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- using System;
- using Unity.Collections;
- using Unity.Mathematics;
-
- namespace UnityEngine.U2D
- {
-
- /// <summary>
- /// SpriteShape Object placement Modes.
- /// Auto : Allows editing the transform of the Object while keeping it on the surface of the spline.
- /// Manual : Allows mo0vement strictly with the Ratio and Start, End points.
- /// </summary>
- public enum SpriteShapeObjectPlacementMode
- {
- Auto,
- Manual
- };
-
- /// <summary>
- /// SpriteShapeObjectPlacement helps placing a game Object along the Spline.
- /// </summary>
- [ExecuteInEditMode]
- [ExecuteAlways]
- public class SpriteShapeObjectPlacement : MonoBehaviour
- {
-
- [SerializeField]
- SpriteShapeController m_SpriteShapeController;
-
- [SerializeField]
- bool m_SetNormal = true;
-
- [SerializeField]
- SpriteShapeObjectPlacementMode m_Mode;
-
- [SerializeField]
- [Min(0)]
- int m_StartPoint = 0;
-
- [SerializeField]
- [Min(0)]
- int m_EndPoint = 1;
-
- [SerializeField]
- float m_Ratio = 0.5f;
-
- /// Internal Hash Code.
- int m_ActiveHashCode = 0;
- static readonly float kMaxDistance = 10000.0f;
- private static readonly int kMaxIteration = 128;
-
- /// <summary>
- /// Dictates whether the object needs to be rotated to the normal along the spline.
- /// </summary>
- public bool setNormal
- {
- get { return m_SetNormal; }
- set { m_SetNormal = value; }
- }
-
- /// <summary>
- /// Set SpriteShape Object placement mode.
- /// </summary>
- public SpriteShapeObjectPlacementMode mode
- {
- get { return m_Mode; }
- set { m_Mode = value; }
- }
-
- /// <summary>
- /// Ratio of the distance between the startPoint and the endPoint. Must be between 0 and 1
- /// </summary>
- public float ratio
- {
- get { return m_Ratio; }
- set { m_Ratio = value; }
- }
-
- /// <summary>
- /// Source SpriteShapeController gameObject that contains the Spline to which this Object is placed along.
- /// </summary>
- public SpriteShapeController spriteShapeController
- {
- get { return m_SpriteShapeController; }
- set { m_SpriteShapeController = value; }
- }
-
- /// <summary>
- /// Start point of the pair of points between which the object is placed. Must be between 0 and points in Spline.
- /// </summary>
- public int startPoint
- {
- get { return m_StartPoint; }
- set { m_StartPoint = value; }
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- public int endPoint
- {
- get { return m_EndPoint; }
- set { m_EndPoint = value; }
- }
-
- bool PlaceObjectOnHashChange()
- {
- if (null == spriteShapeController)
- return false;
-
- unchecked
- {
- var count = 0;
- int spriteShapeHashCode = (int) 2166136261 ^ spriteShapeController.splineHashCode;
- spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ spriteShapeController.spriteShapeHashCode;
- var ssTransform = spriteShapeController.gameObject.transform;
- var pos = gameObject.transform.position;
- var rot = gameObject.transform.rotation;
- spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ (setNormal ? 1 : 0);
- spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ (startPoint);
- spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ (endPoint);
- spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ ssTransform.position.GetHashCode();
- spriteShapeHashCode = spriteShapeHashCode * 16777619 ^ ssTransform.rotation.GetHashCode();
- do
- {
- // SpriteShape.
- // Local Stuff.
- int hashCode = spriteShapeHashCode * 16777619 ^ Math.Round(pos.x * 1000.0f).GetHashCode();
- hashCode = hashCode * 16777619 ^ Math.Round(pos.y * 1000.0f).GetHashCode();
- hashCode = hashCode * 16777619 ^ Math.Round(pos.z * 1000.0f).GetHashCode();
- hashCode = hashCode * 16777619 ^ Math.Round(ratio * 1000.0f).GetHashCode();
- hashCode = hashCode * 16777619 ^ Math.Round(rot.x * 1000.0f).GetHashCode();
- hashCode = hashCode * 16777619 ^ Math.Round(rot.y * 1000.0f).GetHashCode();
- hashCode = hashCode * 16777619 ^ Math.Round(rot.z * 1000.0f).GetHashCode();
- hashCode = hashCode * 16777619 ^ Math.Round(rot.w * 1000.0f).GetHashCode();
-
- if (m_ActiveHashCode != hashCode)
- {
- var run = Place();
- m_ActiveHashCode = hashCode;
- if (!run)
- break;
- }
- else
- {
- break;
- }
- } while (count++ < kMaxIteration);
- }
-
- return false;
- }
-
- static float Angle(Vector3 a, Vector3 b)
- {
- float dot = Vector3.Dot(a, b);
- float det = (a.x * b.y) - (b.x * a.y);
- return Mathf.Atan2(det, dot) * Mathf.Rad2Deg;
- }
- float GetDistance(float dist, int spoint, int epoint, ref int start, ref int end, ref float r, NativeArray<ShapeControlPoint> shapePoints)
- {
- start = -1;
- var detail = spriteShapeController.splineDetail;
- var distance = 0.0f;
- var division = (float)(detail - 1);
- var pointCount = shapePoints.Length;
-
- for (int i = spoint; i < epoint; ++i)
- {
- var j = i + 1;
- if (j == pointCount) j = 0;
- var cp = shapePoints[i];
- var pp = shapePoints[j];
-
- var p0 = cp.position;
- var p1 = pp.position;
- var sp = p0;
- var rt = p0 + cp.rightTangent;
- var lt = p1 + pp.leftTangent;
- var ld = 0.0f;
- var pd = 0.0f;
- var st = false;
-
- if (dist != 0 && dist > distance)
- {
- start = i;
- end = (i + 1 == pointCount) ? 0 : (i + 1);
- pd = distance;
- st = true;
- }
-
- for (int n = 1; n < detail; ++n)
- {
- var t = (float)n / division;
- var bp = BezierUtility.BezierPoint(rt, p0, p1, lt, t);
- var d = math.distance(bp, sp);
- ld += d;
- distance += d;
- }
-
- if (st)
- {
- var diff = dist - pd;
- r = diff / ld;
- }
- }
- return distance;
- }
-
- Vector3 PlaceObjectInternal(int sp, int ep, float t, NativeArray<ShapeControlPoint> shapePoints)
- {
- ep = ep % shapePoints.Length;
- var p0 = shapePoints[sp].position;
- var p1 = shapePoints[ep].position;
- var rt = p0 + shapePoints[sp].rightTangent;
- var lt = p1 + shapePoints[ep].leftTangent;
- var bp = BezierUtility.BezierPoint(rt, p0, p1, lt, t);
- var position = new Vector3(bp.x, bp.y, 0);
- var srcTransform = spriteShapeController.transform.localToWorldMatrix;
- var dstTransform = gameObject.transform;
- var p = srcTransform.MultiplyPoint3x4(position);
- var d = dstTransform.position;
- if (m_Mode == SpriteShapeObjectPlacementMode.Auto)
- d.y = p.y;
- else
- d = p;
- dstTransform.position = d;
-
- if (setNormal)
- {
- var _r = math.clamp(t, 0.002f, 0.998f);
- var pp = BezierUtility.BezierPoint(rt, p0, p1, lt, _r - 0.001f);
- bp = BezierUtility.BezierPoint(rt, p0, p1, lt, _r);
- var np = BezierUtility.BezierPoint(rt, p0, p1, lt, _r + 0.001f);
- var _lt = Vector3.Normalize(new Vector3(pp.x, pp.y, 0) - new Vector3(bp.x, bp.y, 0));
- var _rt = Vector3.Normalize(new Vector3(np.x, np.y, 0) - new Vector3(bp.x, bp.y, 0));
- var a = Angle(Vector3.up, _lt);
- var b = Angle(_lt, _rt);
- var c = a + (b * 0.5f);
- if (b > 0)
- c = (180 + c);
- var rotation = Quaternion.Euler(0, 0, c);
- dstTransform.rotation = srcTransform.rotation * rotation;
- }
- return d;
- }
-
- Vector3 PlaceObject(Spline spline, int sp, int ep, ref bool run)
- {
- var shapePoints = spriteShapeController.GetShapeControlPoints();
- if (sp > shapePoints.Length || ep > shapePoints.Length)
- {
- run = false;
- return Vector3.zero;
- }
-
- var t = math.clamp(ratio, 0.0001f, 0.9999f);
- if (ep - sp == 1)
- {
- run = true;
- return PlaceObjectInternal(sp, ep, t, shapePoints);
- }
- else
- {
- var s = 0;
- var e = 0;
- var d = 0.0f;
- var r = 0.0f;
- d = GetDistance(d, sp, ep, ref s, ref e, ref r, shapePoints) * t;
- GetDistance(d, sp, ep, ref s, ref e, ref r, shapePoints);
- if (s >= 0)
- {
- run = true;
- return PlaceObjectInternal(s, e, r, shapePoints);
- }
- }
- run = false;
- return Vector3.zero;
- }
-
- int GetSplinePointCount()
- {
- var spline = spriteShapeController.spline;
- var pointCount = spline.GetPointCount();
- pointCount = spline.isOpenEnded ? pointCount - 1 : pointCount;
- return pointCount;
- }
-
- bool Place()
- {
- var pointCount = GetSplinePointCount();
- var run = false;
- if (m_Mode == SpriteShapeObjectPlacementMode.Manual)
- {
- var sp = math.clamp(startPoint, 0, pointCount);
- var ep = math.clamp(endPoint, 0, pointCount);
- if (sp >= ep)
- {
- endPoint = pointCount;
- Debug.LogWarning("Invalid End point and it has been clamped", transform);
- }
- PlaceObject(spriteShapeController.spline, sp, ep, ref run);
- return run;
- }
-
- var distance = kMaxDistance;
- var position = transform.position;
- var closestPoint = Vector3.zero;
- {
- int tp = 0, np = 0;
- float et = 100, dist = kMaxDistance;
- var spline = spriteShapeController.spline;
- var matrix = spriteShapeController.transform.localToWorldMatrix;
- var splinePointCount = spline.GetPointCount();
-
- for (int i = 0; i < pointCount; ++i)
- {
- var ni = (i + 1) % spline.GetPointCount();
- var thisposition = matrix.MultiplyPoint3x4(spline.GetPosition(i));
- var nextPosition = matrix.MultiplyPoint3x4(spline.GetPosition(ni));
- var rightTangent = spline.GetRightTangent(i) + thisposition;
- var leftTangent = spline.GetLeftTangent(ni) + nextPosition;
-
- float t;
- closestPoint = BezierUtility.ClosestPointOnCurve(
- position,
- thisposition,
- nextPosition,
- rightTangent,
- leftTangent,
- 0.0001f,
- out t);
- float _d = (closestPoint - position).magnitude;
- if (_d < dist)
- {
- tp = i;
- np = ni;
- et = t;
- dist = _d;
- }
-
- }
-
- if (tp >= 0 && tp < splinePointCount && np >= 0 && np < splinePointCount)
- {
- startPoint = tp;
- endPoint = np == 0 ? tp + 1 : np;
- ratio = et;
- position = PlaceObject(spline, startPoint, endPoint, ref run);
- }
- }
- return run;
- }
-
- void Start ()
- {
- PlaceObjectOnHashChange();
- }
-
- void Update ()
- {
- PlaceObjectOnHashChange();
- }
-
- }
-
- }
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