mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
203 lines
5.7 KiB
C#
203 lines
5.7 KiB
C#
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using UnityEngine;
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using System.Collections;
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namespace PlaygroundSplines {
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/// <summary>
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/// The PlaygroundSplineMesh class lets you create a mesh from a Playground Spline.
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/// </summary>
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[ExecuteInEditMode()]
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public class PlaygroundSplineMesh : MonoBehaviour {
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public PlaygroundSpline spline;
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[Range(2,1000)]
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public int points = 100;
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[Range(.01f, 100f)]
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public float width = 1f;
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public bool noise = false;
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[Range(.01f, 100f)]
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public float noiseStrength = 1f;
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public Vector2 noiseScale = new Vector2(1f,1f);
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public bool noiseDistribution;
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public AnimationCurve noiseDistributionL;
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public AnimationCurve noiseDistributionR;
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public bool followSurface = false;
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public bool followSurfaceRotation = false;
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public float surfaceOffset = .1f;
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public Vector3 meshUpDirection = Vector3.up;
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public Vector3 surfaceDirection = Vector3.down;
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int prevPoints;
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float prevWidth;
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bool prevNoise;
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float prevNoiseStrength;
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Vector2 prevNoiseScale;
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bool prevNoiseDistribution;
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bool prevFollowSurface;
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bool prevFollowSurfaceRotation;
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float prevSurfaceOffset;
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Vector3 prevMeshUpDirection;
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Vector3 prevSurfaceDirection;
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void OnEnable ()
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{
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if (noiseDistributionL == null || noiseDistributionL.keys.Length==0)
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SetAnimationCurveVals(ref noiseDistributionL);
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if (noiseDistributionR == null || noiseDistributionR.keys.Length==0)
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SetAnimationCurveVals(ref noiseDistributionR);
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if (GetComponent<Renderer>() == null)
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gameObject.AddComponent<MeshRenderer>();
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if (spline == null)
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spline = GetComponent<PlaygroundSpline>();
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if (spline != null)
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BuildSplineMesh(spline, points, width);
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SetVals();
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}
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void Update ()
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{
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if (NeedsUpdate ())
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{
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if (spline != null)
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BuildSplineMesh(spline, points, width);
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SetVals ();
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}
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}
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bool NeedsUpdate ()
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{
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return prevPoints!=points ||
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prevWidth!=width ||
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prevNoise!=noise ||
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noise && (prevNoiseScale!=noiseScale || prevNoiseStrength!=noiseStrength || prevNoiseDistribution!=noiseDistribution) ||
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prevFollowSurface!=followSurface ||
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prevFollowSurfaceRotation!=followSurfaceRotation ||
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prevSurfaceOffset!=surfaceOffset ||
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prevMeshUpDirection!=meshUpDirection ||
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prevSurfaceDirection!=surfaceDirection;
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}
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void SetVals ()
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{
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prevPoints = points;
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prevWidth = width;
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prevNoise = noise;
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prevNoiseStrength = noiseStrength;
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prevNoiseScale = noiseScale;
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prevNoiseDistribution = noiseDistribution;
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prevFollowSurface = followSurface;
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prevFollowSurfaceRotation = followSurfaceRotation;
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prevSurfaceOffset = surfaceOffset;
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prevMeshUpDirection = meshUpDirection;
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prevSurfaceDirection = surfaceDirection;
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}
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void SetAnimationCurveVals (ref AnimationCurve curve)
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{
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Keyframe[] reset = new Keyframe[2];
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reset[0].time = 0;
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reset[1].time = 1f;
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reset[0].value = 1f;
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reset[1].value = 1f;
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curve.keys = reset;
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}
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public void BuildSplineMesh (PlaygroundSpline spline, int points, float width)
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{
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if (points<2)
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points = 2;
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int totalVertices = points*2;
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MeshFilter _mf = GetComponent<MeshFilter>()!=null? GetComponent<MeshFilter>() : gameObject.AddComponent<MeshFilter>();
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Mesh _m = new Mesh();
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Vector3[] verts = new Vector3[totalVertices];
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Vector2[] uvs = new Vector2[totalVertices];
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int[] tris = new int[(points-1)*6];
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Vector3 up = meshUpDirection;
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// Construct the mesh
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for (int i = 0; i<points; i++)
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{
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// Create a normalized time value
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float t = (i*1f)/(points-1);
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float tNext = ((i*1f)+1)/(points-1);
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if (t>=1 && !spline.Loop)
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t = .9999f;
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if (tNext>=1 && !spline.Loop)
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tNext = .99999f;
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// Get the current and next position from the spline on time
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Vector3 currentPosition = spline.GetPoint (t);
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Vector3 nextPosition = spline.GetPoint (tNext);
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// Raycast down to determine surface (especially practical for roads / rivers)
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if (followSurface || followSurfaceRotation)
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{
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RaycastHit hit;
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if (Physics.Raycast (currentPosition, surfaceDirection, out hit))
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{
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if (followSurfaceRotation)
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up = hit.normal;
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if (followSurface)
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currentPosition = hit.point + (hit.normal * surfaceOffset);
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}
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if (followSurface)
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{
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if (Physics.Raycast (nextPosition, surfaceDirection, out hit))
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{
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nextPosition = hit.point + (hit.normal * surfaceOffset);
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}
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}
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}
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// Calculate noise (if enabled)
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float noiseAmountL = noise? Mathf.PerlinNoise((t%1f)*noiseScale.x, 0)*noiseStrength : 0;
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float noiseAmountR = noise? Mathf.PerlinNoise((t%1f)*noiseScale.y, 0)*noiseStrength : 0;
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if (noise && noiseDistribution)
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{
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noiseAmountL *= noiseDistributionL.Evaluate(t);
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noiseAmountR *= noiseDistributionR.Evaluate(t);
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}
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// Create two width point references based on current and next position
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Vector3 dir = (Vector3.Cross(up, nextPosition - currentPosition)).normalized;
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Vector3 lPoint = currentPosition + dir * ((width/2)+noiseAmountL);
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Vector3 rPoint = currentPosition - dir * ((width/2)+noiseAmountR);
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// Draw debug
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Debug.DrawLine(lPoint, rPoint);
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verts[i*2] = lPoint;
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verts[(i*2)+1] = rPoint;
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uvs[i*2] = new Vector2(t,0);
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uvs[(i*2)+1] = new Vector2(t,1f);
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if (i>0)
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{
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int triIndex = (i-1)*6;
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int vertIndex = i*2;
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tris[triIndex] = vertIndex-2;
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tris[triIndex+1] = vertIndex-1;
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tris[triIndex+2] = vertIndex;
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tris[triIndex+3] = vertIndex;
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tris[triIndex+4] = vertIndex-1;
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tris[triIndex+5] = vertIndex+1;
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}
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}
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// Assign the data to the mesh
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_m.vertices = verts;
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_m.uv = uvs;
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_m.triangles = tris;
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_m.RecalculateNormals();
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// Assign the mesh to the MeshFilter
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_mf.mesh = _m;
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}
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}
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}
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