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226 lines
6.7 KiB
226 lines
6.7 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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[ExecuteInEditMode]
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[RequireComponent(typeof(LineRenderer))]
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public class CurvedLine2D : 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("Renderer")]
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public Material material;
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public float width = 1f;
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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 = 0.01f;
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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 LineRenderer render;
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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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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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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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//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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public void RefreshAll()
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{
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RefreshRenderer(); //Refresh renderer
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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<LineRenderer>();
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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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/*string texNameDefault = "_MainTex";
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if (render.sharedMaterial.GetTexture(texNameDefault))
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{
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render.sharedMaterial.SetTextureScale(texNameDefault, new Vector2(material_stretch, render.sharedMaterial.GetTextureScale(texNameDefault).y));
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render.sharedMaterial.SetTextureOffset(texNameDefault, new Vector2(material_offset, render.sharedMaterial.GetTextureOffset(texNameDefault).y));
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}*/
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}
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render.widthMultiplier = width;
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render.useWorldSpace = true;
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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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render.positionCount = subpaths.Count;
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for (int i = 0; i < subpaths.Count; i++)
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{
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render.SetPosition(i, subpaths[i]);
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}
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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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} |