rimworld-animation-studio/Assets/Scripts/AdvancedPolygonCollider/AdvancedPolygonCollider.cs
AbstractConcept 1e2c4fa6bf UI revisions
2022-09-25 01:15:27 -05:00

551 lines
No EOL
18 KiB
C#

/*
Advanced Polygon Collider (c) 2015 Digital Ruby, LLC
http://www.digitalruby.com
Source code may not be redistributed. Use in apps and games is fine.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace DigitalRuby.AdvancedPolygonCollider
{
public struct PolygonParameters
{
/// <summary>
/// Texture - must be readable and writeable.
/// </summary>
public Texture2D Texture;
/// <summary>
/// Source rect from the texture containing the sprite.
/// </summary>
public Rect Rect;
/// <summary>
/// Offset (pivot) for the sprite
/// </summary>
public Vector2 Offset;
/// <summary>
/// X multiplier if pixels per unit are used, otherwise 1 (see UpdatePolygonCollider method).
/// </summary>
public float XMultiplier;
/// <summary>
/// Y multiplier if pixels per unit are used, otherwise 1 (see UpdatePolygonCollider method).
/// </summary>
public float YMultiplier;
/// <summary>
/// Alpha tolerance. Pixels with greater than this are considered solid.
/// </summary>
public byte AlphaTolerance;
/// <summary>
/// Distance threshold to collapse vertices in pixels.
/// </summary>
public int DistanceThreshold;
/// <summary>
/// True to decompose into convex polygons, false otherwise.
/// </summary>
public bool Decompose;
/// <summary>
/// Whether to use the cache. Values will be cached accordingly.
/// </summary>
public bool UseCache;
public override int GetHashCode()
{
int h = Texture.GetHashCode();
if (h == 0)
{
h = 1;
}
return h * (int)(Rect.GetHashCode() * XMultiplier * YMultiplier * AlphaTolerance * Mathf.Max(DistanceThreshold, 1) * (Decompose ? 2 : 1));
}
public override bool Equals(object obj)
{
if (obj is PolygonParameters)
{
PolygonParameters p = (PolygonParameters)obj;
return Texture == p.Texture && Rect == p.Rect &&
XMultiplier == p.XMultiplier && YMultiplier == p.YMultiplier &&
AlphaTolerance == p.AlphaTolerance && DistanceThreshold == p.DistanceThreshold &&
Decompose == p.Decompose;
}
return false;
}
}
[RequireComponent(typeof(PolygonCollider2D))]
[RequireComponent(typeof(SpriteRenderer))]
[ExecuteInEditMode]
public class AdvancedPolygonCollider : MonoBehaviour
{
[Serializable]
public struct ArrayWrapper
{
[SerializeField]
public Vector2[] Array;
}
[Serializable]
public struct ListWrapper
{
[SerializeField]
public List<ArrayWrapper> List;
}
[Serializable]
public struct CacheEntry
{
[SerializeField]
public CacheKey Key;
[SerializeField]
public ListWrapper Value;
}
[Serializable]
public struct CacheKey
{
[SerializeField]
public Texture2D Texture;
[SerializeField]
public Rect Rect;
public override int GetHashCode()
{
return Texture.GetHashCode() * Rect.GetHashCode();
}
public override bool Equals(object obj)
{
if (obj is CacheKey)
{
CacheKey k = (CacheKey)obj;
return (Texture == k.Texture && Rect == k.Rect);
}
return false;
}
}
[Tooltip("Pixels with alpha greater than this count as solid.")]
[Range(0, 254)]
public byte AlphaTolerance = 20;
[Tooltip("Points further away than this number of pixels will be consolidated.")]
[Range(0, 64)]
public int DistanceThreshold = 8;
[Tooltip("Scale of the polygon.")]
[Range(0.5f, 2.0f)]
public float Scale = 1.0f;
[Tooltip("Whether to decompse vertices into convex only polygons.")]
public bool Decompose = false;
[Tooltip("Whether to live update everything when in play mode. Typically for performance this can be false, " +
"but if you plan on making changes to the sprite or parameters at runtime, you will want to set this to true.")]
public bool RunInPlayMode = false;
[Tooltip("True to use the cache, false otherwise. The cache is populated in editor and play mode and uses the most recent geometry " +
"for a texture and rect regardless of other parameters. When ignoring the cache, values will not be added to the cache either. Cache is " +
"only useful if you will be changing your sprite at run-time (i.e. animation)")]
public bool UseCache;
private SpriteRenderer spriteRenderer;
private PolygonCollider2D polygonCollider;
private bool dirty;
[SerializeField]
[HideInInspector]
private byte lastAlphaTolerance;
[SerializeField]
[HideInInspector]
private float lastScale;
[SerializeField]
[HideInInspector]
private int lastDistanceThreshold;
[SerializeField]
[HideInInspector]
private bool lastDecompose;
[SerializeField]
[HideInInspector]
private Sprite lastSprite;
[SerializeField]
[HideInInspector]
private Rect lastRect = new Rect();
[SerializeField]
[HideInInspector]
private Vector2 lastOffset = new Vector2(-99999.0f, -99999.0f);
[SerializeField]
[HideInInspector]
private float lastPixelsPerUnit;
[SerializeField]
[HideInInspector]
private bool lastFlipX;
[SerializeField]
[HideInInspector]
private bool lastFlipY;
private static readonly Dictionary<CacheKey, List<Vector2[]>> cache = new Dictionary<CacheKey, List<Vector2[]>>();
[Tooltip("All the cached objects from the editor. Do not modify this data.")]
[SerializeField]
private List<CacheEntry> editorCache = new List<CacheEntry>();
// private readonly AdvancedPolygonColliderAutoGeometry geometryDetector = new AdvancedPolygonColliderAutoGeometry();
private readonly TextureConverter geometryDetector = new TextureConverter();
#if UNITY_EDITOR
private Texture2D blackBackground;
#endif
private void Awake()
{
if (Application.isPlaying)
{
// move editor cache to regular cache
foreach (var v in editorCache)
{
List<Vector2[]> list = new List<Vector2[]>();
cache[v.Key] = list;
foreach (ArrayWrapper w in v.Value.List)
{
list.Add(w.Array);
}
}
}
}
private void Start()
{
#if UNITY_EDITOR
blackBackground = new Texture2D(1, 1);
blackBackground.SetPixel(0, 0, new Color(0.0f, 0.0f, 0.0f, 0.8f));
blackBackground.Apply();
#endif
polygonCollider = GetComponent<PolygonCollider2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
}
private void UpdateDirtyState()
{
if (spriteRenderer.sprite != lastSprite)
{
lastSprite = spriteRenderer.sprite;
dirty = true;
}
if (spriteRenderer.sprite != null)
{
if (lastOffset != spriteRenderer.sprite.pivot)
{
lastOffset = spriteRenderer.sprite.pivot;
dirty = true;
}
if (lastRect != spriteRenderer.sprite.rect)
{
lastRect = spriteRenderer.sprite.rect;
dirty = true;
}
if (lastPixelsPerUnit != spriteRenderer.sprite.pixelsPerUnit)
{
lastPixelsPerUnit = spriteRenderer.sprite.pixelsPerUnit;
dirty = true;
}
if (lastFlipX != spriteRenderer.flipX)
{
lastFlipX = spriteRenderer.flipX;
dirty = true;
}
if (lastFlipY != spriteRenderer.flipY)
{
lastFlipY = spriteRenderer.flipY;
dirty = true;
}
}
if (AlphaTolerance != lastAlphaTolerance)
{
lastAlphaTolerance = AlphaTolerance;
dirty = true;
}
if (Scale != lastScale)
{
lastScale = Scale;
dirty = true;
}
if (DistanceThreshold != lastDistanceThreshold)
{
lastDistanceThreshold = DistanceThreshold;
dirty = true;
}
if (Decompose != lastDecompose)
{
lastDecompose = Decompose;
dirty = true;
}
}
private void Update()
{
if (Application.isPlaying)
{
if (!RunInPlayMode)
{
return;
}
}
else if (!UseCache)
{
editorCache.Clear();
}
UpdateDirtyState();
if (dirty)
{
RecalculatePolygon();
}
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
UnityEditor.Handles.BeginGUI();
GUI.color = Color.white;
string text = " Vertices: " + VerticesCount + " ";
var view = UnityEditor.SceneView.currentDrawingSceneView;
Vector3 screenPos = view.camera.WorldToScreenPoint(gameObject.transform.position);
Vector2 size = GUI.skin.label.CalcSize(new GUIContent(text));
GUI.skin.box.normal.background = blackBackground;
Rect rect = new Rect(screenPos.x - (size.x / 2), -screenPos.y + view.position.height + 4, size.x, size.y);
GUI.Box(rect, GUIContent.none);
GUI.Label(rect, text);
UnityEditor.Handles.EndGUI();
}
private void AddEditorCache(ref PolygonParameters p, List<Vector2[]> list)
{
CacheKey key = new CacheKey();
key.Texture = p.Texture;
key.Rect = p.Rect;
CacheEntry e = new CacheEntry();
e.Key = key;
e.Value = new ListWrapper();
e.Value.List = new List<ArrayWrapper>();
foreach (Vector2[] v in list)
{
ArrayWrapper w = new ArrayWrapper();
w.Array = v;
e.Value.List.Add(w);
}
for (int i = 0; i < editorCache.Count; i++)
{
if (editorCache[i].Key.Equals(key))
{
editorCache.RemoveAt(i);
editorCache.Insert(i, e);
return;
}
}
editorCache.Add(e);
}
#endif
public void RecalculatePolygon()
{
if (spriteRenderer.sprite != null)
{
PolygonParameters p = new PolygonParameters();
p.AlphaTolerance = AlphaTolerance;
p.Decompose = Decompose;
p.DistanceThreshold = DistanceThreshold;
p.Rect = spriteRenderer.sprite.rect;
p.Offset = spriteRenderer.sprite.pivot;
p.Texture = spriteRenderer.sprite.texture;
p.XMultiplier = (spriteRenderer.sprite.rect.width * 0.5f) / spriteRenderer.sprite.pixelsPerUnit;
p.YMultiplier = (spriteRenderer.sprite.rect.height * 0.5f) / spriteRenderer.sprite.pixelsPerUnit;
p.UseCache = UseCache;
UpdatePolygonCollider(ref p);
}
}
public void UpdatePolygonCollider(ref PolygonParameters p)
{
if (spriteRenderer.sprite == null || spriteRenderer.sprite.texture == null)
{
return;
}
dirty = false;
List<Vector2[]> cached;
if (Application.isPlaying && p.UseCache)
{
CacheKey key = new CacheKey();
key.Texture = p.Texture;
key.Rect = p.Rect;
if (cache.TryGetValue(key, out cached))
{
polygonCollider.pathCount = cached.Count;
for (int i = 0; i < cached.Count; i++)
{
polygonCollider.SetPath(i, cached[i]);
}
return;
}
}
PopulateCollider(polygonCollider, ref p);
}
public int VerticesCount
{
get { return (polygonCollider == null ? 0 : polygonCollider.GetTotalPointCount()); }
}
/// <summary>
/// Populate the vertices of a collider
/// </summary>
/// <param name="collider">Collider to setup vertices in.</param>
/// <param name="p">Polygon creation parameters</param>
public void PopulateCollider(PolygonCollider2D collider, ref PolygonParameters p)
{
try
{
if (p.Texture.format != TextureFormat.ARGB32 && p.Texture.format != TextureFormat.BGRA32 && p.Texture.format != TextureFormat.RGBA32 &&
p.Texture.format != TextureFormat.RGB24 && p.Texture.format != TextureFormat.Alpha8 && p.Texture.format != TextureFormat.RGBAFloat &&
p.Texture.format != TextureFormat.RGBAHalf && p.Texture.format != TextureFormat.RGB565)
{
Debug.LogWarning("Advanced Polygon Collider works best with a non-compressed texture in ARGB32, BGRA32, RGB24, RGBA4444, RGB565, RGBAFloat or RGBAHalf format");
}
int width = (int)p.Rect.width;
int height = (int)p.Rect.height;
int x = (int)p.Rect.x;
int y = (int)p.Rect.y;
UnityEngine.Color[] pixels = p.Texture.GetPixels(x, y, width, height, 0);
List<Vertices> verts = geometryDetector.DetectVertices(pixels, width, p.AlphaTolerance);
int pathIndex = 0;
List<Vector2[]> list = new List<Vector2[]>();
for (int i = 0; i < verts.Count; i++)
{
ProcessVertices(collider, verts[i], list, ref p, ref pathIndex);
}
#if UNITY_EDITOR
if (Application.isPlaying)
{
#endif
if (p.UseCache)
{
CacheKey key = new CacheKey();
key.Texture = p.Texture;
key.Rect = p.Rect;
cache[key] = list;
}
#if UNITY_EDITOR
}
else if (p.UseCache)
{
AddEditorCache(ref p, list);
}
#endif
//Debug.Log("Updated polygon.");
}
catch (Exception ex)
{
Debug.LogError("Error creating collider: " + ex);
}
}
private List<Vector2[]> ProcessVertices(PolygonCollider2D collider, Vertices v, List<Vector2[]> list, ref PolygonParameters p, ref int pathIndex)
{
Vector2 offset = p.Offset;
float flipXMultiplier = (spriteRenderer.flipX ? -1.0f : 1.0f);
float flipYMultiplier = (spriteRenderer.flipY ? -1.0f : 1.0f);
if (p.DistanceThreshold > 1)
{
v = SimplifyTools.DouglasPeuckerSimplify (v, p.DistanceThreshold);
}
if (p.Decompose)
{
List<List<Vector2>> points = BayazitDecomposer.ConvexPartition(v);
for (int j = 0; j < points.Count; j++)
{
List<Vector2> v2 = points[j];
for (int i = 0; i < v2.Count; i++)
{
float xValue = (2.0f * (((v2[i].x - offset.x) + 0.5f) / p.Rect.width));
float yValue = (2.0f * (((v2[i].y - offset.y) + 0.5f) / p.Rect.height));
v2[i] = new Vector2(xValue * p.XMultiplier * Scale * flipXMultiplier, yValue * p.YMultiplier * Scale * flipYMultiplier);
}
Vector2[] arr = v2.ToArray();
collider.pathCount = pathIndex + 1;
collider.SetPath(pathIndex++, arr);
list.Add(arr);
}
}
else
{
collider.pathCount = pathIndex + 1;
for (int i = 0; i < v.Count; i++)
{
float xValue = (2.0f * (((v[i].x - offset.x) + 0.5f) / p.Rect.width));
float yValue = (2.0f * (((v[i].y - offset.y) + 0.5f) / p.Rect.height));
v[i] = new Vector2(xValue * p.XMultiplier * Scale * flipXMultiplier, yValue * p.YMultiplier * Scale * flipYMultiplier);
}
Vector2[] arr = v.ToArray();
collider.SetPath(pathIndex++, arr);
list.Add(arr);
}
return list;
}
}
}