103 lines
3.0 KiB
C#
103 lines
3.0 KiB
C#
|
using System;
|
|||
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using UnityEngine;
|
|||
|
|
|||
|
namespace UnityEditor.U2D.Path
|
|||
|
{
|
|||
|
public static class ShapeExtensions
|
|||
|
{
|
|||
|
public static Polygon ToPolygon(this Vector3[] points, bool isOpenEnded)
|
|||
|
{
|
|||
|
return new Polygon()
|
|||
|
{
|
|||
|
isOpenEnded = isOpenEnded,
|
|||
|
points = points
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
public static Spline ToSpline(this Vector3[] points, bool isOpenEnded)
|
|||
|
{
|
|||
|
if (!points.IsSpline(isOpenEnded) && points.IsSpline(!isOpenEnded))
|
|||
|
{
|
|||
|
var pointList = new List<Vector3>(points);
|
|||
|
|
|||
|
if (isOpenEnded)
|
|||
|
{
|
|||
|
while (pointList.Count % 3 != 1)
|
|||
|
pointList.RemoveAt(pointList.Count-1);
|
|||
|
|
|||
|
points = pointList.ToArray();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
var last = pointList[pointList.Count-1];
|
|||
|
var first = pointList[0];
|
|||
|
var v = first - last;
|
|||
|
|
|||
|
pointList.Add(last + v.normalized * (v.magnitude / 3f));
|
|||
|
pointList.Add(first - v.normalized * (v.magnitude / 3f));
|
|||
|
|
|||
|
points = pointList.ToArray();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (!points.IsSpline(isOpenEnded))
|
|||
|
throw new Exception("The provided control point array can't conform a Spline.");
|
|||
|
|
|||
|
return new Spline()
|
|||
|
{
|
|||
|
isOpenEnded = isOpenEnded,
|
|||
|
points = points
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
public static bool IsSpline(this Vector3[] points, bool isOpenEnded)
|
|||
|
{
|
|||
|
if (points.Length < 4)
|
|||
|
return false;
|
|||
|
|
|||
|
if (isOpenEnded && points.Length % 3 != 1)
|
|||
|
return false;
|
|||
|
|
|||
|
if (!isOpenEnded && points.Length % 3 != 0)
|
|||
|
return false;
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
public static Spline ToSpline(this Polygon polygon)
|
|||
|
{
|
|||
|
var newPointCount = polygon.points.Length * 3;
|
|||
|
|
|||
|
if (polygon.isOpenEnded)
|
|||
|
newPointCount = (polygon.points.Length - 1) * 3 + 1;
|
|||
|
|
|||
|
var newPoints = new Vector3[newPointCount];
|
|||
|
var controlPoints = polygon.points;
|
|||
|
var pointCount = controlPoints.Length;
|
|||
|
|
|||
|
for (var i = 0; i < pointCount; ++i)
|
|||
|
{
|
|||
|
var nextIndex = (i + 1) % pointCount;
|
|||
|
var point = controlPoints[i];
|
|||
|
var v = controlPoints[nextIndex] - point;
|
|||
|
|
|||
|
newPoints[i * 3] = point;
|
|||
|
|
|||
|
if (i * 3 + 2 < newPointCount)
|
|||
|
{
|
|||
|
newPoints[i * 3 + 1] = point + v / 3f;
|
|||
|
newPoints[i * 3 + 2] = point + v * 2f / 3f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return new Spline()
|
|||
|
{
|
|||
|
isOpenEnded = polygon.isOpenEnded,
|
|||
|
points = newPoints
|
|||
|
};
|
|||
|
}
|
|||
|
}
|
|||
|
}
|