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SpriteShapeObjectPlacement.cs 13KB

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  1. using System;
  2. using Unity.Collections;
  3. using Unity.Mathematics;
  4. namespace UnityEngine.U2D
  5. {
  6. /// <summary>
  7. /// SpriteShape Object placement Modes.
  8. /// Auto : Allows editing the transform of the Object while keeping it on the surface of the spline.
  9. /// Manual : Allows mo0vement strictly with the Ratio and Start, End points.
  10. /// </summary>
  11. public enum SpriteShapeObjectPlacementMode
  12. {
  13. Auto,
  14. Manual
  15. };
  16. /// <summary>
  17. /// SpriteShapeObjectPlacement helps placing a game Object along the Spline.
  18. /// </summary>
  19. [ExecuteInEditMode]
  20. [ExecuteAlways]
  21. public class SpriteShapeObjectPlacement : MonoBehaviour
  22. {
  23. [SerializeField]
  24. SpriteShapeController m_SpriteShapeController;
  25. [SerializeField]
  26. bool m_SetNormal = true;
  27. [SerializeField]
  28. SpriteShapeObjectPlacementMode m_Mode;
  29. [SerializeField]
  30. [Min(0)]
  31. int m_StartPoint = 0;
  32. [SerializeField]
  33. [Min(0)]
  34. int m_EndPoint = 1;
  35. [SerializeField]
  36. float m_Ratio = 0.5f;
  37. /// Internal Hash Code.
  38. int m_ActiveHashCode = 0;
  39. static readonly float kMaxDistance = 10000.0f;
  40. private static readonly int kMaxIteration = 128;
  41. /// <summary>
  42. /// Dictates whether the object needs to be rotated to the normal along the spline.
  43. /// </summary>
  44. public bool setNormal
  45. {
  46. get { return m_SetNormal; }
  47. set { m_SetNormal = value; }
  48. }
  49. /// <summary>
  50. /// Set SpriteShape Object placement mode.
  51. /// </summary>
  52. public SpriteShapeObjectPlacementMode mode
  53. {
  54. get { return m_Mode; }
  55. set { m_Mode = value; }
  56. }
  57. /// <summary>
  58. /// Ratio of the distance between the startPoint and the endPoint. Must be between 0 and 1
  59. /// </summary>
  60. public float ratio
  61. {
  62. get { return m_Ratio; }
  63. set { m_Ratio = value; }
  64. }
  65. /// <summary>
  66. /// Source SpriteShapeController gameObject that contains the Spline to which this Object is placed along.
  67. /// </summary>
  68. public SpriteShapeController spriteShapeController
  69. {
  70. get { return m_SpriteShapeController; }
  71. set { m_SpriteShapeController = value; }
  72. }
  73. /// <summary>
  74. /// Start point of the pair of points between which the object is placed. Must be between 0 and points in Spline.
  75. /// </summary>
  76. public int startPoint
  77. {
  78. get { return m_StartPoint; }
  79. set { m_StartPoint = value; }
  80. }
  81. /// <summary>
  82. /// End point of the pair of points between which the object is placed. Must be between 0 and points in Spline and larger than StartPoint.
  83. /// </summary>
  84. public int endPoint
  85. {
  86. get { return m_EndPoint; }
  87. set { m_EndPoint = value; }
  88. }
  89. bool PlaceObjectOnHashChange()
  90. {
  91. if (null == spriteShapeController)
  92. return false;
  93. unchecked
  94. {
  95. var count = 0;
  96. int spriteShapeHashCode = (int) 2166136261 ^ spriteShapeController.splineHashCode;
  97. spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ spriteShapeController.spriteShapeHashCode;
  98. var ssTransform = spriteShapeController.gameObject.transform;
  99. var pos = gameObject.transform.position;
  100. var rot = gameObject.transform.rotation;
  101. spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ (setNormal ? 1 : 0);
  102. spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ (startPoint);
  103. spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ (endPoint);
  104. spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ ssTransform.position.GetHashCode();
  105. spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ ssTransform.rotation.GetHashCode();
  106. do
  107. {
  108. // SpriteShape.
  109. // Local Stuff.
  110. int hashCode = spriteShapeHashCode * 16777619 ^ Math.Round(pos.x * 1000.0f).GetHashCode();
  111. hashCode = hashCode * 16777619 ^ Math.Round(pos.y * 1000.0f).GetHashCode();
  112. hashCode = hashCode * 16777619 ^ Math.Round(pos.z * 1000.0f).GetHashCode();
  113. hashCode = hashCode * 16777619 ^ Math.Round(ratio * 1000.0f).GetHashCode();
  114. hashCode = hashCode * 16777619 ^ Math.Round(rot.x * 1000.0f).GetHashCode();
  115. hashCode = hashCode * 16777619 ^ Math.Round(rot.y * 1000.0f).GetHashCode();
  116. hashCode = hashCode * 16777619 ^ Math.Round(rot.z * 1000.0f).GetHashCode();
  117. hashCode = hashCode * 16777619 ^ Math.Round(rot.w * 1000.0f).GetHashCode();
  118. if (m_ActiveHashCode != hashCode)
  119. {
  120. var run = Place();
  121. m_ActiveHashCode = hashCode;
  122. if (!run)
  123. break;
  124. }
  125. else
  126. {
  127. break;
  128. }
  129. } while (count++ < kMaxIteration);
  130. }
  131. return false;
  132. }
  133. static float Angle(Vector3 a, Vector3 b)
  134. {
  135. float dot = Vector3.Dot(a, b);
  136. float det = (a.x * b.y) - (b.x * a.y);
  137. return Mathf.Atan2(det, dot) * Mathf.Rad2Deg;
  138. }
  139. float GetDistance(float dist, int spoint, int epoint, ref int start, ref int end, ref float r, NativeArray<ShapeControlPoint> shapePoints)
  140. {
  141. start = -1;
  142. var detail = spriteShapeController.splineDetail;
  143. var distance = 0.0f;
  144. var division = (float)(detail - 1);
  145. var pointCount = shapePoints.Length;
  146. for (int i = spoint; i < epoint; ++i)
  147. {
  148. var j = i + 1;
  149. if (j == pointCount) j = 0;
  150. var cp = shapePoints[i];
  151. var pp = shapePoints[j];
  152. var p0 = cp.position;
  153. var p1 = pp.position;
  154. var sp = p0;
  155. var rt = p0 + cp.rightTangent;
  156. var lt = p1 + pp.leftTangent;
  157. var ld = 0.0f;
  158. var pd = 0.0f;
  159. var st = false;
  160. if (dist != 0 && dist > distance)
  161. {
  162. start = i;
  163. end = (i + 1 == pointCount) ? 0 : (i + 1);
  164. pd = distance;
  165. st = true;
  166. }
  167. for (int n = 1; n < detail; ++n)
  168. {
  169. var t = (float)n / division;
  170. var bp = BezierUtility.BezierPoint(rt, p0, p1, lt, t);
  171. var d = math.distance(bp, sp);
  172. ld += d;
  173. distance += d;
  174. }
  175. if (st)
  176. {
  177. var diff = dist - pd;
  178. r = diff / ld;
  179. }
  180. }
  181. return distance;
  182. }
  183. Vector3 PlaceObjectInternal(int sp, int ep, float t, NativeArray<ShapeControlPoint> shapePoints)
  184. {
  185. ep = ep % shapePoints.Length;
  186. var p0 = shapePoints[sp].position;
  187. var p1 = shapePoints[ep].position;
  188. var rt = p0 + shapePoints[sp].rightTangent;
  189. var lt = p1 + shapePoints[ep].leftTangent;
  190. var bp = BezierUtility.BezierPoint(rt, p0, p1, lt, t);
  191. var position = new Vector3(bp.x, bp.y, 0);
  192. var srcTransform = spriteShapeController.transform.localToWorldMatrix;
  193. var dstTransform = gameObject.transform;
  194. var p = srcTransform.MultiplyPoint3x4(position);
  195. var d = dstTransform.position;
  196. if (m_Mode == SpriteShapeObjectPlacementMode.Auto)
  197. d.y = p.y;
  198. else
  199. d = p;
  200. dstTransform.position = d;
  201. if (setNormal)
  202. {
  203. var _r = math.clamp(t, 0.002f, 0.998f);
  204. var pp = BezierUtility.BezierPoint(rt, p0, p1, lt, _r - 0.001f);
  205. bp = BezierUtility.BezierPoint(rt, p0, p1, lt, _r);
  206. var np = BezierUtility.BezierPoint(rt, p0, p1, lt, _r + 0.001f);
  207. var _lt = Vector3.Normalize(new Vector3(pp.x, pp.y, 0) - new Vector3(bp.x, bp.y, 0));
  208. var _rt = Vector3.Normalize(new Vector3(np.x, np.y, 0) - new Vector3(bp.x, bp.y, 0));
  209. var a = Angle(Vector3.up, _lt);
  210. var b = Angle(_lt, _rt);
  211. var c = a + (b * 0.5f);
  212. if (b > 0)
  213. c = (180 + c);
  214. var rotation = Quaternion.Euler(0, 0, c);
  215. dstTransform.rotation = srcTransform.rotation * rotation;
  216. }
  217. return d;
  218. }
  219. Vector3 PlaceObject(Spline spline, int sp, int ep, ref bool run)
  220. {
  221. var shapePoints = spriteShapeController.GetShapeControlPoints();
  222. if (sp > shapePoints.Length || ep > shapePoints.Length)
  223. {
  224. run = false;
  225. return Vector3.zero;
  226. }
  227. var t = math.clamp(ratio, 0.0001f, 0.9999f);
  228. if (ep - sp == 1)
  229. {
  230. run = true;
  231. return PlaceObjectInternal(sp, ep, t, shapePoints);
  232. }
  233. else
  234. {
  235. var s = 0;
  236. var e = 0;
  237. var d = 0.0f;
  238. var r = 0.0f;
  239. d = GetDistance(d, sp, ep, ref s, ref e, ref r, shapePoints) * t;
  240. GetDistance(d, sp, ep, ref s, ref e, ref r, shapePoints);
  241. if (s >= 0)
  242. {
  243. run = true;
  244. return PlaceObjectInternal(s, e, r, shapePoints);
  245. }
  246. }
  247. run = false;
  248. return Vector3.zero;
  249. }
  250. int GetSplinePointCount()
  251. {
  252. var spline = spriteShapeController.spline;
  253. var pointCount = spline.GetPointCount();
  254. pointCount = spline.isOpenEnded ? pointCount - 1 : pointCount;
  255. return pointCount;
  256. }
  257. bool Place()
  258. {
  259. var pointCount = GetSplinePointCount();
  260. var run = false;
  261. if (m_Mode == SpriteShapeObjectPlacementMode.Manual)
  262. {
  263. var sp = math.clamp(startPoint, 0, pointCount);
  264. var ep = math.clamp(endPoint, 0, pointCount);
  265. if (sp >= ep)
  266. {
  267. endPoint = pointCount;
  268. Debug.LogWarning("Invalid End point and it has been clamped", transform);
  269. }
  270. PlaceObject(spriteShapeController.spline, sp, ep, ref run);
  271. return run;
  272. }
  273. var distance = kMaxDistance;
  274. var position = transform.position;
  275. var closestPoint = Vector3.zero;
  276. {
  277. int tp = 0, np = 0;
  278. float et = 100, dist = kMaxDistance;
  279. var spline = spriteShapeController.spline;
  280. var matrix = spriteShapeController.transform.localToWorldMatrix;
  281. var splinePointCount = spline.GetPointCount();
  282. for (int i = 0; i < pointCount; ++i)
  283. {
  284. var ni = (i + 1) % spline.GetPointCount();
  285. var thisposition = matrix.MultiplyPoint3x4(spline.GetPosition(i));
  286. var nextPosition = matrix.MultiplyPoint3x4(spline.GetPosition(ni));
  287. var rightTangent = spline.GetRightTangent(i) + thisposition;
  288. var leftTangent = spline.GetLeftTangent(ni) + nextPosition;
  289. float t;
  290. closestPoint = BezierUtility.ClosestPointOnCurve(
  291. position,
  292. thisposition,
  293. nextPosition,
  294. rightTangent,
  295. leftTangent,
  296. 0.0001f,
  297. out t);
  298. float _d = (closestPoint - position).magnitude;
  299. if (_d < dist)
  300. {
  301. tp = i;
  302. np = ni;
  303. et = t;
  304. dist = _d;
  305. }
  306. }
  307. if (tp >= 0 && tp < splinePointCount && np >= 0 && np < splinePointCount)
  308. {
  309. startPoint = tp;
  310. endPoint = np == 0 ? tp + 1 : np;
  311. ratio = et;
  312. position = PlaceObject(spline, startPoint, endPoint, ref run);
  313. }
  314. }
  315. return run;
  316. }
  317. void Start ()
  318. {
  319. PlaceObjectOnHashChange();
  320. }
  321. void Update ()
  322. {
  323. PlaceObjectOnHashChange();
  324. }
  325. }
  326. }