PO/Library/PackageCache/com.unity.2d.path@4.0.2/Editor/EditablePath/EditablePathExtensions.cs

276 lines
11 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.U2D.Path
{
public static class EditablePathExtensions
{
public static Polygon ToPolygon(this IEditablePath path)
{
var polygon = new Polygon()
{
isOpenEnded = path.isOpenEnded,
points = new Vector3[path.pointCount]
};
for (var i = 0; i < path.pointCount; ++i)
polygon.points[i] = path.GetPoint(i).position;
return polygon;
}
public static Spline ToSpline(this IEditablePath path)
{
var count = path.pointCount * 3;
if (path.isOpenEnded)
count -= 2;
var spline = new Spline()
{
isOpenEnded = path.isOpenEnded,
points = new Vector3[count]
};
for (var i = 0; i < path.pointCount; ++i)
{
var point = path.GetPoint(i);
spline.points[i*3] = point.position;
if (i * 3 + 1 < count)
{
var nextIndex = EditablePathUtility.Mod(i+1, path.pointCount);
spline.points[i*3 + 1] = path.CalculateRightTangent(i);
spline.points[i*3 + 2] = path.CalculateLeftTangent(nextIndex);
}
}
return spline;
}
public static Vector3 CalculateLocalLeftTangent(this IEditablePath path, int index)
{
return path.CalculateLeftTangent(index) - path.GetPoint(index).position;
}
public static Vector3 CalculateLeftTangent(this IEditablePath path, int index)
{
var point = path.GetPoint(index);
var isTangentLinear = point.localLeftTangent == Vector3.zero;
var isEndpoint = path.isOpenEnded && index == 0;
var tangent = point.leftTangent;
if (isEndpoint)
return point.position;
if (isTangentLinear)
{
var prevPoint = path.GetPrevPoint(index);
var v = prevPoint.position - point.position;
tangent = point.position + v.normalized * (v.magnitude / 3f);
}
return tangent;
}
public static Vector3 CalculateLocalRightTangent(this IEditablePath path, int index)
{
return path.CalculateRightTangent(index) - path.GetPoint(index).position;
}
public static Vector3 CalculateRightTangent(this IEditablePath path, int index)
{
var point = path.GetPoint(index);
var isTangentLinear = point.localRightTangent == Vector3.zero;
var isEndpoint = path.isOpenEnded && index == path.pointCount - 1;
var tangent = point.rightTangent;
if (isEndpoint)
return point.position;
if (isTangentLinear)
{
var nextPoint = path.GetNextPoint(index);
var v = nextPoint.position - point.position;
tangent = point.position + v.normalized * (v.magnitude / 3f);
}
return tangent;
}
public static ControlPoint GetPrevPoint(this IEditablePath path, int index)
{
return path.GetPoint(EditablePathUtility.Mod(index - 1, path.pointCount));
}
public static ControlPoint GetNextPoint(this IEditablePath path, int index)
{
return path.GetPoint(EditablePathUtility.Mod(index + 1, path.pointCount));
}
public static void UpdateTangentMode(this IEditablePath path, int index)
{
var localToWorldMatrix = path.localToWorldMatrix;
path.localToWorldMatrix = Matrix4x4.identity;
var controlPoint = path.GetPoint(index);
var isLeftTangentLinear = controlPoint.localLeftTangent == Vector3.zero;
var isRightTangentLinear = controlPoint.localRightTangent == Vector3.zero;
if (isLeftTangentLinear && isRightTangentLinear)
controlPoint.tangentMode = TangentMode.Linear;
else if (isLeftTangentLinear || isRightTangentLinear)
controlPoint.tangentMode = TangentMode.Broken;
else if (controlPoint.tangentMode != TangentMode.Continuous)
controlPoint.tangentMode = TangentMode.Broken;
controlPoint.StoreTangents();
path.SetPoint(index, controlPoint);
path.localToWorldMatrix = localToWorldMatrix;
}
public static void UpdateTangentsFromMode(this IEditablePath path)
{
const float kEpsilon = 0.001f;
var localToWorldMatrix = path.localToWorldMatrix;
path.localToWorldMatrix = Matrix4x4.identity;
for (var i = 0; i < path.pointCount; ++i)
{
var controlPoint = path.GetPoint(i);
if (controlPoint.tangentMode == TangentMode.Linear)
{
controlPoint.localLeftTangent = Vector3.zero;
controlPoint.localRightTangent = Vector3.zero;
}
else if (controlPoint.tangentMode == TangentMode.Broken)
{
var isLeftEndpoint = path.isOpenEnded && i == 0;
var prevPoint = path.GetPrevPoint(i);
var nextPoint = path.GetNextPoint(i);
var liniarLeftPosition = (prevPoint.position - controlPoint.position) / 3f;
var isLeftTangentLinear = isLeftEndpoint || (controlPoint.localLeftTangent - liniarLeftPosition).sqrMagnitude < kEpsilon;
if (isLeftTangentLinear)
controlPoint.localLeftTangent = Vector3.zero;
var isRightEndpoint = path.isOpenEnded && i == path.pointCount-1;
var liniarRightPosition = (nextPoint.position - controlPoint.position) / 3f;
var isRightTangentLinear = isRightEndpoint || (controlPoint.localRightTangent - liniarRightPosition).sqrMagnitude < kEpsilon;
if (isRightTangentLinear)
controlPoint.localRightTangent = Vector3.zero;
if (isLeftTangentLinear && isRightTangentLinear)
controlPoint.tangentMode = TangentMode.Linear;
}
else if (controlPoint.tangentMode == TangentMode.Continuous)
{
//TODO: ensure tangent continuity
}
controlPoint.StoreTangents();
path.SetPoint(i, controlPoint);
}
path.localToWorldMatrix = localToWorldMatrix;
}
public static void SetTangentMode(this IEditablePath path, int index, TangentMode tangentMode)
{
var localToWorldMatrix = path.localToWorldMatrix;
path.localToWorldMatrix = Matrix4x4.identity;
var controlPoint = path.GetPoint(index);
var isEndpoint = path.isOpenEnded && (index == 0 || index == path.pointCount - 1);
var oldTangentMode = controlPoint.tangentMode;
controlPoint.tangentMode = tangentMode;
controlPoint.RestoreTangents();
if (tangentMode == TangentMode.Linear)
{
controlPoint.localLeftTangent = Vector3.zero;
controlPoint.localRightTangent = Vector3.zero;
}
else if (tangentMode == TangentMode.Continuous && !isEndpoint)
{
var isLeftLinear = controlPoint.localLeftTangent == Vector3.zero;
var isRightLinear = controlPoint.localRightTangent == Vector3.zero;
var tangentDotProduct = Vector3.Dot(controlPoint.localLeftTangent.normalized, controlPoint.localRightTangent.normalized);
var isContinous = tangentDotProduct < 0f && (tangentDotProduct + 1) < 0.001f;
var isLinear = isLeftLinear && isRightLinear;
if ((isLinear || oldTangentMode == TangentMode.Broken) && !isContinous)
{
var prevPoint = path.GetPrevPoint(index);
var nextPoint = path.GetNextPoint(index);
var vLeft = prevPoint.position - controlPoint.position;
var vRight = nextPoint.position - controlPoint.position;
var rightDirection = Vector3.Cross(Vector3.Cross(vLeft, vRight), vLeft.normalized + vRight.normalized).normalized;
var scale = 1f / 3f;
if (isLeftLinear)
controlPoint.localLeftTangent = vLeft.magnitude * scale * -rightDirection;
else
controlPoint.localLeftTangent = controlPoint.localLeftTangent.magnitude * -rightDirection;
if (isRightLinear)
controlPoint.localRightTangent = vRight.magnitude * scale * rightDirection;
else
controlPoint.localRightTangent = controlPoint.localRightTangent.magnitude * rightDirection;
}
}
else
{
var isLeftLinear = controlPoint.localLeftTangent == Vector3.zero;
var isRightLinear = controlPoint.localRightTangent == Vector3.zero;
if (isLeftLinear || isRightLinear)
{
if (isLeftLinear)
controlPoint.localLeftTangent = path.CalculateLocalLeftTangent(index);
if (isRightLinear)
controlPoint.localRightTangent = path.CalculateLocalRightTangent(index);
}
}
controlPoint.StoreTangents();
path.SetPoint(index, controlPoint);
path.localToWorldMatrix = localToWorldMatrix;
}
public static void MirrorTangent(this IEditablePath path, int index)
{
var localToWorldMatrix = path.localToWorldMatrix;
path.localToWorldMatrix = Matrix4x4.identity;
var controlPoint = path.GetPoint(index);
if (controlPoint.tangentMode == TangentMode.Linear)
return;
if (!Mathf.Approximately((controlPoint.localLeftTangent + controlPoint.localRightTangent).sqrMagnitude, 0f))
{
if (controlPoint.mirrorLeft)
controlPoint.localLeftTangent = -controlPoint.localRightTangent;
else
controlPoint.localRightTangent = -controlPoint.localLeftTangent;
controlPoint.StoreTangents();
path.SetPoint(index, controlPoint);
}
path.localToWorldMatrix = localToWorldMatrix;
}
}
}