}
}
if (GUILayout.Button("Apply"))
{
foreach (var key in keys)
{
EditorUtility.SetDirty(key);
}
_editSplines.Clear();
}
}
}
private void ModifyPoint(SplineComputer spline, int index)
{
var current = _editSplines[spline][index];
if(index > 0)
{
var previous = _editSplines[spline][index - 1];
Vector3 prevDirection = (previous.position - current.position)/3f;
float sagAmount = Mathf.InverseLerp(_minSagDistance, _maxSagDistance, prevDirection.magnitude) * _sag;
current.SetTangentPosition(current.position + prevDirection + Vector3.down * sagAmount);
}
if(index < _editSplines[spline].Length - 1)
{
var next = _editSplines[spline][index + 1];
Vector3 nextDirection = (next.position - current.position) / 3f;
float sagAmount = Mathf.InverseLerp(_minSagDistance, _maxSagDistance, nextDirection.magnitude) * _sag;
current.SetTangent2Position(current.position + nextDirection + Vector3.down * sagAmount);
}
_editSplines[spline][index] = current;
}
private void ConvertSelected()
{
_editSplines.Clear();
foreach(var spline in splines)
{
var points = spline.GetPoints();
for (int i = 0; i < points.Length; i++)
{
points[i].type = SplinePoint.Type.Broken;
}
spline.type = Spline.Type.Bezier;
_editSplines.Add(spline, points);
}
}
}
}