rimworld-animation-studio/Library/PackageCache/com.unity.2d.path@2.1.0/Editor/Shapes/Spline.cs

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2022-09-13 05:36:34 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.U2D.Path
{
public struct Spline : IShape
{
public bool isOpenEnded;
public Vector3[] points;
ShapeType IShape.type => ShapeType.Spline;
bool IShape.isOpenEnded => isOpenEnded;
ControlPoint[] IShape.ToControlPoints()
{
if (points == null)
throw new NullReferenceException("Points array is null");
if (!points.IsSpline(isOpenEnded))
throw new Exception("The provided control point array can't conform a Spline.");
var controlPoints = new List<ControlPoint>();
var leftTangent = Vector3.zero;
var rightTangent = Vector3.zero;
var pointCount = points.Length;
for (var i = 0; i < pointCount; i += 3)
{
if (i == 0)
{
if (isOpenEnded)
leftTangent = points[0];
else
leftTangent = points[EditablePathUtility.Mod(-1, pointCount)];
}
if (i == pointCount - 1 && isOpenEnded)
rightTangent = points[i];
else
rightTangent = points[i+1];
controlPoints.Add(
new ControlPoint()
{
position = points[i],
leftTangent = leftTangent,
rightTangent = rightTangent,
tangentMode = TangentMode.Broken
});
if (i == pointCount - 1 && isOpenEnded)
leftTangent = Vector3.zero;
else
leftTangent = points[i+2];
}
pointCount = controlPoints.Count;
for (var i = 0; i < pointCount; ++i)
{
var prevIndex = EditablePathUtility.Mod(i-1, pointCount);
var nextIndex = EditablePathUtility.Mod(i+1, pointCount);
var controlPoint = controlPoints[i];
var prevControlPoint = controlPoints[prevIndex];
var nextControlPoint = controlPoints[nextIndex];
var liniarLeftPosition = (prevControlPoint.position - controlPoint.position) / 3f;
var isLeftTangentLinear = (controlPoint.localLeftTangent - liniarLeftPosition).sqrMagnitude < 0.001f;
if (isLeftTangentLinear)
controlPoint.localLeftTangent = Vector3.zero;
var liniarRightPosition = (nextControlPoint.position - controlPoint.position) / 3f;
var isRightTangentLinear = (controlPoint.localRightTangent - liniarRightPosition).sqrMagnitude < 0.001f;
if (isRightTangentLinear)
controlPoint.localRightTangent = Vector3.zero;
var tangentDotProduct = Vector3.Dot(controlPoint.localLeftTangent.normalized, controlPoint.localRightTangent.normalized);
var isContinous = tangentDotProduct < 0f && (tangentDotProduct + 1) * (tangentDotProduct + 1) < 0.001f;
if (isLeftTangentLinear && isRightTangentLinear)
controlPoint.tangentMode = TangentMode.Linear;
else if (isLeftTangentLinear || isRightTangentLinear)
controlPoint.tangentMode = TangentMode.Broken;
else if (isContinous)
controlPoint.tangentMode = TangentMode.Continuous;
controlPoints[i] = controlPoint;
}
return controlPoints.ToArray();
}
public static Spline empty = new Spline() { isOpenEnded = true, points = new Vector3[0] };
}
}