151 lines
4.1 KiB
C#
151 lines
4.1 KiB
C#
using UnityEngine;
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public class e2dTerrainBoundary : e2dTerrainMesh
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{
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public e2dTerrainBoundary(e2dTerrain terrain)
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: base(terrain)
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{
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}
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public void FixBoundary()
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{
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foreach (e2dCurveNode item in base.TerrainCurve)
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{
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Vector2 position = item.position;
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if (position.x < base.Terrain.TerrainBoundary.xMin)
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{
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base.Terrain.TerrainBoundary.xMin = position.x;
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}
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if (position.x > base.Terrain.TerrainBoundary.xMax)
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{
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base.Terrain.TerrainBoundary.xMax = position.x;
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}
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if (position.y < base.Terrain.TerrainBoundary.yMin)
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{
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base.Terrain.TerrainBoundary.yMin = position.y;
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}
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if (position.y > base.Terrain.TerrainBoundary.yMax)
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{
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base.Terrain.TerrainBoundary.yMax = position.y;
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}
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}
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}
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public void EnsurePointIsInBoundary(ref Vector3 point)
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{
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if (point.x < base.Terrain.TerrainBoundary.xMin)
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{
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point.x = base.Terrain.TerrainBoundary.xMin;
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}
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if (point.x > base.Terrain.TerrainBoundary.xMax)
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{
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point.x = base.Terrain.TerrainBoundary.xMax;
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}
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if (point.y < base.Terrain.TerrainBoundary.yMin)
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{
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point.y = base.Terrain.TerrainBoundary.yMin;
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}
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if (point.y > base.Terrain.TerrainBoundary.yMax)
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{
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point.y = base.Terrain.TerrainBoundary.yMax;
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}
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}
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public Vector2[] GetBoundaryRect()
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{
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Vector2[] array = new Vector2[5];
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array[0] = new Vector2(base.Terrain.TerrainBoundary.xMax, base.Terrain.TerrainBoundary.yMin);
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array[1] = new Vector2(base.Terrain.TerrainBoundary.xMin, base.Terrain.TerrainBoundary.yMin);
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array[2] = new Vector2(base.Terrain.TerrainBoundary.xMin, base.Terrain.TerrainBoundary.yMax);
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array[3] = new Vector2(base.Terrain.TerrainBoundary.xMax, base.Terrain.TerrainBoundary.yMax);
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array[4] = array[0];
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return array;
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}
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public int ProjectStartPointToBoundary(ref Vector2 point)
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{
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return ProjectPointToBoundary(ref point, 1, base.TerrainCurve.Count - 1);
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}
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public int ProjectEndPointToBoundary(ref Vector2 point)
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{
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return ProjectPointToBoundary(ref point, 0, base.TerrainCurve.Count - 2);
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}
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public int ProjectPointToBoundary(ref Vector2 point, int startCurveIndex, int endCurveIndex)
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{
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int num = -1;
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float num2 = float.MaxValue;
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float num3 = Mathf.Abs(base.Terrain.TerrainBoundary.yMin - point.y);
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if (num3 < num2 && !base.Terrain.IntersectsCurve(startCurveIndex, endCurveIndex, point, ProjectPointToBoundaryEdge(point, 0)))
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{
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num2 = num3;
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num = 0;
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}
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num3 = Mathf.Abs(base.Terrain.TerrainBoundary.xMin - point.x);
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if (num3 < num2 && !base.Terrain.IntersectsCurve(startCurveIndex, endCurveIndex, point, ProjectPointToBoundaryEdge(point, 1)))
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{
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num2 = num3;
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num = 1;
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}
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num3 = Mathf.Abs(base.Terrain.TerrainBoundary.yMax - point.y);
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if (num3 < num2 && !base.Terrain.IntersectsCurve(startCurveIndex, endCurveIndex, point, ProjectPointToBoundaryEdge(point, 2)))
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{
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num2 = num3;
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num = 2;
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}
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num3 = Mathf.Abs(base.Terrain.TerrainBoundary.xMax - point.x);
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if (num3 < num2 && !base.Terrain.IntersectsCurve(startCurveIndex, endCurveIndex, point, ProjectPointToBoundaryEdge(point, 3)))
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{
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num2 = num3;
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num = 3;
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}
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if (num == -1)
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{
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num3 = Mathf.Abs(base.Terrain.TerrainBoundary.yMin - point.y);
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if (num3 < num2)
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{
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num2 = num3;
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num = 0;
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}
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num3 = Mathf.Abs(base.Terrain.TerrainBoundary.xMin - point.x);
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if (num3 < num2)
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{
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num2 = num3;
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num = 1;
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}
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num3 = Mathf.Abs(base.Terrain.TerrainBoundary.yMax - point.y);
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if (num3 < num2)
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{
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num2 = num3;
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num = 2;
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}
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num3 = Mathf.Abs(base.Terrain.TerrainBoundary.xMax - point.x);
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if (num3 < num2)
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{
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num2 = num3;
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num = 3;
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}
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}
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point = ProjectPointToBoundaryEdge(point, num);
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return num;
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}
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private Vector2 ProjectPointToBoundaryEdge(Vector2 point, int edgeIndex)
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{
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switch (edgeIndex)
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{
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case 0:
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return new Vector2(point.x, base.Terrain.TerrainBoundary.yMin);
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case 1:
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return new Vector2(base.Terrain.TerrainBoundary.xMin, point.y);
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case 2:
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return new Vector2(point.x, base.Terrain.TerrainBoundary.yMax);
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case 3:
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return new Vector2(base.Terrain.TerrainBoundary.xMax, point.y);
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default:
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e2dUtils.Error("unknown edge " + edgeIndex);
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return Vector2.zero;
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}
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}
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}
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