385 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			385 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
| using System;
 | |
| using System.Collections;
 | |
| using UnityEngine;
 | |
| #if UNITY_EDITOR
 | |
| using UnityEditor;
 | |
| 
 | |
| #endif
 | |
| 
 | |
| namespace UnityStandardAssets.Utility
 | |
| {
 | |
|     public class WaypointCircuit : MonoBehaviour
 | |
|     {
 | |
|         public WaypointList waypointList = new WaypointList();
 | |
|         [SerializeField] private bool smoothRoute = true;
 | |
|         private int numPoints;
 | |
|         private Vector3[] points;
 | |
|         private float[] distances;
 | |
| 
 | |
|         public float editorVisualisationSubsteps = 100;
 | |
|         public float Length { get; private set; }
 | |
| 
 | |
|         public Transform[] Waypoints
 | |
|         {
 | |
|             get { return waypointList.items; }
 | |
|         }
 | |
| 
 | |
|         //this being here will save GC allocs
 | |
|         private int p0n;
 | |
|         private int p1n;
 | |
|         private int p2n;
 | |
|         private int p3n;
 | |
| 
 | |
|         private float i;
 | |
|         private Vector3 P0;
 | |
|         private Vector3 P1;
 | |
|         private Vector3 P2;
 | |
|         private Vector3 P3;
 | |
| 
 | |
|         // Use this for initialization
 | |
|         private void Awake()
 | |
|         {
 | |
|             if (Waypoints.Length > 1)
 | |
|             {
 | |
|                 CachePositionsAndDistances();
 | |
|             }
 | |
|             numPoints = Waypoints.Length;
 | |
|         }
 | |
| 
 | |
| 
 | |
|         public RoutePoint GetRoutePoint(float dist)
 | |
|         {
 | |
|             // position and direction
 | |
|             Vector3 p1 = GetRoutePosition(dist);
 | |
|             Vector3 p2 = GetRoutePosition(dist + 0.1f);
 | |
|             Vector3 delta = p2 - p1;
 | |
|             return new RoutePoint(p1, delta.normalized);
 | |
|         }
 | |
| 
 | |
| 
 | |
|         public Vector3 GetRoutePosition(float dist)
 | |
|         {
 | |
|             int point = 0;
 | |
| 
 | |
|             if (Length == 0)
 | |
|             {
 | |
|                 Length = distances[distances.Length - 1];
 | |
|             }
 | |
| 
 | |
|             dist = Mathf.Repeat(dist, Length);
 | |
| 
 | |
|             while (distances[point] < dist)
 | |
|             {
 | |
|                 ++point;
 | |
|             }
 | |
| 
 | |
| 
 | |
|             // get nearest two points, ensuring points wrap-around start & end of circuit
 | |
|             p1n = ((point - 1) + numPoints)%numPoints;
 | |
|             p2n = point;
 | |
| 
 | |
|             // found point numbers, now find interpolation value between the two middle points
 | |
| 
 | |
|             i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist);
 | |
| 
 | |
|             if (smoothRoute)
 | |
|             {
 | |
|                 // smooth catmull-rom calculation between the two relevant points
 | |
| 
 | |
| 
 | |
|                 // get indices for the surrounding 2 points, because
 | |
|                 // four points are required by the catmull-rom function
 | |
|                 p0n = ((point - 2) + numPoints)%numPoints;
 | |
|                 p3n = (point + 1)%numPoints;
 | |
| 
 | |
|                 // 2nd point may have been the 'last' point - a dupe of the first,
 | |
|                 // (to give a value of max track distance instead of zero)
 | |
|                 // but now it must be wrapped back to zero if that was the case.
 | |
|                 p2n = p2n%numPoints;
 | |
| 
 | |
|                 P0 = points[p0n];
 | |
|                 P1 = points[p1n];
 | |
|                 P2 = points[p2n];
 | |
|                 P3 = points[p3n];
 | |
| 
 | |
|                 return CatmullRom(P0, P1, P2, P3, i);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // simple linear lerp between the two points:
 | |
| 
 | |
|                 p1n = ((point - 1) + numPoints)%numPoints;
 | |
|                 p2n = point;
 | |
| 
 | |
|                 return Vector3.Lerp(points[p1n], points[p2n], i);
 | |
|             }
 | |
|         }
 | |
| 
 | |
| 
 | |
|         private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i)
 | |
|         {
 | |
|             // comments are no use here... it's the catmull-rom equation.
 | |
|             // Un-magic this, lord vector!
 | |
|             return 0.5f*
 | |
|                    ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i +
 | |
|                     (-p0 + 3*p1 - 3*p2 + p3)*i*i*i);
 | |
|         }
 | |
| 
 | |
| 
 | |
|         private void CachePositionsAndDistances()
 | |
|         {
 | |
|             // transfer the position of each point and distances between points to arrays for
 | |
|             // speed of lookup at runtime
 | |
|             points = new Vector3[Waypoints.Length + 1];
 | |
|             distances = new float[Waypoints.Length + 1];
 | |
| 
 | |
|             float accumulateDistance = 0;
 | |
|             for (int i = 0; i < points.Length; ++i)
 | |
|             {
 | |
|                 var t1 = Waypoints[(i)%Waypoints.Length];
 | |
|                 var t2 = Waypoints[(i + 1)%Waypoints.Length];
 | |
|                 if (t1 != null && t2 != null)
 | |
|                 {
 | |
|                     Vector3 p1 = t1.position;
 | |
|                     Vector3 p2 = t2.position;
 | |
|                     points[i] = Waypoints[i%Waypoints.Length].position;
 | |
|                     distances[i] = accumulateDistance;
 | |
|                     accumulateDistance += (p1 - p2).magnitude;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
| 
 | |
|         private void OnDrawGizmos()
 | |
|         {
 | |
|             DrawGizmos(false);
 | |
|         }
 | |
| 
 | |
| 
 | |
|         private void OnDrawGizmosSelected()
 | |
|         {
 | |
|             DrawGizmos(true);
 | |
|         }
 | |
| 
 | |
| 
 | |
|         private void DrawGizmos(bool selected)
 | |
|         {
 | |
|             waypointList.circuit = this;
 | |
|             if (Waypoints.Length > 1)
 | |
|             {
 | |
|                 numPoints = Waypoints.Length;
 | |
| 
 | |
|                 CachePositionsAndDistances();
 | |
|                 Length = distances[distances.Length - 1];
 | |
| 
 | |
|                 Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f);
 | |
|                 Vector3 prev = Waypoints[0].position;
 | |
|                 if (smoothRoute)
 | |
|                 {
 | |
|                     for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps)
 | |
|                     {
 | |
|                         Vector3 next = GetRoutePosition(dist + 1);
 | |
|                         Gizmos.DrawLine(prev, next);
 | |
|                         prev = next;
 | |
|                     }
 | |
|                     Gizmos.DrawLine(prev, Waypoints[0].position);
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     for (int n = 0; n < Waypoints.Length; ++n)
 | |
|                     {
 | |
|                         Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position;
 | |
|                         Gizmos.DrawLine(prev, next);
 | |
|                         prev = next;
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
| 
 | |
|         [Serializable]
 | |
|         public class WaypointList
 | |
|         {
 | |
|             public WaypointCircuit circuit;
 | |
|             public Transform[] items = new Transform[0];
 | |
|         }
 | |
| 
 | |
|         public struct RoutePoint
 | |
|         {
 | |
|             public Vector3 position;
 | |
|             public Vector3 direction;
 | |
| 
 | |
| 
 | |
|             public RoutePoint(Vector3 position, Vector3 direction)
 | |
|             {
 | |
|                 this.position = position;
 | |
|                 this.direction = direction;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| namespace UnityStandardAssets.Utility.Inspector
 | |
| {
 | |
| #if UNITY_EDITOR
 | |
|     [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))]
 | |
|     public class WaypointListDrawer : PropertyDrawer
 | |
|     {
 | |
|         private float lineHeight = 18;
 | |
|         private float spacing = 4;
 | |
| 
 | |
| 
 | |
|         public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
 | |
|         {
 | |
|             EditorGUI.BeginProperty(position, label, property);
 | |
| 
 | |
|             float x = position.x;
 | |
|             float y = position.y;
 | |
|             float inspectorWidth = position.width;
 | |
| 
 | |
|             // Draw label
 | |
| 
 | |
| 
 | |
|             // Don't make child fields be indented
 | |
|             var indent = EditorGUI.indentLevel;
 | |
|             EditorGUI.indentLevel = 0;
 | |
| 
 | |
|             var items = property.FindPropertyRelative("items");
 | |
|             var titles = new string[] {"Transform", "", "", ""};
 | |
|             var props = new string[] {"transform", "^", "v", "-"};
 | |
|             var widths = new float[] {.7f, .1f, .1f, .1f};
 | |
|             float lineHeight = 18;
 | |
|             bool changedLength = false;
 | |
|             if (items.arraySize > 0)
 | |
|             {
 | |
|                 for (int i = -1; i < items.arraySize; ++i)
 | |
|                 {
 | |
|                     var item = items.GetArrayElementAtIndex(i);
 | |
| 
 | |
|                     float rowX = x;
 | |
|                     for (int n = 0; n < props.Length; ++n)
 | |
|                     {
 | |
|                         float w = widths[n]*inspectorWidth;
 | |
| 
 | |
|                         // Calculate rects
 | |
|                         Rect rect = new Rect(rowX, y, w, lineHeight);
 | |
|                         rowX += w;
 | |
| 
 | |
|                         if (i == -1)
 | |
|                         {
 | |
|                             EditorGUI.LabelField(rect, titles[n]);
 | |
|                         }
 | |
|                         else
 | |
|                         {
 | |
|                             if (n == 0)
 | |
|                             {
 | |
|                                 EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true);
 | |
|                             }
 | |
|                             else
 | |
|                             {
 | |
|                                 if (GUI.Button(rect, props[n]))
 | |
|                                 {
 | |
|                                     switch (props[n])
 | |
|                                     {
 | |
|                                         case "-":
 | |
|                                             items.DeleteArrayElementAtIndex(i);
 | |
|                                             items.DeleteArrayElementAtIndex(i);
 | |
|                                             changedLength = true;
 | |
|                                             break;
 | |
|                                         case "v":
 | |
|                                             if (i > 0)
 | |
|                                             {
 | |
|                                                 items.MoveArrayElement(i, i + 1);
 | |
|                                             }
 | |
|                                             break;
 | |
|                                         case "^":
 | |
|                                             if (i < items.arraySize - 1)
 | |
|                                             {
 | |
|                                                 items.MoveArrayElement(i, i - 1);
 | |
|                                             }
 | |
|                                             break;
 | |
|                                     }
 | |
|                                 }
 | |
|                             }
 | |
|                         }
 | |
|                     }
 | |
| 
 | |
|                     y += lineHeight + spacing;
 | |
|                     if (changedLength)
 | |
|                     {
 | |
|                         break;
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // add button
 | |
|                 var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
 | |
|                                              widths[widths.Length - 1]*inspectorWidth, lineHeight);
 | |
|                 if (GUI.Button(addButtonRect, "+"))
 | |
|                 {
 | |
|                     items.InsertArrayElementAtIndex(items.arraySize);
 | |
|                 }
 | |
| 
 | |
|                 y += lineHeight + spacing;
 | |
|             }
 | |
| 
 | |
|             // add all button
 | |
|             var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
 | |
|             if (GUI.Button(addAllButtonRect, "Assign using all child objects"))
 | |
|             {
 | |
|                 var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
 | |
|                 var children = new Transform[circuit.transform.childCount];
 | |
|                 int n = 0;
 | |
|                 foreach (Transform child in circuit.transform)
 | |
|                 {
 | |
|                     children[n++] = child;
 | |
|                 }
 | |
|                 Array.Sort(children, new TransformNameComparer());
 | |
|                 circuit.waypointList.items = new Transform[children.Length];
 | |
|                 for (n = 0; n < children.Length; ++n)
 | |
|                 {
 | |
|                     circuit.waypointList.items[n] = children[n];
 | |
|                 }
 | |
|             }
 | |
|             y += lineHeight + spacing;
 | |
| 
 | |
|             // rename all button
 | |
|             var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
 | |
|             if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order"))
 | |
|             {
 | |
|                 var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
 | |
|                 int n = 0;
 | |
|                 foreach (Transform child in circuit.waypointList.items)
 | |
|                 {
 | |
|                     child.name = "Waypoint " + (n++).ToString("000");
 | |
|                 }
 | |
|             }
 | |
|             y += lineHeight + spacing;
 | |
| 
 | |
|             // Set indent back to what it was
 | |
|             EditorGUI.indentLevel = indent;
 | |
|             EditorGUI.EndProperty();
 | |
|         }
 | |
| 
 | |
| 
 | |
|         public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
 | |
|         {
 | |
|             SerializedProperty items = property.FindPropertyRelative("items");
 | |
|             float lineAndSpace = lineHeight + spacing;
 | |
|             return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
 | |
|         }
 | |
| 
 | |
| 
 | |
|         // comparer for check distances in ray cast hits
 | |
|         public class TransformNameComparer : IComparer
 | |
|         {
 | |
|             public int Compare(object x, object y)
 | |
|             {
 | |
|                 return ((Transform) x).name.CompareTo(((Transform) y).name);
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| #endif
 | |
| }
 |