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using System;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
public class WaypointCircuit : MonoBehaviour
{
public List<Transform> waypointList = new List<Transform> ();
public bool showGizmo;
public Color gizmoLabelColor;
public bool useHandleForVertex;
public bool showVertexHandles;
public Color handleGizmoColor;
public float gizmoRadius;
public float handleRadius;
public bool smoothRoute = true;
int numPoints;
Vector3[] points;
float[] distances;
[Range (1, 100)] public float editorVisualisationSubsteps = 100;
public float Length { get; set; }
//this being here will save GC allocs
int p0n;
int p1n;
int p2n;
int p3n;
float i;
Vector3 P0;
Vector3 P1;
Vector3 P2;
Vector3 P3;
// Use this for initialization
void Awake ()
{
if (waypointList.Count > 1) {
CachePositionsAndDistances ();
}
}
public Vector3 getClosestPosition (Vector3 position)
{
float minDistance = Mathf.Infinity;
int index = -1;
for (int i = 0; i < waypointList.Count; ++i) {
float distance = GKC_Utils.distance (position, waypointList [i].position);
if (distance < minDistance) {
minDistance = distance;
index = i;
}
}
if (index > -1) {
return waypointList [index].position;
} else {
return Vector3.zero;
}
}
public float getProgressValue (Vector3 position)
{
float minDistance = Mathf.Infinity;
int index = -1;
for (int i = 0; i < waypointList.Count; ++i) {
float distance = GKC_Utils.distance (position, waypointList [i].position);
if (distance < minDistance) {
minDistance = distance;
index = i;
}
}
if (index > -1) {
Vector3 closestPosition = waypointList [index].position;
float totalDistance = 0;
if (index > 0) {
Vector3 currentPosition = waypointList [0].position;
for (int i = 1; i < index; ++i) {
float distance = GKC_Utils.distance (currentPosition, waypointList [i].position);
totalDistance += distance;
currentPosition = waypointList [i].position;
}
return totalDistance;
} else {
float distance = GKC_Utils.distance (position, waypointList [0].position);
return distance;
}
}
return -1;
}
public RoutePoint GetRoutePoint (float dist)
{
// position and direction
Vector3 p1 = GetRoutePosition (dist);
Vector3 p2 = GetRoutePosition (dist + 0.1f);
Vector3 delta = p2 - p1;
return new RoutePoint (p1, delta.normalized);
}
public Vector3 GetRoutePosition (float dist)
{
numPoints = waypointList.Count;
int point = 0;
if (Length == 0) {
Length = distances [distances.Length - 1];
}
dist = Mathf.Repeat (dist, Length);
while (distances [point] < dist) {
++point;
}
// get nearest two points, ensuring points wrap-around start & end of circuit
p1n = ((point - 1) + numPoints) % numPoints;
p2n = point;
// found point numbers, now find interpolation value between the two middle points
i = Mathf.InverseLerp (distances [p1n], distances [p2n], dist);
if (smoothRoute) {
// smooth catmull-rom calculation between the two relevant points
// get indices for the surrounding 2 points, because
// four points are required by the catmull-rom function
p0n = ((point - 2) + numPoints) % numPoints;
p3n = (point + 1) % numPoints;
// 2nd point may have been the 'last' point - a dupe of the first,
// (to give a value of max track distance instead of zero)
// but now it must be wrapped back to zero if that was the case.
p2n = p2n % numPoints;
P0 = points [p0n];
P1 = points [p1n];
P2 = points [p2n];
P3 = points [p3n];
return CatmullRom (P0, P1, P2, P3, i);
} else {
// simple linear lerp between the two points:
p1n = ((point - 1) + numPoints) % numPoints;
p2n = point;
return Vector3.Lerp (points [p1n], points [p2n], i);
}
}
Vector3 CatmullRom (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i)
{
// comments are no use here... it's the catmull-rom equation.
// Un-magic this, lord vector!
return 0.5f * (2 * p1 + (-p0 + p2) * i + (2 * p0 - 5 * p1 + 4 * p2 - p3) * (i * i) + (-p0 + 3 * p1 - 3 * p2 + p3) * (i * i * i));
}
void CachePositionsAndDistances ()
{
// transfer the position of each point and distances between points to arrays for
// speed of lookup at runtime
points = new Vector3[waypointList.Count + 1];
distances = new float[waypointList.Count + 1];
float accumulateDistance = 0;
for (int i = 0; i < points.Length; ++i) {
Transform t1 = waypointList [(i) % waypointList.Count];
Transform t2 = waypointList [(i + 1) % waypointList.Count];
if (t1 != null && t2 != null) {
Vector3 p1 = t1.position;
Vector3 p2 = t2.position;
points [i] = waypointList [i % waypointList.Count].position;
distances [i] = accumulateDistance;
accumulateDistance += (p1 - p2).magnitude;
}
}
}
public void addNewWayPoint ()
{
Vector3 newPosition = transform.position;
if (waypointList.Count > 0) {
newPosition = waypointList [waypointList.Count - 1].position + waypointList [waypointList.Count - 1].forward;
}
GameObject newWayPoint = new GameObject ();
newWayPoint.transform.SetParent (transform);
newWayPoint.transform.position = newPosition;
newWayPoint.name = (waypointList.Count + 1).ToString ();
waypointList.Add (newWayPoint.transform);
//Undo.RegisterCreatedObjectUndo (newWayPoint, "add new waypoint circuit");
updateComponent ();
}
public void addNewWayPointAtIndex (int index)
{
addNewWayPoint ();
GameObject currentWaypoint = waypointList [waypointList.Count - 1].gameObject;
currentWaypoint.transform.position = waypointList [index].position + waypointList [index].right * 3;
waypointList.Insert ((index + 1), currentWaypoint.transform);
waypointList.RemoveAt (waypointList.Count - 1);
renameWaypoints ();
}
public void renameWaypoints ()
{
for (int i = 0; i < waypointList.Count; ++i) {
waypointList [i].name = (i + 1).ToString ();
waypointList [i].SetParent (null);
waypointList [i].SetParent (transform);
}
updateComponent ();
}
public void resetWaypointsPositions ()
{
Vector3 targetPosition = Vector3.zero;
for (int i = 0; i < waypointList.Count; ++i) {
waypointList [i].localPosition = targetPosition;
targetPosition += Vector3.forward * 2;
}
updateComponent ();
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update Waypoint Circut System", gameObject);
}
void OnDrawGizmos ()
{
if (!showGizmo) {
return;
}
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
DrawGizmos ();
}
}
void OnDrawGizmosSelected ()
{
DrawGizmos ();
}
void DrawGizmos ()
{
if (showGizmo) {
if (waypointList.Count > 1) {
numPoints = waypointList.Count;
CachePositionsAndDistances ();
Length = distances [distances.Length - 1];
Gizmos.color = gizmoLabelColor;
Vector3 prev = waypointList [0].position;
if (smoothRoute) {
if (editorVisualisationSubsteps <= 0) {
editorVisualisationSubsteps = 1;
}
for (float dist = 0; dist < Length; dist += Length / editorVisualisationSubsteps) {
Vector3 next = GetRoutePosition (dist + 1);
Gizmos.DrawLine (prev, next);
prev = next;
}
Gizmos.DrawLine (prev, waypointList [0].position);
} else {
for (int n = 0; n < waypointList.Count; ++n) {
Vector3 next = waypointList [(n + 1) % waypointList.Count].position;
Gizmos.DrawLine (prev, next);
prev = next;
}
}
}
}
}
public struct RoutePoint
{
public Vector3 position;
public Vector3 direction;
public RoutePoint (Vector3 position, Vector3 direction)
{
this.position = position;
this.direction = direction;
}
}
}