Esempio n. 1
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 /// <summary>
 /// Called to refresh the shape. Please call base.Refresh() or RefreshSpline() after your custom code!
 /// </summary>
 /// <remarks>Warning: Only work with ControlPoints, not with segments</remarks>
 public void Refresh()
 {
     if (Spline && Spline.IsInitialized && Dirty)
     {
         ApplyShape();
         applyPlane();
         Spline.Refresh();
     }
     Dirty = false;
 }
Esempio n. 2
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        // setup everything
        IEnumerator setup()
        {
            mInitState = 1;

            mGenerators = new CurvyGenerator[Sections];

            // Add some start CP's to the spline
            TrackSpline.Add().position = Vector3.zero;
            TrackSpline.Add().position = new Vector3(0, 0, CPStepSize);
            mDir = Vector3.forward;
            int num = TailCP + HeadCP + Sections * SectionCPCount - 1;

            for (int i = 0; i < num; i++)
            {
                addTrackCP();
            }

            TrackSpline.Refresh();
            // setting anchors so new CP's won't change orientation of existing ones
            for (int i = TailCP; i < TrackSpline.ControlPointCount - HeadCP; i += SectionCPCount)
            {
                TrackSpline.ControlPoints[i].OrientationAnchor = true;
            }

            // build Curvy Generators
            for (int i = 0; i < Sections; i++)
            {
                mGenerators[i]      = buildGenerator();
                mGenerators[i].name = "Generator " + i;
            }
            // and wait until they're initialized
            for (int i = 0; i < Sections; i++)
            {
                while (!mGenerators[i].IsInitialized)
                {
                    yield return(0);
                }
            }

            // let all generators do their extrusion
            for (int i = 0; i < Sections; i++)
            {
                updateSectionGenerator(mGenerators[i], i * SectionCPCount + TailCP, (i + 1) * SectionCPCount + TailCP);
            }

            mInitState = 2;
            mUpdateIn  = SectionCPCount;
            // finally place the controller
            Controller.AbsolutePosition = TrackSpline.ControlPoints[TailCP + 2].Distance;
            Controller.InitialPosition  = TrackSpline.ControlPoints[TailCP + 2].Distance; // just to be sure
        }
        // Use this for initialization
        IEnumerator Start()
        {
            while (!mSpline.IsInitialized)
            {
                yield return(0);
            }

            for (int i = 0; i < CPCount; i++)
            {
                addCP();
            }

            mSpline.Refresh();
            mLastUpdateTime = Time.timeSinceLevelLoad + 0.1f;
        }
Esempio n. 4
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        void addRandomCP(ref CurvySpline spline, int count, int totalLength)
        {
            Vector3[] pos       = new Vector3[count];
            float     segLength = totalLength / (float)(count - 1);

            pos[0] = Vector3.zero;
            for (int i = 1; i < count; i++)
            {
                int dir  = Random.Range(0, 2);
                int sign = Random.Range(0f, 1f) > 0.5f ? 1 : -1;
                switch (dir)
                {
                case 0:
                    pos[i] = pos[i - 1] + new Vector3(segLength * sign, 0, 0);
                    break;

                case 1:
                    pos[i] = pos[i - 1] + new Vector3(0, segLength * sign, 0);
                    break;

                case 2:
                    pos[i] = pos[i - 1] + new Vector3(0, 0, segLength * sign);
                    break;
                }
            }

            spline.Add(pos);
            spline.Refresh();
        }
Esempio n. 5
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 public void DeleteCP()
 {
     if (Spline && Spline.ControlPointCount > 0)
     {
         int idx = Random.Range(0, Spline.ControlPointCount - 1);
         Spline.ControlPoints[idx].Delete();
         Spline.Refresh();
     }
 }
Esempio n. 6
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    /// <summary>
    /// Centers Control Points around Spline transform
    /// </summary>
    /// <param name="spline">The spline to address</param>
    public static void centerPivot(CurvySpline spline)
    {
        Bounds  b   = spline.GetBounds(false);
        Vector3 off = spline.Transform.position - b.center;

        foreach (CurvySplineSegment cp in spline.ControlPoints)
        {
            cp.Transform.position += off;
        }

        spline.transform.position -= off;
        spline.Refresh();
    }
        // Code that runs on entering the state.
        public override void OnEnter()
        {
            GameObject go = Fsm.GetOwnerDefaultTarget(GameObject);

            if (go)
            {
                CurvySpline spl = go.GetComponent <CurvySpline>();
                if (spl)
                {
                    spl.Clear();
                    spl.Refresh();
                }
            }

            Finish();
        }
Esempio n. 8
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        /// <summary>
        /// Equalize one axis of a spline to match the first control points's value
        /// </summary>
        /// <param name="spline">a CurvySpline</param>
        /// <param name="axis">the axis to equalize (0=x,1=y,2=z)</param>
        public static void makePlanar(CurvySpline spline, int axis)
        {
            UnityEngine.Vector3 p = spline.ControlPoints[0].Position;
            for (int i = 1; i < spline.ControlPointCount; i++)
            {
                UnityEngine.Vector3 pi = spline.ControlPoints[i].Position;
                switch (axis)
                {
                case 0: pi.x = p.x; break;

                case 1: pi.y = p.y; break;

                case 2: pi.z = p.z; break;
                }
                spline.ControlPoints[i].Position = pi;
            }
            spline.Refresh();
        }
Esempio n. 9
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        public static void OnUndoRedoPerformed()
        {
            var item = Selection.activeGameObject;

            if (item != null)
            {
                CurvySpline        spline = item.GetComponent <CurvySpline>();
                CurvySplineSegment cp     = item.GetComponent <CurvySplineSegment>();
                if (!spline && cp)
                {
                    spline = cp.Spline;
                }
                if (spline)
                {
                    spline._RenameControlPointsByIndex();
                    spline.Refresh();
                }
            }
        }
        // Code that runs on entering the state.
        public override void OnEnter()
        {
            GameObject go = Fsm.GetOwnerDefaultTarget(GameObject);

            if (go)
            {
                CurvySpline spl = go.GetComponent <CurvySpline>();
                if (spl)
                {
                    if (!Index.IsNone)
                    {
                        CurvySplineSegment seg = (Index.Value >= 0 && Index.Value < spl.ControlPointCount) ? spl.ControlPoints[Index.Value] : null;
                        for (int i = 0; i < Points.Length; i++)
                        {
                            if (!Points[i].IsNone)
                            {
                                CurvySplineSegment newCP;
                                if (Mode == InsertMode.After)
                                {
                                    newCP = spl.InsertAfter(seg);
                                }
                                else
                                {
                                    newCP = spl.InsertBefore(seg);
                                }
                                if (Space == Space.Self)
                                {
                                    newCP.localPosition = Points[i].Value;
                                }
                                else
                                {
                                    newCP.position = Points[i].Value;
                                }
                            }
                        }
                        spl.Refresh();
                    }
                }
            }

            Finish();
        }
        // Code that runs on entering the state.
        public override void OnEnter()
        {
            GameObject go = Fsm.GetOwnerDefaultTarget(GameObject);

            if (go)
            {
                CurvySpline spl = go.GetComponent <CurvySpline>();
                if (spl)
                {
                    if (!StartIndex.IsNone && !Count.IsNone && Count.Value > 0)
                    {
                        for (int i = 0; i < Count.Value; i++)
                        {
                            spl.Delete(spl.ControlPointsList[StartIndex.Value]);
                        }

                        spl.Refresh();
                    }
                }
            }

            Finish();
        }
Esempio n. 12
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    /// <summary>
    /// Rearrange the spline to have a new first Control Point.
    /// </summary>
    /// <param name="newStartCP">the Control Point to become the first Control Point</param>
    public static void setFirstCP(CurvySplineSegment newStartCP)
    {
        CurvySpline spl = newStartCP.Spline;

        if (newStartCP.ControlPointIndex == 0)
        {
            return;
        }

        CurvySplineSegment[] toMove = new CurvySplineSegment[newStartCP.ControlPointIndex];
        for (int i = 0; i < newStartCP.ControlPointIndex; i++)
        {
            toMove[i] = spl.ControlPoints[i];
        }

        foreach (CurvySplineSegment seg in toMove)
        {
            spl.ControlPoints.Remove(seg);
            spl.ControlPoints.Add(seg);
        }

        spl._nameControlPoints();
        spl.Refresh();
    }
        /// <summary>
        /// Centers Control Points around Spline transform
        /// </summary>
        /// <param name="spline">The spline to address</param>
        public static void centerPivot(CurvySpline spline)
        {
            Bounds b = spline.GetBounds(false);
            Vector3 off = spline.Transform.position - b.center;

            foreach (CurvySplineSegment cp in spline.ControlPoints)
                cp.Transform.position += off;

            spline.transform.position -= off;
            spline.Refresh();
        }
 /// <summary>
 /// Equalize one axis of a spline to match the first control points's value
 /// </summary>
 /// <param name="spline">a CurvySpline</param>
 /// <param name="axis">the axis to equalize (0=x,1=y,2=z)</param>
 public static void makePlanar(CurvySpline spline, int axis)
 {
     Vector3 p = spline.ControlPoints[0].Position;
     for (int i = 1; i < spline.ControlPointCount; i++) {
         Vector3 pi = spline.ControlPoints[i].Position;
         switch (axis) {
             case 0: pi.x = p.x; break;
             case 1: pi.y = p.y; break;
             case 2: pi.z = p.z; break;
         }
         spline.ControlPoints[i].Position = pi;
     }
     spline.Refresh();
 }
Esempio n. 15
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        void addCP(Vector2 cursor, bool castRay, bool connectNew)
        {
            if (selSpline)
            {
                if (!selCP && selSpline.ControlPointCount > 0)
                    selCP = selSpline.ControlPoints[selSpline.ControlPointCount - 1];
            }
            else
            {
                selSpline = CurvySpline.Create();
                var parent = DTSelection.GetAs<Transform>();
                selSpline.transform.SetParent(parent);
                if (parent == null)
                    selSpline.transform.position = HandleUtility.GUIPointToWorldRay(cursor).GetPoint(10);
                Undo.RegisterCreatedObjectUndo(selSpline.gameObject, "Add ControlPoint");
            }
            // Pick a point to add the CP at
            Vector3 pos;
            if (!pickScenePoint(cursor, castRay, selSpline, selCP, out pos))
                return;

            CurvySplineSegment newCP=null;
            
            // Connect by creating a new spline with 2 CP, the first "over" selCP, the second at the desired new position
            // OR connect to existing C
            if (connectNew && selCP)
            {
                CurvySplineSegment conCP=null;
                // if mouse is over an existing CP, connect to this (if possible)
                var existingGO=HandleUtility.PickGameObject(cursor,false);
                if (existingGO)
                {
                    conCP = existingGO.GetComponent<CurvySplineSegment>();
                    // if we picked a target cp, it may be a pick on it's segment, so check distance to CP
                    if (conCP)
                    {
                        var P = new Plane(SceneView.currentDrawingSceneView.camera.transform.forward, conCP.transform.position);
                        var R = HandleUtility.GUIPointToWorldRay(cursor);
                        float dist;
                        if (P.Raycast(R, out dist))
                        {
                            Vector3 hit=R.GetPoint(dist);
                            if ((hit - conCP.transform.position).magnitude <= HandleUtility.GetHandleSize(hit) * CurvyGlobalManager.GizmoControlPointSize)
                            {
                                newCP = insertCP(selSpline, selCP, conCP.transform.position);
                                selCP = newCP;
                            }
                            else
                            {
                                hit=conCP.Interpolate(conCP.GetNearestPointF(hit));
                                conCP=conCP.Spline.InsertAfter(conCP);
                                conCP.transform.position = hit;
                                newCP = insertCP(selSpline, selCP, hit);
                                selCP = newCP;
                            }
                            selSpline.Refresh();
                        }
                    }
                }
                if (!conCP)
                {
                    selSpline = CurvySpline.Create(selSpline);
                    selSpline.Closed = false;
                    conCP = insertCP(selSpline, null, selCP.transform.position);
                    newCP = insertCP(selSpline, conCP, pos);
                    selSpline.Refresh();
                }
                selCP.ConnectTo(conCP);
            }
            else
            {
                newCP = insertCP(selSpline, selCP, pos);
            }

            DTSelection.SetGameObjects(newCP);
        }
Esempio n. 16
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 void addRandomCP(ref CurvySpline spline, int count, int totalLength)
 {
     Vector3[] pos=new Vector3[count];
     float segLength = totalLength / (float)(count - 1);
     pos[0] = Vector3.zero;
     for (int i = 1; i < count; i++)
     {
         int dir = Random.Range(0, 2);
         int sign=Random.Range(0f,1f)>0.5f ? 1 : -1;
         switch (dir)
         {
             case 0:
                 pos[i] = pos[i - 1] + new Vector3(segLength * sign, 0, 0);
                 break;
             case 1:
                 pos[i] = pos[i - 1] + new Vector3(0,segLength * sign,0);
                 break;
             case 2:
                 pos[i] = pos[i - 1] + new Vector3(0,0,segLength * sign);
                 break;
         }
     }
         
     spline.Add(pos);
     spline.Refresh();
 }
Esempio n. 17
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    /// <summary>
    /// Moves the Control Point along it's Up-Vector to match a desired Spline length
    /// </summary>
    /// <remarks>When the desired length can't be achieved, the Control Point will stop moving at the nearest possible point</remarks>
    /// <param name="newSplineLength">the desired length of the spline</param>
    /// <param name="stepSize">stepSize used when moving</param>
    /// <returns>false if the length can't be achieved by moving this Control Point.</returns>
    public bool SnapToFitSplineLength(float newSplineLength, float stepSize)
    {
        if (stepSize == 0 || Mathf.Approximately(newSplineLength, Spline.Length))
        {
            return(true);
        }

        float   curLength = Spline.Length;
        Vector3 oldPos    = Transform.position;
        Vector3 upstep    = Transform.up * stepSize;

        // Check if increasing by Up-Vector will increase the length
        Transform.position += upstep;
        Spline.Refresh(true, false, false);
        bool UpGrows = (Spline.Length > curLength);
        int  loops   = 30000;

        Transform.position = oldPos;

        // Need to grow?
        if (newSplineLength > curLength)
        {
            if (!UpGrows)
            {
                upstep *= -1;
            }
            while (Spline.Length < newSplineLength)
            {
                loops--;
                curLength           = Spline.Length;
                Transform.position += upstep;
                Spline.Refresh(true, false, false);
                if (curLength > Spline.Length)
                {
                    return(false);
                }
                if (loops == 0)
                {
                    Debug.LogError(
                        "CurvySplineSegment.SnapToFitSplineLength exceeds 30000 loops, considering this a dead loop! This shouldn't happen, please report this as an error!");
                    return(false);
                }
            }
        }
        else
        {
            // otherwise shrink
            if (UpGrows)
            {
                upstep *= -1;
            }
            while (Spline.Length > newSplineLength)
            {
                loops--;
                curLength           = Spline.Length;
                Transform.position += upstep;
                Spline.Refresh(true, false, false);
                if (curLength < Spline.Length)
                {
                    return(false);
                }
                if (loops == 0)
                {
                    Debug.LogError(
                        "CurvySplineSegment.SnapToFitSplineLength exceeds 30000 loops, considering this a dead loop! This shouldn't happen, please report this as an error!");
                    return(false);
                }
            }
        }
        return(true);
    }