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401 lines
14 KiB
401 lines
14 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace IndieMarc.CurvedLine
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{
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public enum ChainType
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{
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Align=0,
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Alternate=1,
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}
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[ExecuteInEditMode]
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[RequireComponent(typeof(MeshRenderer))]
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[RequireComponent(typeof(MeshFilter))]
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public class CurvedChain3D : MonoBehaviour
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{
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[Header("Path")]
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public Transform[] paths;
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[Header("Curve")]
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[Range(0, 5)]
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public int precision = 4;
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[Range(0.01f, 0.49f)]
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public float shape = 0.25f;
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public bool skip_extremities = false;
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public bool debug = true;
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[Header("Repeated Mesh")]
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public MeshFilter model_mesh;
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public Material material;
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public Vector3 model_offset = Vector3.zero;
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public Vector3 model_rotation = Vector3.zero;
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public Vector3 model_scale = Vector3.one;
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[Header("Chain")]
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public ChainType chain_type;
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public AxisType axis_ref = AxisType.AxisY;
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public float spacing = 1f;
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public int max_meshes = 0; //0 means infinite
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public bool debug_chain = false;
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[Header("Refresh & Optim")]
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[Tooltip("Turn this off you have performance issues")]
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public bool auto_refresh_editor = true;
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public bool auto_refresh_playmode = true;
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public float refresh_rate = 0.02f;
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public bool frustum_cull_playmode = true;
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public float frustum_cull_radius = 1f;
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private MeshRenderer render;
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private MeshFilter mesh;
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private float refresh_timer = 0f;
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private List<Vector3> oripaths = new List<Vector3>();
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private List<Vector3> subpaths = new List<Vector3>();
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private Vector3[] mesh_vertices;
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private Vector3[] mesh_normals;
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private Vector2[] mesh_uvs;
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private int[] mesh_triangles;
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private Vector3[] vertices = new Vector3[0];
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private int[] triangles = new int[0];
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private Vector3[] normals = new Vector3[0];
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private Vector2[] uv = new Vector2[0];
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void Awake()
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{
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RefreshAll();
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}
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private void CalculateCurvedPath()
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{
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oripaths.Clear();
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subpaths.Clear();
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if (paths == null || paths.Length < 2)
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return;
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//Add normal path
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foreach (Transform p in paths)
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{
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if(p != null)
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oripaths.Add(p.position);
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}
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foreach (Transform p in paths)
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{
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if (p != null)
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subpaths.Add(p.position);
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}
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//Subdivide the path
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if (paths.Length >= 2 && precision > 0)
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CalculateCurvedPathDiv(1);
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if (skip_extremities && paths.Length >= 4)
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{
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int max = Mathf.RoundToInt(Mathf.Pow(2, precision));
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for(int i=0; i< max; i++)
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subpaths.RemoveAt(subpaths.Count - 1);
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for (int i = 0; i < max; i++)
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subpaths.RemoveAt(0);
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}
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//Debug.Log("Calculated line " + gameObject.name + " " + subpaths.Count);
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}
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private void CalculateCurvedPathDiv(int div)
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{
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List<Vector3> prev = new List<Vector3>(subpaths);
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subpaths.Clear();
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subpaths.Add(prev[0]);
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for (int i = 0; i < prev.Count - 1; i++)
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{
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Vector3 cur = prev[i];
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Vector3 next = prev[i + 1];
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Vector3 dir = next - cur;
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Vector3 newp1 = cur + dir * shape;
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Vector3 newp2 = cur + dir * (1f- shape);
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subpaths.Add(newp1);
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subpaths.Add(newp2);
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}
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subpaths.Add(prev[prev.Count - 1]);
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if (div < precision)
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CalculateCurvedPathDiv(div + 1);
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}
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//Creates the 3D mesh following the path
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private void BuildMesh()
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{
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mesh.sharedMesh.Clear();
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if (subpaths.Count < 2 || model_mesh == null)
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return;
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//Calculate total distance
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float total_dist = 0f;
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Vector3 prev = subpaths[0];
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for (int i = 1; i < subpaths.Count; i++)
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{
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Vector3 pos1 = subpaths[i];
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total_dist += (pos1 - prev).magnitude;
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prev = pos1;
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}
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Vector3 refdir = Vector3.up;
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if (axis_ref == AxisType.AxisX)
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refdir = Vector3.right;
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if (axis_ref == AxisType.AxisZ)
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refdir = Vector3.forward;
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//Store some values before the loop for faster process
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int max_meshes_count = max_meshes > 0 ? max_meshes : int.MaxValue;
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float average_scale = (transform.lossyScale.x + transform.lossyScale.y + transform.lossyScale.z) / 3f;
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int nb_chains = Mathf.CeilToInt(total_dist / (spacing * average_scale));
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nb_chains = Mathf.Min(nb_chains, max_meshes_count);
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int nb_mesh_vertices = mesh_vertices.Length;
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int nb_mesh_uvs = mesh_uvs.Length;
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int nb_mesh_triangles = mesh_triangles.Length;
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//Resize array to new mesh size
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int varray_length = nb_chains * nb_mesh_vertices;
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int tarray_length = nb_chains * nb_mesh_triangles;
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if (varray_length != vertices.Length)
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vertices = new Vector3[varray_length];
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if (tarray_length != triangles.Length)
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triangles = new int[tarray_length];
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if (varray_length != normals.Length)
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normals = new Vector3[varray_length];
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if (varray_length != uv.Length)
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uv = new Vector2[varray_length]; //Use vertices length in case no UV
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float dist_traveled = 0f;
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int chain_index = 0;
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int total_index = 0;
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float dist_traveled_last = 0f;
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Vector3 last_pos = subpaths[0];
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Vector3 last_ipos = subpaths[0];
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//Draw the main line
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for (int i = 0; i < subpaths.Count; i++)
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{
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Vector3 pos1 = subpaths[i];
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Vector3 pos2;
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Vector3 dir;
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if (i < subpaths.Count - 1)
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{
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pos2 = subpaths[i + 1];
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dir = pos2 - pos1;
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}
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else
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{
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pos2 = subpaths[i - 1];
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dir = pos1 - pos2;
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}
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if (debug_chain)
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Debug.DrawRay(pos1, refdir * 0.6f, Color.red);
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float chain_space = spacing * average_scale * chain_index;
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if (dist_traveled >= chain_space && chain_index < nb_chains)
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{
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float dist_added = dist_traveled - dist_traveled_last;
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float dist_supposed = chain_space - dist_traveled_last;
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float interp_val = dist_added > 0f ? Mathf.Clamp01(dist_supposed / dist_added) : 0f;
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Vector3 ipos = last_pos * (1f - interp_val) + pos1 * interp_val;
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if (debug_chain)
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Debug.DrawRay(ipos, refdir * 0.5f, Color.green);
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//Set triangles
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for (int t = 0; t < nb_mesh_triangles; t++)
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{
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int tri = mesh_triangles[t];
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triangles[nb_mesh_triangles * chain_index + t] = total_index + tri;
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}
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Vector2 default_uv = new Vector2(dist_traveled / total_dist, 0f);
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Vector3 pos_local = transform.InverseTransformPoint(ipos);
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Vector3 dir_local = transform.InverseTransformDirection(dir.normalized);
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Quaternion alternate_rot = Quaternion.identity;
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if (chain_type == ChainType.Alternate && chain_index % 2 == 1)
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alternate_rot = Quaternion.AngleAxis(90f, dir_local);
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Quaternion mesh_rot = Quaternion.Euler(model_rotation.x, model_rotation.y, model_rotation.z);
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Quaternion faceat_rot = Quaternion.LookRotation(dir_local, refdir);
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//Set vertices, normals, uvs
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Vector3 vertex; Vector3 normal;Vector3 vuv;
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for (int v = 0; v < nb_mesh_vertices; v++)
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{
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//Translate/Rotate/Scale custom, then Rotate torward line and alternate rot
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vertex = alternate_rot * faceat_rot * mesh_rot * Vector3.Scale(mesh_vertices[v] + model_offset, model_scale);
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vertex += pos_local; //Move to position on the line
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normal = mesh_normals[v];
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vuv = (v < nb_mesh_uvs) ? mesh_uvs[v] : default_uv;
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vertices[total_index] = vertex;
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normals[total_index] = normal;
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uv[total_index] = vuv;
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total_index++;
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}
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chain_index++;
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last_ipos = ipos;
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}
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dist_traveled_last = dist_traveled;
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last_pos = pos1;
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dist_traveled += dir.magnitude;
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}
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//Add vertices to mesh
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mesh.sharedMesh.vertices = (Vector3[]) vertices.Clone();
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mesh.sharedMesh.triangles = (int[])triangles.Clone();
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mesh.sharedMesh.normals = (Vector3[])normals.Clone();
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mesh.sharedMesh.uv = (Vector2[])uv.Clone();
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mesh.sharedMesh.RecalculateBounds();
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}
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void Update()
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{
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//Auto refresh
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if (IsAutoRefresh() && IsInFrustum() && paths != null && paths.Length >= 2)
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{
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refresh_timer += Time.deltaTime;
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if (refresh_timer > refresh_rate)
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{
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refresh_timer = 0f;
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Refresh();
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}
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}
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}
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private void OnDrawGizmos()
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{
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//Draw debug lines
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if (debug && paths != null && paths.Length >= 2)
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{
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Vector3 prev = oripaths[0];
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for (int i = 1; i < oripaths.Count; i++)
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{
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Debug.DrawLine(prev, oripaths[i], Color.blue);
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prev = oripaths[i];
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}
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Vector3 prev2 = subpaths[0];
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for (int i = 1; i < subpaths.Count; i++)
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{
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Debug.DrawLine(prev2, subpaths[i], Color.white);
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prev2 = subpaths[i];
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}
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}
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}
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public void RefreshAll()
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{
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RefreshRenderer(); //Refresh renderer and mesh
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Refresh(); //Refresh the line
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}
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//Refresh the whole thing
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public void RefreshRenderer()
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{
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render = GetComponent<MeshRenderer>();
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mesh = GetComponent<MeshFilter>();
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if (model_mesh != null)
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{
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//Debug.Log("Model Mesh " + model_mesh.name + " (" + model_mesh.sharedMesh.triangles.Length + ")");
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mesh_vertices = (Vector3[]) model_mesh.sharedMesh.vertices.Clone();
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mesh_normals = (Vector3[]) model_mesh.sharedMesh.normals.Clone();
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mesh_uvs = (Vector2[]) model_mesh.sharedMesh.uv.Clone();
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mesh_triangles = (int[]) model_mesh.sharedMesh.triangles.Clone();
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}
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if (mesh.sharedMesh == null)
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{
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mesh.sharedMesh = new Mesh();
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mesh.sharedMesh.name = "Line Mesh";
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}
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if (material != null)
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{
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if (render.sharedMaterial != material)
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render.sharedMaterial = material;
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}
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}
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//Refresh just the path (faster)
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public void Refresh()
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{
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CalculateCurvedPath();
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BuildMesh();
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}
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public void NewMesh()
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{
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mesh.sharedMesh = new Mesh();
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mesh.sharedMesh.name = "Line Mesh";
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RefreshAll();
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}
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//Called when value changed
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void OnValidate()
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{
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if (IsAutoRefresh())
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RefreshAll();
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}
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private bool IsInFrustum()
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{
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if (!Application.isPlaying)
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return true; //Editor mode, no culling
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if (!frustum_cull_playmode || Camera.main == null)
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return true; //Frustum test disabled
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bool in_frustum = false;
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foreach (Vector3 p in oripaths)
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{
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Vector3 view_point = Camera.main.WorldToViewportPoint(p);
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Vector3 view_point_dir = Camera.main.WorldToViewportPoint(p + Vector3.up * frustum_cull_radius);
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float dist = (view_point - view_point_dir).magnitude;
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if (view_point.x > -dist && view_point.y > -dist && view_point.x < (1f + dist) && view_point.y < (1f + dist) && view_point.z > -dist)
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in_frustum = true;
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}
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return in_frustum;
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}
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public bool IsAutoRefresh()
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{
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if (!Application.isPlaying)
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return auto_refresh_editor;
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else
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return auto_refresh_playmode;
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}
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public List<Vector3> GetOriginalPath()
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{
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return oripaths;
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}
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public List<Vector3> GetCurvedPath()
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{
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return subpaths;
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}
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}
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} |