public void RemoveSplineEnd(CatmullRomSpline spline)
 {
     if (spline.EndBulb == this)
     {
         splinesEnd.Remove(spline);
         spline.EndBulb = null;
     }
 }
 public void RemoveSplineStart(CatmullRomSpline spline)
 {
     if (spline.StartBulb == this)
     {
         splinesStart.Remove(spline);
         spline.StartBulb = null;
     }
 }
        CatmullRomSpline AddLine(List <int> pointIndices)
        {
            Vector3[] points = new Vector3[pointIndices.Count];
            for (int i = 0; i < points.Length; i++)
            {
                Vector3 pos = mesh.vertices[pointIndices[i]];
                points[i] = pos;
            }

            GameObject lineObj = new GameObject();

            lineObj.transform.parent        = outputCanvas.transform;
            lineObj.transform.localPosition = Vector3.zero;
            lineObj.transform.localRotation = Quaternion.identity;
            lineObj.name = "skeleton-spline";

            // Create spline from points
            // Transform to world space
            for (int i = 0; i < points.Length; i++)
            {
                points[i] = transform.rotation * points[i] + transform.position;
            }

            CatmullRomSpline crs = lineObj.AddComponent <CatmullRomSpline>();

            crs.points = new List <Vector3>();
            Vector3 firstDiff = points[1] - points[0];
            Vector3 first     = points[0];

            points[0] += firstDiff.normalized * 0.1f;

            Vector3 lastDiff = points[points.Length - 2] - points[points.Length - 1];
            Vector3 last     = points[points.Length - 1];

            points[points.Length - 1] += lastDiff.normalized * 0.1f;

            crs.points.Add(first);
            crs.points.AddRange(points);
            crs.points.Add(last);

            outputCanvas.AddExistingSpline(crs);

            /*
             * LineRenderer line = lineObj.AddComponent<LineRenderer>();
             * line.useWorldSpace = false;
             *
             * line.SetVertexCount(points.Length);
             * line.SetPositions(points);
             * line.SetWidth(0.1f, 0.1f);
             * line.material = DesignerController.instance.defaultLineMaterial;
             * Color c = Color.HSVToRGB(hue, 1, 1);
             * line.SetColors(c, c);
             * hue = Mathf.Repeat(hue + 0.3f, 1);
             */

            return(crs);
        }
Пример #4
0
        public SplineData(CatmullRomSpline spline)
        {
            points = new List <V3Serialize>();
            foreach (Vector3 v in spline.points)
            {
                points.Add(new V3Serialize(v));
            }

            startBulb = (spline.StartBulb) ? spline.StartBulb.index : -1;
            endBulb   = (spline.EndBulb) ? spline.EndBulb.index : -1;
        }
Пример #5
0
        /// <summary>
        /// Add a spline object that already exists to this canvas, without
        /// adding any new control points.
        /// </summary>
        /// <param name="spline">The existing spline object.</param>
        public void AddExistingSpline(CatmullRomSpline spline)
        {
            if (splines == null)
            {
                splines = new List <CatmullRomSpline>();
            }

            spline.transform.parent = transform;
            spline.containingCanvas = this;
            splines.Add(spline);
        }
        public static CatmullRomSpline SplineOfPoints(List <Vector3> pts)
        {
            GameObject splineObj = new GameObject();

            CatmullRomSpline spline = splineObj.AddComponent <CatmullRomSpline>();

            spline.points = new List <Vector3>();
            spline.points.AddRange(pts);
            spline.SetMaterial(DesignerController.instance.defaultLineMaterial);

            spline.name = "spline" + numSplinesCreated;
            numSplinesCreated++;

            return(spline);
        }
Пример #7
0
        public void ReloadFromData(SplineCanvasData data)
        {
            // Clear everything
            Reset();
            bulbs.Clear();

            foreach (BulbData bData in data.bulbs)
            {
                // Make bulbs at all the saved positions with the saved radii
                DraggablePoint pt = AddBulb(bData.position.GetVector());
                pt.SetSize(bData.radius);
                pt.containingCanvas = this;
                if (bData.type == PointType.Spline)
                {
                    pt.SwitchBulbType(PointType.Bulb);
                }
                else
                {
                    pt.SwitchBulbType(bData.type);
                }
            }

            foreach (SplineData sData in data.splines)
            {
                // Convert the serialized vectors to Unity vectors
                List <Vector3> posList = new List <Vector3>();
                foreach (V3Serialize v3s in sData.points)
                {
                    posList.Add(v3s.GetVector());
                }

                // Make a spline with the same control points
                CatmullRomSpline spline = CatmullRomSpline.SplineOfPoints(posList);
                AddExistingSpline(spline);

                // Set the begin/end bulbs
                if (sData.startBulb >= 0)
                {
                    spline.StartBulb = bulbs[sData.startBulb];
                }
                if (sData.endBulb >= 0)
                {
                    spline.EndBulb = bulbs[sData.endBulb];
                }
            }
        }
Пример #8
0
        /// <summary>
        /// Add a new spline object to this canvas, and add an initial control
        /// point for it.
        /// </summary>
        /// <param name="firstPos">The position of the first control point.</param>
        /// <returns></returns>
        CatmullRomSpline AddSpline(Vector3 firstPos)
        {
            GameObject splineObj = new GameObject();

            splineObj.transform.parent = transform;

            mostRecentPoint = firstPos;
            CatmullRomSpline spline = splineObj.AddComponent <CatmullRomSpline>();

            spline.points = new List <Vector3>();
            spline.points.Add(firstPos - 0.1f * Vector3.up);
            spline.points.Add(firstPos);
            spline.points.Add(firstPos + 0.1f * Vector3.up);
            spline.points.Add(firstPos + 0.2f * Vector3.up);
            spline.containingCanvas = this;
            splines.Add(spline);
            spline.SetMaterial(DesignerController.instance.defaultLineMaterial);

            splineObj.name = "spline" + splines.Count;
            return(spline);
        }
        public void ReplaceWithBulb(int index)
        {
            // Do nothing if this is an endpoint -- we can only insert
            // a bulb at an interior point.
            if (index <= 1)
            {
                return;
            }
            if (index >= points.Count - 2)
            {
                return;
            }

            List <Vector3> beforePoints = new List <Vector3>();
            List <Vector3> afterPoints  = new List <Vector3>();

            // We want to copy all of the points up to the split position,
            // and make a new spline out of that.
            for (int i = 0; i < index; i++)
            {
                beforePoints.Add(points[i]);
            }

            // Add the split position as the last point
            beforePoints.Add(points[index]);
            // Add the last tangent handle as a point farther down the spline
            Vector3 middleBefore = sample(index + 0.5f);

            beforePoints.Add(middleBefore);

            // We also want to make a new spline of all the points
            // starting after the split position.

            // Add first tangent handle as coming before the split
            Vector3 middleAfter = sample(index - 0.5f);

            afterPoints.Add(middleAfter);
            // Add the split position as the first point
            afterPoints.Add(points[index]);

            for (int i = index + 1; i < points.Count; i++)
            {
                afterPoints.Add(points[i]);
            }

            // Make the splines
            CatmullRomSpline before = SplineOfPoints(beforePoints);

            containingCanvas.AddExistingSpline(before);

            CatmullRomSpline after = SplineOfPoints(afterPoints);

            containingCanvas.AddExistingSpline(after);

            // Connect splines to the bulb we just added
            DraggablePoint bulb = containingCanvas.AddBulb(points[index]);

            before.StartBulb = StartBulb;
            before.EndBulb   = bulb;

            after.StartBulb = bulb;
            after.EndBulb   = EndBulb;

            bulb.SetSize(0.1f);

            // Delete the current spline that was split
            containingCanvas.DeleteSpline(this);
            Destroy(gameObject);
        }
Пример #10
0
 /// <summary>
 /// Remove the given spline from this canvas.
 /// </summary>
 /// <param name="crs"></param>
 public void DeleteSpline(CatmullRomSpline crs)
 {
     splines.Remove(crs);
 }
        void DepthFirstSearch(int initial)
        {
            GetCanvas();
            bool[] visited = new bool[heMesh.Vertices.Length];

            int numVisited = 0;

            foreach (bool b in visited)
            {
                if (b)
                {
                    numVisited++;
                }
            }
            Debug.Log("Initial " + numVisited + " / " + visited.Length);

            Stack <IntPair> dfsStack = new Stack <IntPair>();

            dfsStack.Push(new IntPair(initial, initial));

            // Keep track of the current chain of points
            List <int> currentPoints = null;

            Dictionary <int, DraggablePoint> bulbDict = new Dictionary <int, DraggablePoint>();

            DraggablePoint bulbAtStart = null;

            while (dfsStack.Count > 0)
            {
                IntPair nextPair = dfsStack.Pop();
                int     next     = nextPair.num;

                if (visited[next])
                {
                    continue;
                }

                HashSet <int> equivClass = uf.Find(next).MergedPoints;

                // Mark this point and all points merged with it as visited
                foreach (int p in equivClass)
                {
                    visited[p] = true;
                }

                // Add all neighbors of this point to the list
                // if they haven't been visited already
                HashSet <int> neighbors = adjacency[next];
                foreach (int neighbor in neighbors)
                {
                    if (!visited[neighbor])
                    {
                        dfsStack.Push(new IntPair(neighbor, next));
                    }
                }

                // If this is the first point, start a new line segment.
                if (currentPoints == null)
                {
                    Vector3 pos = transform.rotation * mesh.vertices[next] + transform.position;
                    bulbAtStart = outputCanvas.AddBulb(pos);
                    //bulbAtStart.SetSize(FitSphere(mesh.vertices[next]));
                    bulbAtStart.SetSize(0.1f);

                    bulbDict.Add(next, bulbAtStart);

                    currentPoints = new List <int>();
                    currentPoints.Add(next);
                }
                // If this point has degree 2 (i.e. is a part of a straight line segment)
                // then just continue the current segment.
                else if (neighbors.Count == 2)
                {
                    currentPoints.Add(next);
                }
                // If this point has degree 1, then we just end the current segment.
                else if (neighbors.Count == 1)
                {
                    currentPoints.Add(next);
                    // Can filter out single dead-ends to try to remove noise

                    //if (currentPoints.Count > 2)
                    CatmullRomSpline spline = AddLine(currentPoints);
                    spline.StartBulb = bulbAtStart;

                    // Start a new segment at the predecessor of the most recent branch point.
                    currentPoints = new List <int>();
                    if (dfsStack.Count > 0)
                    {
                        currentPoints.Add(dfsStack.Peek().predecessor);
                        DraggablePoint bulb;
                        if (bulbDict.TryGetValue(dfsStack.Peek().predecessor, out bulb))
                        {
                            bulbAtStart = bulb;
                        }
                        else
                        {
                            bulbAtStart = null;
                        }
                    }
                }
                // If the point has degree greater than 2, then it is a branch, and we
                // start a new segment at the current point.
                else
                {
                    Vector3        pos  = transform.rotation * mesh.vertices[next] + transform.position;
                    DraggablePoint bulb = outputCanvas.AddBulb(pos);
                    //bulb.SetSize(FitSphere(mesh.vertices[next]));
                    bulb.SetSize(0.1f);
                    bulbDict.Add(next, bulb);

                    currentPoints.Add(next);
                    CatmullRomSpline spline = AddLine(currentPoints);
                    spline.EndBulb   = bulb;
                    spline.StartBulb = bulbAtStart;

                    // New segments should start at the bulb we just inserted.
                    bulbAtStart = bulb;

                    currentPoints = new List <int>();
                    currentPoints.Add(next);
                }
            }

            numVisited = 0;
            foreach (bool b in visited)
            {
                if (b)
                {
                    numVisited++;
                }
            }
            Debug.Log("Visited " + numVisited + " / " + visited.Length);
        }