315 lines
10 KiB
C#
315 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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namespace UnityEngine.U2D
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{
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// Spline Internal Meta Data.
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internal struct SplinePointMetaData
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{
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public float height;
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public uint spriteIndex;
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public int cornerMode;
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};
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/// <summary>
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/// Spline contains control points used to define curve/outline for generating SpriteShape geometry.
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/// </summary>
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[Serializable]
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public class Spline
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{
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private static readonly string KErrorMessage = "Internal error: Point too close to neighbor";
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private static readonly float KEpsilon = 0.01f;
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[SerializeField]
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private bool m_IsOpenEnded;
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[SerializeField]
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private List<SplineControlPoint> m_ControlPoints = new List<SplineControlPoint>();
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/// <summary>
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/// Get/Set Spline's shape to open ended or closed.
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/// </summary>
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public bool isOpenEnded
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{
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get
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{
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if (GetPointCount() < 3)
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return true;
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return m_IsOpenEnded;
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}
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set { m_IsOpenEnded = value; }
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}
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private bool IsPositionValid(int index, int next, Vector3 point)
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{
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int pointCount = GetPointCount();
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if (isOpenEnded && (index == 0 || index == pointCount))
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return true;
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int prev = (index == 0) ? (pointCount - 1) : (index - 1);
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if (prev >= 0)
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{
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Vector3 diff = m_ControlPoints[prev].position - point;
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if (diff.magnitude < KEpsilon)
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return false;
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}
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next = (next >= pointCount) ? 0 : next;
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if (next < pointCount)
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{
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Vector3 diff = m_ControlPoints[next].position - point;
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if (diff.magnitude < KEpsilon)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Clear all control points.
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/// </summary>
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public void Clear()
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{
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m_ControlPoints.Clear();
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}
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/// <summary>
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/// Get Spline's control point count.
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/// </summary>
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/// <returns>Count of control points.</returns>
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public int GetPointCount()
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{
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return m_ControlPoints.Count;
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}
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/// <summary>
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/// Insert control point at index.
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/// </summary>
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/// <param name="index">Index at which a control point will be inserted.</param>
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/// <param name="point">Position of the control point.</param>
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/// <exception cref="ArgumentException"></exception>
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public void InsertPointAt(int index, Vector3 point)
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{
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if (!IsPositionValid(index, index, point))
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throw new ArgumentException(KErrorMessage);
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m_ControlPoints.Insert(index, new SplineControlPoint { position = point, height = 1.0f, cornerMode = Corner.Automatic });
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}
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/// <summary>
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/// Remove a control point from the Spline at index.
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/// </summary>
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/// <param name="index">Index of the control point to be removed.</param>
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public void RemovePointAt(int index)
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{
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if (m_ControlPoints.Count > 2)
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m_ControlPoints.RemoveAt(index);
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}
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/// <summary>
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/// Get position of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <returns></returns>
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public Vector3 GetPosition(int index)
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{
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return m_ControlPoints[index].position;
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}
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/// <summary>
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/// Set position of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <param name="point">Position of control point.</param>
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/// <exception cref="ArgumentException"></exception>
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public void SetPosition(int index, Vector3 point)
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{
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if (!IsPositionValid(index, index + 1, point))
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throw new ArgumentException(KErrorMessage);
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SplineControlPoint newPoint = m_ControlPoints[index];
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newPoint.position = point;
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m_ControlPoints[index] = newPoint;
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}
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/// <summary>
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/// Get left tangent of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <returns>Left tangent of control point.</returns>
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public Vector3 GetLeftTangent(int index)
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{
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ShapeTangentMode mode = GetTangentMode(index);
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if (mode == ShapeTangentMode.Linear)
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return Vector3.zero;
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return m_ControlPoints[index].leftTangent;
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}
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/// <summary>
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/// Set left tangent of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <param name="tangent">Left tangent of control point.</param>
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public void SetLeftTangent(int index, Vector3 tangent)
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{
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ShapeTangentMode mode = GetTangentMode(index);
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if (mode == ShapeTangentMode.Linear)
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return;
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SplineControlPoint newPoint = m_ControlPoints[index];
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newPoint.leftTangent = tangent;
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m_ControlPoints[index] = newPoint;
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}
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/// <summary>
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/// Get right tangent of control point at index,
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <returns>Right tangent of control point.</returns>
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public Vector3 GetRightTangent(int index)
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{
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ShapeTangentMode mode = GetTangentMode(index);
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if (mode == ShapeTangentMode.Linear)
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return Vector3.zero;
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return m_ControlPoints[index].rightTangent;
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}
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/// <summary>
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/// Set right tangent of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <param name="tangent">Right tangent of control point.</param>
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public void SetRightTangent(int index, Vector3 tangent)
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{
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ShapeTangentMode mode = GetTangentMode(index);
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if (mode == ShapeTangentMode.Linear)
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return;
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SplineControlPoint newPoint = m_ControlPoints[index];
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newPoint.rightTangent = tangent;
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m_ControlPoints[index] = newPoint;
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}
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/// <summary>
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/// Get tangent mode of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <returns>Tangent mode of control point</returns>
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public ShapeTangentMode GetTangentMode(int index)
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{
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return m_ControlPoints[index].mode;
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}
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/// <summary>
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/// Set the tangent mode of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <param name="mode">Tangent mode.</param>
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public void SetTangentMode(int index, ShapeTangentMode mode)
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{
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SplineControlPoint newPoint = m_ControlPoints[index];
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newPoint.mode = mode;
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m_ControlPoints[index] = newPoint;
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}
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/// <summary>
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/// Get height of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <returns>Height.</returns>
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public float GetHeight(int index)
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{
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return m_ControlPoints[index].height;
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}
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/// <summary>
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/// Set height of control point at index.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <param name="value">Height.</param>
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public void SetHeight(int index, float value)
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{
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m_ControlPoints[index].height = value;
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}
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/// <summary>
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/// Get Sprite index to be used for rendering edge starting at control point.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <returns>Sprite index.</returns>
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public int GetSpriteIndex(int index)
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{
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return m_ControlPoints[index].spriteIndex;
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}
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/// <summary>
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/// Set Sprite index to be used for rendering edge starting at control point.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <param name="value">Sprite index.</param>
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public void SetSpriteIndex(int index, int value)
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{
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m_ControlPoints[index].spriteIndex = value;
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}
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/// <summary>
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/// Test if a corner mode is enabled at control point.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <returns>True if a valid corner mode is set.</returns>
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public bool GetCorner(int index)
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{
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return GetCornerMode(index) != Corner.Disable;
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}
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/// <summary>
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/// Set corner mode to automatic or disabled.
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/// </summary>
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/// <param name="index">Index of control point.</param>
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/// <param name="value">Enable/disable corner mode</param>
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public void SetCorner(int index, bool value)
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{
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m_ControlPoints[index].corner = value;
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m_ControlPoints[index].cornerMode = value ? Corner.Automatic : Corner.Disable;
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}
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public override int GetHashCode()
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{
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unchecked
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{
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int hashCode = (int)2166136261;
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for (int i = 0; i < GetPointCount(); ++i)
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{
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hashCode = hashCode * 16777619 ^ m_ControlPoints[i].GetHashCode();
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}
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hashCode = hashCode * 16777619 ^ m_IsOpenEnded.GetHashCode();
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return hashCode;
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}
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}
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internal void SetCornerMode(int index, Corner value)
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{
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m_ControlPoints[index].corner = (value != Corner.Disable);
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m_ControlPoints[index].cornerMode = value;
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}
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internal Corner GetCornerMode(int index)
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{
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if (m_ControlPoints[index].cornerMode == Corner.Disable)
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{
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// For backward compatibility.
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if (m_ControlPoints[index].corner)
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{
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m_ControlPoints[index].cornerMode = Corner.Automatic;
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return Corner.Automatic;
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}
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}
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return m_ControlPoints[index].cornerMode;
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}
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}
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}
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