Exemplo n.º 1
0
    public Vector3 RoadCenterAt(float distanceFromStart, out bool done, out Vector3 direction)
    {
        var segments = Math.Round(CachedNodes.Length * 100 * SegmentRate);

        var nodePositions = CachedNodes.Select(x => x.transform.localPosition).ToArray();

        float lengthSeen = 0;

        for (int i = 0; i <= segments; i++)
        {
            var s = i / (float)segments;

            var     center     = MathfPlus.BSpline(nodePositions, s);
            Vector3 nextCenter = MathfPlus.BSpline(nodePositions, (i + 1) / (float)segments);
            direction = nextCenter - center;

            var segmentLength = Vector3.Distance(nextCenter, center);
            lengthSeen += segmentLength;

            if (lengthSeen > distanceFromStart)
            {
                float distanceAtLastSegment = lengthSeen - segmentLength;
                done = false;
                return(transform.localToWorldMatrix * MathfPlus.PadVector3(Vector3.Lerp(center, nextCenter, (distanceFromStart - distanceAtLastSegment) / (lengthSeen - distanceAtLastSegment))));
            }
        }

        // fallback : at distance = 0
        done      = true;
        direction = Vector3.zero;
        return(Vector3.zero);
    }
Exemplo n.º 2
0
    void Rebuild()
    {
        var vertices  = new List <Vector3>();
        var triangles = new List <int>();
        var uv        = new List <Vector2>();

        var nodePositions = CachedNodes.Select(x => x.transform.localPosition).ToArray();

        SplineMesh.Clear();
        SplineMesh.subMeshCount = 1;

        RoadTotalLength = 0;

        var segments = Math.Round(CachedNodes.Length * 100 * SegmentRate);

        float accumulatedTexCoord = 0;

        for (int i = 0; i <= segments; i++)
        {
            var s = i / (float)segments;

            var     center     = MathfPlus.BSpline(nodePositions, s);
            Vector3 nextCenter = MathfPlus.BSpline(nodePositions, (i + 1) / (float)segments);

            var diff    = Vector3.Normalize(nextCenter - center);
            var tangent = Vector3.Cross(diff, Vector3.up);

            var c             = vertices.Count;
            var segmentLength = Vector3.Distance(nextCenter, center);
            RoadTotalLength     += segmentLength;
            accumulatedTexCoord += segmentLength * 0.1f;

            vertices.Add(center - tangent * Width); uv.Add(new Vector2(0, accumulatedTexCoord));
            vertices.Add(center + tangent * Width); uv.Add(new Vector2(1, accumulatedTexCoord));

            if (i != segments)
            {
                triangles.Add(c); triangles.Add(c + 1); triangles.Add(c + 2);
                triangles.Add(c + 2); triangles.Add(c + 1); triangles.Add(c + 3);

                triangles.Add(c); triangles.Add(c + 2); triangles.Add(c + 1);
                triangles.Add(c + 2); triangles.Add(c + 3); triangles.Add(c + 1);
            }
        }

        if (vertices.Count > 0)
        {
            try
            {
                SplineMesh.vertices = vertices.ToArray();
                SplineMesh.uv       = uv.ToArray();
                SplineMesh.SetTriangles(triangles.ToArray(), 0);

                SplineMesh.RecalculateNormals();
                SplineMesh.RecalculateBounds();
                SplineMesh.Optimize();
            }
            catch (Exception exception)
            {
                Debug.Log(exception.Message);
            }
        }
    }