415 lines
13 KiB
C#
415 lines
13 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class e2dTerrainCurveMesh : e2dTerrainMesh
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{
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public e2dTerrainCurveMesh(e2dTerrain terrain) : base(terrain)
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{
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this.ControlTextures = new List<Texture2D>();
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this.StripeVertices = new List<Vector3>();
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}
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public MeshRenderer renderer
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{
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get
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{
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base.EnsureMeshComponentsExist();
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return base.transform.Find(e2dConstants.CURVE_MESH_NAME).GetComponent<MeshRenderer>();
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}
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}
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public GameObject gameObject
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{
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get
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{
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return base.transform.Find(e2dConstants.CURVE_MESH_NAME).gameObject;
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}
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}
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public void RebuildMesh()
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{
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if (base.TerrainCurve.Count < 2 || base.Terrain.CurveIntercrossing)
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{
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this.DestroyMesh();
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return;
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}
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base.EnsureMeshComponentsExist();
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base.ResetMeshObjectsTransforms();
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Vector3[] array = new Vector3[base.TerrainCurve.Count * 2];
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Vector2[] array2 = new Vector2[array.Length];
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Color[] array3 = new Color[array.Length];
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int[] array4 = new int[(base.TerrainCurve.Count - 1) * 2 * 3];
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this.StripeVertices = this.ComputeStripeVertices();
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array[0] = base.TerrainCurve[0].position;
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array[1] = this.StripeVertices[0];
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array2[0] = new Vector2(0f, 0f);
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array2[1] = new Vector2(0f, 0f);
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array3[0] = new Color(1f, 0f, 0f, 0f);
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array3[1] = new Color(0f, 0f, 0f, 0f);
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float num = 0f;
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for (int i = 1; i < base.TerrainCurve.Count; i++)
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{
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int num2 = i;
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int num3 = 2 * num2;
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int num4 = 6 * (i - 1);
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float magnitude = (base.TerrainCurve[i].position - base.TerrainCurve[i - 1].position).magnitude;
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num += magnitude;
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array[num3] = base.TerrainCurve[num2].position;
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array[num3] -= Vector3.forward * 0.01f;
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array2[num3] = new Vector2(num, (float)num2);
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array3[num3] = new Color(1f, 0f, 0f, 0f);
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array[num3 + 1] = this.StripeVertices[i];
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array2[num3 + 1] = new Vector2(num, (float)num2);
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array3[num3 + 1] = new Color(0f, 0f, 0f, 0f);
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if (e2dUtils.PointInTriangle(array[num3 + 1], array[num3 - 2], array[num3], array[num3 - 1]))
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{
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array4[num4] = num3 - 2;
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array4[num4 + 1] = num3 + 1;
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array4[num4 + 2] = num3 - 1;
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array4[num4 + 3] = num3 - 2;
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array4[num4 + 4] = num3;
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array4[num4 + 5] = num3 + 1;
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}
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else
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{
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array4[num4] = num3 - 2;
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array4[num4 + 1] = num3;
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array4[num4 + 2] = num3 - 1;
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array4[num4 + 3] = num3 - 1;
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array4[num4 + 4] = num3;
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array4[num4 + 5] = num3 + 1;
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}
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}
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MeshFilter component = base.transform.Find(e2dConstants.CURVE_MESH_NAME).GetComponent<MeshFilter>();
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component.sharedMesh.Clear();
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component.sharedMesh.vertices = array;
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component.sharedMesh.uv = array2;
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component.sharedMesh.colors = array3;
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component.sharedMesh.triangles = array4;
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if (this.SomeMaterialsMissing())
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{
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this.RebuildMaterial();
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}
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}
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private List<Vector3> ComputeStripeVertices()
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{
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List<Vector3> list = new List<Vector3>(base.TerrainCurve.Count);
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list.Add(this.ComputeFirstStripeVertex());
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for (int i = 1; i < base.TerrainCurve.Count - 1; i++)
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{
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list.Add(this.ComputeStripeVertex(i));
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}
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list.Add(this.ComputeLastStripeVertex());
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for (int j = 0; j < list.Count - 1; j++)
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{
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for (int k = j + 2; k < list.Count - 1; k++)
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{
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Vector2 v;
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if (e2dUtils.SegmentsIntersect(list[j], list[j + 1], list[k], list[k + 1], out v))
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{
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for (int l = j + 1; l <= k; l++)
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{
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list[l] = v;
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}
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break;
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}
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}
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}
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return list;
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}
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private Vector3 ComputeFirstStripeVertex()
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{
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Vector2 position = base.TerrainCurve[0].position;
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base.Boundary.ProjectStartPointToBoundary(ref position);
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Vector3 result = position;
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if (position != base.TerrainCurve[0].position)
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{
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Vector2 b = base.TerrainCurve[1].position - base.TerrainCurve[0].position;
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float nodeStripeSize = this.GetNodeStripeSize(0);
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Vector2 vector = new Vector2(b.y, -b.x);
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Vector2 vector2 = nodeStripeSize * vector.normalized;
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Vector2 b2 = position - base.TerrainCurve[0].position;
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Vector2 zero;
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if (!e2dUtils.HalfLineAndLineIntersect(Vector2.zero, b2, vector2, vector2 + b, out zero))
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{
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zero = Vector2.zero;
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}
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result = base.TerrainCurve[0].position + zero;
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base.Boundary.EnsurePointIsInBoundary(ref result);
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}
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return result;
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}
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private Vector3 ComputeLastStripeVertex()
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{
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Vector2 position = base.TerrainCurve[base.TerrainCurve.Count - 1].position;
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base.Boundary.ProjectEndPointToBoundary(ref position);
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Vector3 result = position;
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if (position != base.TerrainCurve[base.TerrainCurve.Count - 1].position)
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{
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Vector2 b = base.TerrainCurve[base.TerrainCurve.Count - 1].position - base.TerrainCurve[base.TerrainCurve.Count - 2].position;
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float nodeStripeSize = this.GetNodeStripeSize(base.TerrainCurve.Count - 1);
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Vector2 vector = new Vector2(b.y, -b.x);
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Vector2 vector2 = nodeStripeSize * vector.normalized;
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Vector2 b2 = position - base.TerrainCurve[base.TerrainCurve.Count - 1].position;
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Vector2 zero;
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if (!e2dUtils.HalfLineAndLineIntersect(Vector2.zero, b2, vector2, vector2 + b, out zero))
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{
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zero = Vector2.zero;
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}
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result = base.TerrainCurve[base.TerrainCurve.Count - 1].position + zero;
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base.Boundary.EnsurePointIsInBoundary(ref result);
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}
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return result;
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}
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private Vector3 ComputeStripeVertex(int nodeIndex)
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{
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Vector2 vector = base.TerrainCurve[nodeIndex].position - base.TerrainCurve[nodeIndex - 1].position;
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Vector2 vector2 = base.TerrainCurve[nodeIndex + 1].position - base.TerrainCurve[nodeIndex].position;
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Vector2 vector3 = new Vector2(vector.y, -vector.x);
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Vector2 normalized = vector3.normalized;
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Vector2 vector4 = new Vector2(vector2.y, -vector2.x);
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Vector2 normalized2 = vector4.normalized;
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Vector2 b = this.GetNodeStripeSize(nodeIndex) * (normalized + normalized2).normalized;
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Vector3 result = base.TerrainCurve[nodeIndex].position + b;
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base.Boundary.EnsurePointIsInBoundary(ref result);
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return result;
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}
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private float GetNodeStripeSize(int nodeIndex)
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{
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e2dCurveTexture e2dCurveTexture = base.CurveTextures[base.TerrainCurve[nodeIndex].texture];
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return e2dCurveTexture.size.y;
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}
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public void DestroyMesh()
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{
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base.EnsureMeshObjectsExist();
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this.DestroyTemporaryAssets();
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MeshFilter component = base.transform.Find(e2dConstants.CURVE_MESH_NAME).GetComponent<MeshFilter>();
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if (component && component.sharedMesh != null)
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{
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UnityEngine.Object.DestroyImmediate(component.sharedMesh);
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}
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MeshRenderer component2 = base.transform.Find(e2dConstants.CURVE_MESH_NAME).GetComponent<MeshRenderer>();
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if (component2 && component2.sharedMaterials != null)
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{
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foreach (Material obj in component2.sharedMaterials)
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{
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UnityEngine.Object.DestroyImmediate(obj);
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}
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}
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}
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public void RebuildMaterial()
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{
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base.EnsureMeshComponentsExist();
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MeshRenderer component = base.transform.Find(e2dConstants.CURVE_MESH_NAME).GetComponent<MeshRenderer>();
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Material[] array = component.sharedMaterials;
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if (array != null)
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{
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foreach (Material obj in array)
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{
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UnityEngine.Object.DestroyImmediate(obj, true);
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}
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}
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this.EnsureTexturesInited();
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int materialsNeededCount = this.GetMaterialsNeededCount();
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array = new Material[materialsNeededCount];
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if (this.ControlTextures.Count != materialsNeededCount)
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{
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this.UpdateControlTextures();
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}
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int num = 0;
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for (int j = 0; j < materialsNeededCount; j++)
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{
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array[j] = new Material(Shader.Find("e2d/Curve"));
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array[j].SetFloat("_ControlSize", (float)this.ControlTextures[j].width);
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array[j].SetFloat("_InvControlSize", 1f / (float)this.ControlTextures[j].width);
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array[j].SetFloat("_InvControlSizeHalf", 0.5f / (float)this.ControlTextures[j].width);
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array[j].SetTexture("_Control", this.ControlTextures[j]);
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int k = 0;
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while (k < e2dConstants.NUM_TEXTURES_PER_STRIPE_SHADER)
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{
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if (num >= base.CurveTextures.Count)
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{
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break;
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}
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array[j].SetTexture("_Splat" + k, base.CurveTextures[num].texture);
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Vector4 value = new Vector4(1f / base.CurveTextures[num].size.x, base.CurveTextures[num].size.y, (float)((!base.CurveTextures[num].fixedAngle) ? 0 : 1), base.CurveTextures[num].fadeThreshold);
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array[j].SetVector("_SplatParams" + k, value);
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k++;
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num++;
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}
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}
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component.materials = array;
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}
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private void EnsureTexturesInited()
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{
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if (base.CurveTextures.Count == 0)
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{
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base.CurveTextures.Clear();
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base.CurveTextures.Add(this.GetDefaultCurveTexture());
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foreach (Texture obj in this.ControlTextures)
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{
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UnityEngine.Object.DestroyImmediate(obj, true);
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}
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this.ControlTextures.Clear();
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this.ControlTextures.Add(this.CreateControlTexture(new Color(1f, 0f, 0f, 0f)));
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}
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}
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public void UpdateControlTextures()
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{
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this.UpdateControlTextures(false);
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}
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public void UpdateControlTextures(bool forceRecreate)
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{
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while (this.ControlTextures.Count > this.GetMaterialsNeededCount())
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{
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UnityEngine.Object.DestroyImmediate(this.ControlTextures[this.ControlTextures.Count - 1], true);
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this.ControlTextures.RemoveAt(this.ControlTextures.Count - 1);
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}
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while (this.ControlTextures.Count < this.GetMaterialsNeededCount())
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{
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this.ControlTextures.Add(this.CreateControlTexture(new Color(0f, 0f, 0f, 0f)));
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}
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for (int i = 0; i < this.ControlTextures.Count; i++)
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{
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if (forceRecreate || this.ControlTextures[i] == null || this.ControlTextures[i].width != this.GetControlTextureSize())
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{
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UnityEngine.Object.DestroyImmediate(this.ControlTextures[i], true);
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this.ControlTextures[i] = this.CreateControlTexture(new Color(0f, 0f, 0f, 0f));
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base.EnsureMeshComponentsExist();
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MeshRenderer component = base.transform.Find(e2dConstants.CURVE_MESH_NAME).GetComponent<MeshRenderer>();
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if (component.sharedMaterials != null && i == component.sharedMaterials.Length - 1 && component.sharedMaterials[i])
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{
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component.sharedMaterials[i].SetFloat("_ControlSize", (float)this.ControlTextures[i].width);
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component.sharedMaterials[i].SetFloat("_InvControlSize", 1f / (float)this.ControlTextures[i].width);
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component.sharedMaterials[i].SetFloat("_InvControlSizeHalf", 0.5f / (float)this.ControlTextures[i].width);
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component.sharedMaterials[i].SetTexture("_Control", this.ControlTextures[i]);
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}
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}
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if (base.TerrainCurve.Count == 0)
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{
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break;
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}
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Color[] array = new Color[base.TerrainCurve.Count];
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for (int j = 0; j < base.TerrainCurve.Count; j++)
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{
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array[j] = new Color(0f, 0f, 0f, 0f);
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if (base.TerrainCurve[j].texture / e2dConstants.NUM_TEXTURES_PER_STRIPE_SHADER == i)
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{
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switch (base.TerrainCurve[j].texture % e2dConstants.NUM_TEXTURES_PER_STRIPE_SHADER)
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{
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case 0:
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array[j].r = 1f;
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break;
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case 1:
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array[j].g = 1f;
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break;
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case 2:
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array[j].b = 1f;
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break;
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case 3:
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array[j].a = 1f;
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break;
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}
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}
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}
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this.ControlTextures[i].SetPixels(0, 0, array.Length, 1, array);
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this.ControlTextures[i].Apply();
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}
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}
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private int GetMaterialsNeededCount()
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{
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int num = base.CurveTextures.Count / e2dConstants.NUM_TEXTURES_PER_STRIPE_SHADER;
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if (base.CurveTextures.Count % e2dConstants.NUM_TEXTURES_PER_STRIPE_SHADER != 0)
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{
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num++;
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}
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return num;
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}
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private int GetControlTextureSize()
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{
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int num = Mathf.NextPowerOfTwo(base.TerrainCurve.Count);
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if (num == 0)
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{
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num = 1;
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}
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return num;
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}
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private Texture2D CreateControlTexture(Color color)
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{
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int controlTextureSize = this.GetControlTextureSize();
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Texture2D texture2D = new Texture2D(controlTextureSize, 1, TextureFormat.ARGB32, false);
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texture2D.filterMode = FilterMode.Bilinear;
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texture2D.wrapMode = TextureWrapMode.Clamp;
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texture2D.anisoLevel = 1;
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Color[] array = new Color[controlTextureSize];
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for (int i = 0; i < controlTextureSize; i++)
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{
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array[i] = color;
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}
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texture2D.SetPixels(array);
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texture2D.Apply();
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return texture2D;
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}
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public e2dCurveTexture GetDefaultCurveTexture()
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{
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return new e2dCurveTexture((Texture)Resources.Load("defaultCurveTexture", typeof(Texture)));
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}
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public bool SomeMaterialsMissing()
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{
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return base.transform.Find(e2dConstants.CURVE_MESH_NAME).GetComponent<MeshRenderer>().sharedMaterial == null;
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}
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public void AppendCurveTexture()
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{
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base.Terrain.CurveTextures.Add(base.Terrain.CurveMesh.GetDefaultCurveTexture());
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this.UpdateControlTextures();
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}
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public void RemoveCurveTexture(int index)
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{
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base.Terrain.CurveTextures.RemoveAt(index);
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foreach (e2dCurveNode e2dCurveNode in base.TerrainCurve)
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{
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if (e2dCurveNode.texture == index)
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{
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e2dCurveNode.texture = 0;
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}
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else if (e2dCurveNode.texture > index)
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{
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e2dCurveNode.texture--;
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}
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}
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this.UpdateControlTextures();
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}
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public void DestroyTemporaryAssets()
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{
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foreach (Texture2D texture2D in this.ControlTextures)
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{
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if (texture2D)
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{
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UnityEngine.Object.DestroyImmediate(texture2D, true);
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}
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}
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this.ControlTextures.Clear();
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}
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public List<Texture2D> ControlTextures;
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public List<Vector3> StripeVertices;
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}
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