private List <Vector2> LegacyOffsetColliderVerts(List <Vector2> aSegment, List <float> aSegmentScales, Ferr2DT_TerrainDirection aDir) { List <Vector2> result = new List <Vector2>(aSegment); int count = aSegment.Count; for (int v = count - 1; v >= 0; v--) { Vector2 norm = smoothPath ? Ferr2D_Path.HermiteGetNormal(aSegment, v, 0, false) : Ferr2D_Path.GetNormal(aSegment, v, false); Vector2 segNormal = Ferr2D_Path.GetSegmentNormal(v, aSegment, false); float scale = v >= aSegmentScales.Count ? 1 : aSegmentScales[v]; float rootScale = smoothPath ? 1 : 1f / Mathf.Abs(Mathf.Cos(Vector2.Angle(-segNormal, norm) * Mathf.Deg2Rad)); scale = scale * rootScale; if (fill == Ferr2DT_FillMode.None) { result.Add(aSegment[v] + new Vector2(norm.x * surfaceOffset[(int)Ferr2DT_TerrainDirection.Top], norm.y * surfaceOffset[(int)Ferr2DT_TerrainDirection.Top]) * scale); result[v] += new Vector2(norm.x * -surfaceOffset[(int)Ferr2DT_TerrainDirection.Bottom], norm.y * -surfaceOffset[(int)Ferr2DT_TerrainDirection.Bottom]) * scale; } else { float dist = surfaceOffset[(int)aDir]; Vector2 offset = new Vector2(dist, dist); result[v] += new Vector2(norm.x * -offset.x, norm.y * -offset.y) * scale; } } return(result); }
List <Vector2> OffsetColliderVerts(List <Vector2> aSegment, List <float> aSegmentScales, Ferr2DT_TerrainDirection aDir) { List <Vector2> result = new List <Vector2>(aSegment); int count = aSegment.Count; for (int v = count - 1; v >= 0; v--) { Vector2 norm = smoothPath ? Ferr2D_Path.HermiteGetNormal(aSegment, v, 0, false) : Ferr2D_Path.GetNormal(aSegment, v, false); float scale = v >= aSegmentScales.Count ? 1 : aSegmentScales[v]; if (fill == Ferr2DT_FillMode.None) { result.Add(aSegment[v] + new Vector2(norm.x * surfaceOffset[(int)Ferr2DT_TerrainDirection.Top], norm.y * surfaceOffset[(int)Ferr2DT_TerrainDirection.Top]) * scale); result[v] += new Vector2(norm.x * -surfaceOffset[(int)Ferr2DT_TerrainDirection.Bottom], norm.y * -surfaceOffset[(int)Ferr2DT_TerrainDirection.Bottom]) * scale; } else { float dist = surfaceOffset[(int)aDir]; Vector2 offset = new Vector2(dist, dist); result[v] += new Vector2(norm.x * -offset.x, norm.y * -offset.y) * scale; } } return(result); }
private void LegacyAddVertexColumn(Ferr2DT_SegmentDescription aDesc, List <Vector2> aSegment, List <float> aSegmentScale, bool aClosed, Ferr2D_DynamicMesh mesh, Rect body, float d, float yOff, bool aConnectFace, float slicePercent, int ptLocal, float pctLocal, ref int p1, ref int p2, ref int p3) { Vector2 pos1 = smoothPath ? Ferr2D_Path.HermiteGetPt(aSegment, ptLocal, pctLocal, aClosed) : Ferr2D_Path.LinearGetPt(aSegment, ptLocal, pctLocal, aClosed); Vector2 n1 = smoothPath ? Ferr2D_Path.HermiteGetNormal(aSegment, ptLocal, pctLocal, aClosed) : Ferr2D_Path.LinearGetNormal(aSegment, ptLocal, pctLocal, aClosed); float s = aClosed ? Mathf.Lerp(aSegmentScale[ptLocal], aSegmentScale[(ptLocal + 1) % aSegmentScale.Count], pctLocal) : Mathf.Lerp(aSegmentScale[ptLocal], aSegmentScale[Mathf.Min(ptLocal + 1, aSegmentScale.Count - 1)], pctLocal); // this compensates for scale distortion when corners are very sharp, but the normals are not long enough to keep the edge the appropriate width // not actually a problem for smooth paths if (!smoothPath) { n1.Normalize(); float rootScale = 1f / Mathf.Abs(Mathf.Cos(Vector2.Angle(Ferr2D_Path.GetSegmentNormal(ptLocal, aSegment, aClosed), n1) * Mathf.Deg2Rad)); s = s * rootScale; } int v1 = mesh.AddVertex(pos1.x + n1.x * (d * s + yOff), pos1.y + n1.y * (d * s + yOff), -slantAmount + aDesc.zOffset, Mathf.Lerp(body.x, body.xMax, slicePercent), fill == Ferr2DT_FillMode.InvertedClosed ? body.yMax : body.y); int v2 = mesh.AddVertex(pos1.x - n1.x * (d * s - yOff), pos1.y - n1.y * (d * s - yOff), slantAmount + aDesc.zOffset, Mathf.Lerp(body.x, body.xMax, slicePercent), fill == Ferr2DT_FillMode.InvertedClosed ? body.y : body.yMax); int v3 = splitMiddle ? mesh.AddVertex(pos1.x + n1.x * yOff, pos1.y + n1.y * yOff, aDesc.zOffset, Mathf.Lerp(body.x, body.xMax, slicePercent), Mathf.Lerp(body.y, body.yMax, 0.5f)) : -1; if (aConnectFace) { if (!splitMiddle) { mesh.AddFace(v2, p2, p1, v1); } else { mesh.AddFace(v2, p2, p3, v3); mesh.AddFace(v3, p3, p1, v1); } } p1 = v1; p2 = v2; p3 = v3; }
private void AddCap(List <Vector2> aSegment, Ferr2DT_SegmentDescription aDesc, bool aInner, float aDir, float aScale, bool aSmooth) { int index = 0; Vector2 dir = Vector2.zero; if (aDir < 0) { index = 0; dir = aSegment[0] - aSegment[1]; } else { index = aSegment.Count - 1; dir = aSegment[aSegment.Count - 1] - aSegment[aSegment.Count - 2]; } dir.Normalize(); Vector2 norm = aSmooth ? Ferr2D_Path.HermiteGetNormal(aSegment, index, 0, false): Ferr2D_Path.GetNormal(aSegment, index, false); Vector2 pos = aSegment[index]; float yOff = fill == Ferr2DT_FillMode.InvertedClosed ? -aDesc.yOffset : aDesc.yOffset; Rect cap; if (aDir < 0) { if (fill == Ferr2DT_FillMode.InvertedClosed) { cap = (!aInner && aDesc.innerRightCap.width > 0) ? terrainMaterial.ToUV(aDesc.innerRightCap) : terrainMaterial.ToUV(aDesc.rightCap); } else { cap = (aInner && aDesc.innerLeftCap.width > 0) ? terrainMaterial.ToUV(aDesc.innerLeftCap) : terrainMaterial.ToUV(aDesc.leftCap); } } else { if (fill == Ferr2DT_FillMode.InvertedClosed) { cap = (!aInner && aDesc.innerLeftCap.width > 0) ? terrainMaterial.ToUV(aDesc.innerLeftCap) : terrainMaterial.ToUV(aDesc.leftCap); } else { cap = (aInner && aDesc.innerRightCap.width > 0) ? terrainMaterial.ToUV(aDesc.innerRightCap) : terrainMaterial.ToUV(aDesc.rightCap); } } float width = cap.width * unitsPerUV.x; float scale = (cap.height / 2) * unitsPerUV.y * aScale; float minU = fill == Ferr2DT_FillMode.InvertedClosed ? cap.xMax : cap.x; float maxU = fill == Ferr2DT_FillMode.InvertedClosed ? cap.x : cap.xMax; float minV = fill == Ferr2DT_FillMode.InvertedClosed ? cap.yMax : cap.y; float maxV = fill == Ferr2DT_FillMode.InvertedClosed ? cap.y : cap.yMax; if (aDir >= 0) { float t = minU; minU = maxU; maxU = t; } int v1 = DMesh.AddVertex(pos + dir * width + norm * (scale + yOff), -slantAmount + aDesc.zOffset, new Vector2(minU, minV)); int v2 = DMesh.AddVertex(pos + norm * (scale + yOff), -slantAmount + aDesc.zOffset, new Vector2(maxU, minV)); int v15 = splitMiddle ? DMesh.AddVertex(pos + dir * width + (norm * yOff), aDesc.zOffset, new Vector2(minU, cap.y + (cap.height / 2))) : -1; int v25 = splitMiddle ? DMesh.AddVertex(pos + (norm * yOff), aDesc.zOffset, new Vector2(maxU, cap.y + (cap.height / 2))) : -1; int v3 = DMesh.AddVertex(pos - norm * (scale - yOff), slantAmount + aDesc.zOffset, new Vector2(maxU, maxV)); int v4 = DMesh.AddVertex(pos + dir * width - norm * (scale - yOff), slantAmount + aDesc.zOffset, new Vector2(minU, maxV)); if (splitMiddle && aDir < 0) { DMesh.AddFace(v1, v2, v25, v15); DMesh.AddFace(v15, v25, v3, v4); } else if (splitMiddle && aDir >= 0) { DMesh.AddFace(v2, v1, v15, v25); DMesh.AddFace(v25, v15, v4, v3); } else if (aDir < 0) { DMesh.AddFace(v1, v2, v3, v4); } else { DMesh.AddFace(v2, v1, v4, v3); } }
private void SlicedQuad(List <Vector2> aSegment, int aVert, float aStart, float aEnd, int aCuts, bool aSmoothed, bool aClosed, Ferr2DT_SegmentDescription aDesc, float aStartScale, float aEndScale) { Vector2[] pos = new Vector2[aCuts]; Vector2[] norm = new Vector2[aCuts]; float [] scales = new float [aCuts]; Vector3 tn1 = Ferr2D_Path.GetNormal(aSegment, aVert, aClosed); Vector3 tn2 = Ferr2D_Path.GetNormal(aSegment, aVert + 1, aClosed); // get the data needed to make the quad for (int i = 0; i < aCuts; i++) { float percent = aStart + (i / (float)(aCuts - 1)) * (aEnd - aStart); if (aSmoothed) { pos [i] = Ferr2D_Path.HermiteGetPt(aSegment, aVert, percent, aClosed); norm[i] = Ferr2D_Path.HermiteGetNormal(aSegment, aVert, percent, aClosed); } else { pos [i] = Vector2.Lerp(aSegment[aVert], aSegment[aVert + 1], percent); norm[i] = Vector2.Lerp(tn1, tn2, percent); } scales[i] = Mathf.Lerp(aStartScale, aEndScale, (i / (float)(aCuts - 1))); } int tSeed = 0; if (randomByWorldCoordinates) { tSeed = UnityEngine.Random.seed; UnityEngine.Random.seed = (int)(pos[0].x * 700000 + pos[0].y * 30000); } Rect body = terrainMaterial.ToUV(aDesc.body[UnityEngine.Random.Range(0, aDesc.body.Length)]); float d = (body.height / 2) * unitsPerUV.y; float yOff = fill == Ferr2DT_FillMode.InvertedClosed ? -aDesc.yOffset : aDesc.yOffset; if (randomByWorldCoordinates) { UnityEngine.Random.seed = tSeed; } // put the data together into a mesh int p1 = 0, p2 = 0, p3 = 0; for (int i = 0; i < aCuts; i++) { float percent = (i / (float)(aCuts - 1)); Vector3 pos1 = pos [i]; Vector3 n1 = norm[i]; int v1 = DMesh.AddVertex(pos1.x + n1.x * (d * scales[i] + yOff), pos1.y + n1.y * (d * scales[i] + yOff), -slantAmount + aDesc.zOffset, Mathf.Lerp(body.x, body.xMax, percent), fill == Ferr2DT_FillMode.InvertedClosed ? body.yMax : body.y); int v2 = DMesh.AddVertex(pos1.x - n1.x * (d * scales[i] - yOff), pos1.y - n1.y * (d * scales[i] - yOff), slantAmount + aDesc.zOffset, Mathf.Lerp(body.x, body.xMax, percent), fill == Ferr2DT_FillMode.InvertedClosed ? body.y : body.yMax); int v3 = splitMiddle ? DMesh.AddVertex(pos1.x + n1.x * yOff, pos1.y + n1.y * yOff, aDesc.zOffset, Mathf.Lerp(body.x, body.xMax, percent), Mathf.Lerp(body.y, body.yMax, 0.5f)) : -1; if (i != 0) { if (!splitMiddle) { DMesh.AddFace(v2, p2, p1, v1); } else { DMesh.AddFace(v2, p2, p3, v3); DMesh.AddFace(v3, p3, p1, v1); } } p1 = v1; p2 = v2; p3 = v3; } }