示例#1
0
    private void UpdateFlowerAngle()
    {
        Vector3 rotationVector = stemPath.GetPoint(stemPath.NumPoints - 1) - stemPath.GetPoint(stemPath.NumPoints - 2);

        transform.Find("Flower").rotation = Quaternion.FromToRotation(Vector3.up, rotationVector);
        transform.Find("Flower").position = stemPath.GetPoint(stemPath.NumPoints - 1);
    }
示例#2
0
    void OnDrawGizmos()
    {
        if (_path == null)
        {
            return;
        }

        Gizmos.color = Color.green;
        const float resolution    = 0.01f;
        int         stepCount     = Mathf.RoundToInt(1 / resolution);
        float       percent       = 0.0f;
        var         previousPoint = _path.GetPoint(percent);

        for (int i = 1; i < stepCount; i++)
        {
            percent = i * resolution;
            var nextPoint = _path.GetPoint(percent);

            Gizmos.DrawLine(previousPoint, nextPoint);
            previousPoint = nextPoint;
        }

        if (_bezier != null)
        {
            for (int i = 0; i < _bezier.NumPoints; i++)
            {
                if (i % 4 == 0)
                {
                    Gizmos.color = Color.red;
                    Gizmos.DrawWireSphere(_bezier[i], 0.1f);
                }
            }
        }
    }
示例#3
0
        public void UpdateMesh(BezierPath bPath)
        {
            if (mesh == null)
            {
                AssignMeshComponents();
            }
            Initalize(bPath);
            int vertIndex = 0;
            int triIndex  = 0;

            // Vertices for the top of the road are layed out:
            // 0  1
            // 2  3
            // and so on... So the triangle map 0,8,1 for example, defines a triangle from top left to bottom left to bottom right.

            for (int i = 0; i < vPath.NumPoints; i++)
            {
                Vector3 localUp    = vPath.up;
                Vector3 localRight = Vector3.Cross(localUp, vPath.GetTangent(i));

                // Find position to left and right of current path vertex
                Vector3 vertSideA = vPath.GetPoint(i) - localRight * Mathf.Abs(pathWidth);
                Vector3 vertSideB = vPath.GetPoint(i) + localRight * Mathf.Abs(pathWidth);

                // Add top of road vertices
                verts[vertIndex + 0] = vertSideA;
                verts[vertIndex + 1] = vertSideB;

                // Set uv on y axis to path time (0 at start of path, up to 1 at end of path)
                uvs[vertIndex + 0] = new Vector2(0, vPath.times[i]);
                uvs[vertIndex + 1] = new Vector2(1, vPath.times[i]);

                // Top of road normals
                normals[vertIndex + 0] = localUp;
                normals[vertIndex + 1] = localUp;

                // Set triangle indices
                if (i < vPath.NumPoints - 1 || vPath.isClosedLoop)
                {
                    for (int j = 0; j < triangleMap.Length; j++)
                    {
                        roadTriangles[triIndex + j] = (vertIndex + triangleMap[j]) % verts.Length;
                    }
                }
                vertIndex += 2;
                triIndex  += 6;
            }

            mesh.Clear();
            mesh.vertices = verts;
            mesh.uv       = uvs;
            mesh.normals  = normals;
            mesh.SetTriangles(roadTriangles, 0);
            mesh.RecalculateBounds();
            meshFilter.sharedMesh = mesh;
            UpdateMaterials();
        }
示例#4
0
    public void MoveToCharJumpPathEnd()
    {
        VertexPath char_fly_path = path.path;

        // Debug.Log("x: " + char_fly_vertex_path.GetPoint(0.999f).x + "z: " + char_fly_vertex_path.GetPoint(0.999f).z);
        transform.position = char_fly_path.GetPoint(0.999f);
    }
示例#5
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    public void Align()
    {
        VertexPath vertex_path = path.vertex_path;

        int objects_count = objects_golist.list.Count;

        float fraction      = start_fraction;
        float fraction_step = (end_fraction - start_fraction) / (objects_count - 1);

        for (int i = 0; i < objects_count; i++)
        {
            if (i > 0)
            {
                fraction += fraction_step;
            }

            Vector3 object_pos = vertex_path.GetPoint(fraction);
            Vector3 object_dir = Vector3.Normalize(vertex_path.GetPoint(fraction + 0.01f) - object_pos);

            objects_golist.Get(i).transform.position = object_pos;
            objects_golist.Get(i).transform.forward  = object_dir;
        }
    }
示例#6
0
 void Update()
 {
     if (currentPath != null)
     {
         CheckFront();
         dstTravelled      += CalculateSpeed() * Time.deltaTime;
         transform.position = currentPath.GetPointAtDistance(dstTravelled, EndOfPathInstruction.Stop);
         Quaternion newRot = currentPath.GetRotationAtDistance(dstTravelled, EndOfPathInstruction.Stop);
         transform.eulerAngles = new Vector3(0, newRot.eulerAngles.y - 180, 0);
         if (Vector3.Distance(transform.position, currentPath.GetPoint(.9999f)) <= .05f)
         {
             UpdateRoadAndPath();
         }
     }
 }
示例#7
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    public void CalcStartData()
    {
        if (!is_set_on_start && !corrupted_path)
        {
            calc_position = vertex_path.GetPoint(curr_fraction, end_of_path_instruction);
            // Debug.Log(" pos : " + calc_position + " curr_fraction: " + curr_fraction + "  " + gameObject.name);

            path_forward    = Vector3.Normalize(vertex_path.GetPoint(curr_fraction + 0.01f, end_of_path_instruction) - vertex_path.GetPoint(curr_fraction, end_of_path_instruction));
            is_set_on_start = true;
        }

        // Debug.Log(vertex_path.GetPoint(curr_fraction, end_of_path_instruction) + " name: " + gameObject.name);
    }
示例#8
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    public Mesh GenerateStemMesh()
    {
        vPath = GetVPath();
        StemMesh.Clear();

        //Debug.Log("Generating Stem Mesh: " + vPath.GetHashCode());
        //Generate Vertex List
        List <Vector3> meshVertices = new List <Vector3>();
        //Generate Triangle List
        List <int> meshTriangles = new List <int>();

        //for each Vertex Path Generate 8 vertices for a circle
        for (int i = 0; i < vPath.NumPoints; i++)
        {
            Vector3   centerPoint = vPath.GetPoint(i);
            Vector3[] tempList    = GenerateCircleVertices(centerPoint);
            meshVertices.AddRange(tempList);
        }

        //Generate triangles for Quads
        for (int i = 0; i < vPath.NumPoints - 1; i++)
        {
            int   initialPoint = i * vertexCount;
            int[] tempList     = GenerateCircleTriangles(initialPoint);
            meshTriangles.AddRange(tempList);
        }

        //assign vertices to mesh
        StemMesh.SetVertices(meshVertices);
        //assign triangles to mesh
        StemMesh.SetTriangles(meshTriangles, 0);

        //Recalculate stuff
        StemMesh.RecalculateNormals();
        StemMesh.RecalculateBounds();

        //meshTriangles.ForEach(temp => Debug.Log(temp));

        return(StemMesh);
    }
示例#9
0
        public void RenderItems(VertexPath roadPath, RoadConfig roadConfig)
        {
            var startOffsetPosition = Mathf.Clamp01(roadConfig.ItemsStartOffset.Value / roadPath.length);
            var endOffsetPosition   = Mathf.Clamp01(roadConfig.ItemsEndOffset.Value / roadPath.length);
            var innerPathPercent    = Mathf.Clamp01(1 - endOffsetPosition - startOffsetPosition);

            for (var i = 0; i < roadConfig.Items.Length; i++)
            {
                var roadItem            = roadConfig.Items[i];
                var roadItemPosition    = roadItem.Position.Value * innerPathPercent + startOffsetPosition;
                var pointPosition       = roadPath.GetPoint(roadItemPosition);
                var pointRotationAngles = roadPath.GetRotation(roadItemPosition).eulerAngles;

                // instantiate
                var prefabName = roadItem.Type.Value.GetPrefabName();
                var prefab     = prefabs.First(x => x.name == prefabName);

                var roadItemGo = Instantiate(prefab);
                roadItemGo.name  = "RoadItem_ " + i;
                roadItemGo.tag   = roadItem.Type.ToString();
                roadItemGo.layer = roadItem.Type.Value.GetLayerValue();

                // position and rotation
                var side = (roadItem.Side == RoadItemSide.Left ? -1f : 0f) * 2 +
                           (roadItem.Side == RoadItemSide.Right ? 1f : 0f) * 2;
                var position = pointPosition + Vector3.right * side + Vector3.up * 0.5f;
                var rotation = Quaternion.Euler(new Vector3(pointRotationAngles.x, pointRotationAngles.y, 0));
                roadItemGo.transform.SetPositionAndRotation(position, rotation);

                // mesh
                var materialName = roadItem.Type.Value.GetMaterialName();
                if (!string.IsNullOrEmpty(materialName))
                {
                    var meshRenderer = roadItemGo.GetComponent <MeshRenderer>();
                    var material     = materials.First(x => x.name == materialName);
                    meshRenderer.material = material;
                }
            }
        }
示例#10
0
        void DrawBezierPathSceneEditor()
        {
            bool   displayControlPoints = data.displayControlPoints && (bezierPath.ControlPointMode != BezierPath.ControlMode.Automatic || !globalDisplaySettings.hideAutoControls);
            Bounds bounds = bezierPath.CalculateBoundsWithTransform(creator.transform);

            if (Event.current.type == EventType.Repaint)
            {
                for (int i = 0; i < bezierPath.NumSegments; i++)
                {
                    Vector3[] points = bezierPath.GetPointsInSegment(i);
                    for (int j = 0; j < points.Length; j++)
                    {
                        points[j] = MathUtility.TransformPoint(points[j], creator.transform, bezierPath.Space);
                    }

                    if (data.showPerSegmentBounds)
                    {
                        Bounds segmentBounds = CubicBezierUtility.CalculateSegmentBounds(points[0], points[1], points[2], points[3]);
                        Handles.color = globalDisplaySettings.segmentBounds;
                        Handles.DrawWireCube(segmentBounds.center, segmentBounds.size);
                    }

                    // Draw lines between control points
                    if (displayControlPoints)
                    {
                        Handles.color = (bezierPath.ControlPointMode == BezierPath.ControlMode.Automatic) ? globalDisplaySettings.handleDisabled : globalDisplaySettings.controlLine;
                        Handles.DrawLine(points[1], points[0]);
                        Handles.DrawLine(points[2], points[3]);
                    }

                    // Draw path
                    bool  highlightSegment = (i == selectedSegmentIndex && Event.current.shift && draggingHandleIndex == -1 && mouseOverHandleIndex == -1);
                    Color segmentCol       = (highlightSegment) ? globalDisplaySettings.highlightedPath : globalDisplaySettings.bezierPath;
                    Handles.DrawBezier(points[0], points[3], points[1], points[2], segmentCol, null, 2);
                }

                if (data.showPathBounds)
                {
                    Handles.color = globalDisplaySettings.bounds;
                    Handles.DrawWireCube(bounds.center, bounds.size);
                }

                // Draw normals
                if (data.showNormals)
                {
                    if (!hasUpdatedNormalsVertexPath)
                    {
                        normalsVertexPath           = new VertexPath(bezierPath, creator.transform, normalsSpacing);
                        hasUpdatedNormalsVertexPath = true;
                    }

                    if (editingNormalsOld != data.showNormals)
                    {
                        editingNormalsOld = data.showNormals;
                        Repaint();
                    }

                    Vector3[] normalLines = new Vector3[normalsVertexPath.NumPoints * 2];
                    Handles.color = globalDisplaySettings.normals;
                    for (int i = 0; i < normalsVertexPath.NumPoints; i++)
                    {
                        normalLines[i * 2]     = normalsVertexPath.GetPoint(i);
                        normalLines[i * 2 + 1] = normalsVertexPath.GetPoint(i) + normalsVertexPath.GetNormal(i) * globalDisplaySettings.normalsLength;
                    }
                    Handles.DrawLines(normalLines);
                }
            }

            if (data.displayAnchorPoints)
            {
                for (int i = 0; i < bezierPath.NumPoints; i += 3)
                {
                    DrawHandle(i);
                }
            }
            if (displayControlPoints)
            {
                for (int i = 1; i < bezierPath.NumPoints - 1; i += 3)
                {
                    DrawHandle(i);
                    DrawHandle(i + 1);
                }
            }
        }
示例#11
0
    public string GenerateCompleteStatus()
    {
        /* This funciton creates the general status of the map all the players need
         * and sends it to them
         *
         * Mapstatus should contain the following:
         *
         * 1) The Bezier definition of the track
         * 2) The Vertext definition of the walls of the track
         * 3) Placement of all the checkpoints
         *
         */

        MapStatus       mapStatus = new MapStatus();
        TrackController tc        = GameObject.FindObjectOfType <TrackController>();
        RoadMeshCreator pst       = GameObject.FindObjectOfType <RoadMeshCreator>();


        List <Vector3Json> bezierPoints = new List <Vector3Json>();

        foreach (Vector3 point in pst.pathCreator.bezierPath.points)
        {
            bezierPoints.Add(point);
        }

        mapStatus.bezierPoints = bezierPoints;
        mapStatus.roadWidth    = pst.roadWidth;

        GameObject         checkpointHolder = tc.checkpointHolder;
        List <Vector3Json> checkPointPos    = new List <Vector3Json>();
        List <Vector3Json> checkPointRot    = new List <Vector3Json>();

        Bounds checkPointBound = checkpointHolder.transform.GetChild(0).GetComponent <BoxCollider>().bounds;

        for (int i = 0; i < checkpointHolder.transform.childCount; i++)
        {
            Transform t = checkpointHolder.transform.GetChild(i);
            checkPointPos.Add(t.position);
            checkPointRot.Add(t.rotation.eulerAngles);
        }

        mapStatus.checkPointPos  = checkPointPos;
        mapStatus.checkPointRot  = checkPointRot;
        mapStatus.checkpointSize = checkPointBound.size;

        mapStatus.midpoint      = new List <Vector3Json>();
        mapStatus.wallLeft      = new List <Vector3Json>();
        mapStatus.wallRight     = new List <Vector3Json>();
        mapStatus.roadDirection = new List <Vector3Json>();

        VertexPath vertexPath = pst.pathCreator.path;

        Vector3[] pathPoints = vertexPath.localPoints;

        for (int i = 0; i < vertexPath.localPoints.Length; i++)
        {
            Vector3 midPoint   = pathPoints[i];
            Vector3 localRight = Vector3.Cross(Vector3.up, vertexPath.GetTangent(i));

            Vector3 vertSideA = vertexPath.GetPoint(i) - localRight * Mathf.Abs(pst.roadWidth);
            Vector3 vertSideB = vertexPath.GetPoint(i) + localRight * Mathf.Abs(pst.roadWidth);

            mapStatus.midpoint.Add(midPoint);
            mapStatus.wallLeft.Add(vertSideA);
            mapStatus.wallRight.Add(vertSideB);
            mapStatus.roadDirection.Add(vertexPath.GetTangent(i));
        }

        string mapStatusJson = JsonConvert.SerializeObject(mapStatus);

        //Debug.Log(mapStatusJson);

        if (debug)
        {
            for (int i = 1; i < mapStatus.wallLeft.Count; i++)
            {
                // Left
                Vector3 point_l1 = mapStatus.wallRight[i - 1];
                Vector3 point_l2 = mapStatus.wallRight[i];
                Debug.DrawLine(point_l1, point_l2, Color.red);

                // Right
                Vector3 point_r1 = mapStatus.wallLeft[i - 1];
                Vector3 point_r2 = mapStatus.wallLeft[i];
                Debug.DrawLine(point_r1, point_r2, Color.blue);
            }
        }

        return(mapStatusJson);
    }
示例#12
0
    //Creates a mesh around the Bezier curve
    public static void CreateRoadMesh(VertexPath path, Mesh mesh, float roadWidth, float thickness, bool flattenSurface, bool useRotation)
    {
        Vector3[] verts   = new Vector3[path.NumPoints * 8];
        Vector2[] uvs     = new Vector2[verts.Length];
        Vector3[] normals = new Vector3[verts.Length];

        int numTris = 2 * (path.NumPoints - 1) + ((path.isClosedLoop) ? 2 : 0);

        int[] roadTriangles       = new int[numTris * 3];
        int[] underRoadTriangles  = new int[numTris * 3];
        int[] sideOfRoadTriangles = new int[numTris * 2 * 3];

        int vertIndex = 0;
        int triIndex  = 0;

        int[] triangleMap      = { 0, 8, 1, 1, 8, 9 };
        int[] sidesTriangleMap = { 4, 6, 14, 12, 4, 14, 5, 15, 7, 13, 15, 5 };

        bool usePathNormals = !(path.space == PathSpace.xyz && flattenSurface);

        for (int i = 0; i < path.NumPoints; i++)
        {
            Vector3 localUp    = (usePathNormals) ? Vector3.Cross(path.GetTangent(i), path.GetNormal(i)) : path.up;
            Vector3 localRight = (usePathNormals) ? path.GetNormal(i) : Vector3.Cross(localUp, path.GetTangent(i));

            Vector3 side      = useRotation ? Vector3.right : localRight;
            Vector3 vertSideA = path.GetPoint(i) - side * Mathf.Abs(roadWidth);
            Vector3 vertSideB = path.GetPoint(i) + side * Mathf.Abs(roadWidth);

            verts[vertIndex + 0] = vertSideA;
            verts[vertIndex + 1] = vertSideB;

            verts[vertIndex + 2] = vertSideA - localUp * thickness;
            verts[vertIndex + 3] = vertSideB - localUp * thickness;


            verts[vertIndex + 4] = verts[vertIndex + 0];
            verts[vertIndex + 5] = verts[vertIndex + 1];
            verts[vertIndex + 6] = verts[vertIndex + 2];
            verts[vertIndex + 7] = verts[vertIndex + 3];

            uvs[vertIndex + 0] = new Vector2(0, path.times[i]);
            uvs[vertIndex + 1] = new Vector2(1, path.times[i]);


            normals[vertIndex + 0] = localUp;
            normals[vertIndex + 1] = localUp;

            normals[vertIndex + 2] = -localUp;
            normals[vertIndex + 3] = -localUp;

            normals[vertIndex + 4] = -localRight;
            normals[vertIndex + 5] = localRight;
            normals[vertIndex + 6] = -localRight;
            normals[vertIndex + 7] = localRight;

            // Set triangle indices
            if (i < path.NumPoints - 1 || path.isClosedLoop)
            {
                for (int j = 0; j < triangleMap.Length; j++)
                {
                    roadTriangles[triIndex + j] = (vertIndex + triangleMap[j]) % verts.Length;
                    // reverse triangle map for under road so that triangles wind the other way and are visible from underneath
                    underRoadTriangles[triIndex + j] = (vertIndex + triangleMap[triangleMap.Length - 1 - j] + 2) % verts.Length;
                }
                for (int j = 0; j < sidesTriangleMap.Length; j++)
                {
                    sideOfRoadTriangles[triIndex * 2 + j] = (vertIndex + sidesTriangleMap[j]) % verts.Length;
                }
            }

            vertIndex += 8;
            triIndex  += 6;
        }

        mesh.Clear();
        mesh.vertices     = verts;
        mesh.uv           = uvs;
        mesh.normals      = normals;
        mesh.subMeshCount = 3;
        mesh.SetTriangles(roadTriangles, 0);
        mesh.SetTriangles(underRoadTriangles, 1);
        mesh.SetTriangles(sideOfRoadTriangles, 2);
        mesh.RecalculateBounds();
    }
示例#13
0
        void CreateRoadMesh()
        {
            Vector3[] verts   = new Vector3[VertexPath.NumPoints * 8];
            Vector2[] uvs     = new Vector2[verts.Length];
            Vector3[] normals = new Vector3[verts.Length];

            int numTris = 2 * (VertexPath.NumPoints - 1) + ((VertexPath.isClosedLoop) ? 2 : 0);

            int[] roadTriangles       = new int[numTris * 3];
            int[] underRoadTriangles  = new int[numTris * 3];
            int[] sideOfRoadTriangles = new int[numTris * 2 * 3];

            int vertIndex = 0;
            int triIndex  = 0;

            // Vertices for the top of the road are layed out:
            // 0  1
            // 8  9
            // and so on... So the triangle map 0,8,1 for example, defines a triangle from top left to bottom left to bottom right.
            int[] triangleMap      = { 0, 8, 1, 1, 8, 9 };
            int[] sidesTriangleMap = { 4, 6, 14, 12, 4, 14, 5, 15, 7, 13, 15, 5 };

            bool usePathNormals = !(VertexPath.space == PathSpace.xyz && flattenSurface);

            for (int i = 0; i < VertexPath.NumPoints; i++)
            {
                Vector3 localUp    = (usePathNormals) ? Vector3.Cross(VertexPath.GetTangent(i), VertexPath.GetNormal(i)) : VertexPath.up;
                Vector3 localRight = (usePathNormals) ? VertexPath.GetNormal(i) : Vector3.Cross(localUp, VertexPath.GetTangent(i));

                // Find position to left and right of current VertexPath vertex
                Vector3 vertSideA = VertexPath.GetPoint(i) - localRight * Mathf.Abs(roadWidth);
                Vector3 vertSideB = VertexPath.GetPoint(i) + localRight * Mathf.Abs(roadWidth);

                // Add top of road vertices
                verts[vertIndex + 0] = vertSideA;
                verts[vertIndex + 1] = vertSideB;
                // Add bottom of road vertices
                verts[vertIndex + 2] = vertSideA - localUp * thickness;
                verts[vertIndex + 3] = vertSideB - localUp * thickness;

                // Duplicate vertices to get flat shading for sides of road
                verts[vertIndex + 4] = verts[vertIndex + 0];
                verts[vertIndex + 5] = verts[vertIndex + 1];
                verts[vertIndex + 6] = verts[vertIndex + 2];
                verts[vertIndex + 7] = verts[vertIndex + 3];

                // Set uv on y axis to VertexPath time (0 at start of VertexPath, up to 1 at end of VertexPath)
                uvs[vertIndex + 0] = new Vector2(0, VertexPath.times[i]);
                uvs[vertIndex + 1] = new Vector2(1, VertexPath.times[i]);

                // Top of road normals
                normals[vertIndex + 0] = localUp;
                normals[vertIndex + 1] = localUp;
                // Bottom of road normals
                normals[vertIndex + 2] = -localUp;
                normals[vertIndex + 3] = -localUp;
                // Sides of road normals
                normals[vertIndex + 4] = -localRight;
                normals[vertIndex + 5] = localRight;
                normals[vertIndex + 6] = -localRight;
                normals[vertIndex + 7] = localRight;

                // Set triangle indices
                if (i < VertexPath.NumPoints - 1 || VertexPath.isClosedLoop)
                {
                    for (int j = 0; j < triangleMap.Length; j++)
                    {
                        roadTriangles[triIndex + j] = (vertIndex + triangleMap[j]) % verts.Length;
                        // reverse triangle map for under road so that triangles wind the other way and are visible from underneath
                        underRoadTriangles[triIndex + j] = (vertIndex + triangleMap[triangleMap.Length - 1 - j] + 2) % verts.Length;
                    }
                    for (int j = 0; j < sidesTriangleMap.Length; j++)
                    {
                        sideOfRoadTriangles[triIndex * 2 + j] = (vertIndex + sidesTriangleMap[j]) % verts.Length;
                    }
                }

                vertIndex += 8;
                triIndex  += 6;
            }

            mesh.Clear();
            mesh.vertices     = verts;
            mesh.uv           = uvs;
            mesh.normals      = normals;
            mesh.subMeshCount = 3;
            mesh.SetTriangles(roadTriangles, 0);
            mesh.SetTriangles(underRoadTriangles, 1);
            mesh.SetTriangles(sideOfRoadTriangles, 2);
            mesh.RecalculateBounds();
        }