BITFALL/Assets/GSpawn - Level Designer/Scripts/Objects/Projection/ObjectOnUnityTerrainProject...

176 lines
9.5 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using System.Collections.Generic;
namespace GSpawn
{
public class ObjectOnUnityTerrainProjector : ObjectProjector
{
public Terrain unityTerrain { get; set; }
public override bool projectHierarchies(List<GameObject> parents, ObjectProjectionSettings settings, List<ObjectProjectionResult> results)
{
if (results != null) results.Clear();
if (settings.projectAsUnit)
{
OBB terrainOBB = unityTerrain.calcWorldOBB();
if (!terrainOBB.isValid) return false;
OBB unitWorldOBB = ObjectBounds.calcHierarchiesWorldOBB(parents, _projectableBoundsQConfig);
if (!unitWorldOBB.isValid) return false;
Vector3 terrainUp = calcTerrainUp();
Plane terrainTopPlane = new Plane(terrainUp, terrainOBB.center + terrainUp * terrainOBB.extents.y);
Plane terrainBottomPlane = new Plane(-terrainUp, terrainOBB.center - terrainUp * terrainOBB.extents.y);
Vector3 projectedCenter = unityTerrain.projectPoint(unityTerrain.transform.position.y, unitWorldOBB.center);
Vector3 terrainNormal = unityTerrain.getInterpolatedNormal(projectedCenter);
Vector3 projectedCenterNormal = settings.alignAxis ? terrainNormal : calcTerrainUp();
if (settings.alignAxis) unitWorldOBB = alignHierarchyUnit(parents, unitWorldOBB, projectedCenterNormal, settings);
Plane projectionPlane = new Plane(projectedCenterNormal, projectedCenter);
ObjectProjectionPivots.calcHierarchyUnitPivots(parents, unitWorldOBB, projectionPlane, settings, _projectionPivotBuffer);
if (_projectionPivotBuffer.Count == 0) return false;
if (settings.embedInSurface)
{
// Note: We need to offset completely above or below the terrain (depending on half space).
// Otherwise, the results will not be correct when the objects are spanning the terrain
// surface.
Sphere groupSphere = new Sphere(unitWorldOBB);
projectedCenter = settings.halfSpace == ObjectProjectionHalfSpace.InFront ? terrainTopPlane.projectPoint(groupSphere.center) : terrainBottomPlane.projectPoint(groupSphere.center);
Vector3 moveOffset = (settings.halfSpace == ObjectProjectionHalfSpace.InFront ? terrainUp : -terrainUp) * ((projectedCenter - groupSphere.center).magnitude + groupSphere.radius);
Vector3Ex.offsetPoints(_projectionPivotBuffer, moveOffset);
foreach (var parent in parents)
parent.transform.position += moveOffset;
Vector3 projectionOffset = calcEmbedOffset(_projectionPivotBuffer);
if (projectionOffset.sqrMagnitude > 1e-5f)
{
projectionOffset += calcOffsetVector(projectionPlane.normal, settings);
foreach (var parent in parents)
parent.transform.position += projectionOffset;
}
else
{
// Note: If the projection offset is 0, we need to restore the objects' positions.
// Otherwise they will float in the air.
foreach (var parent in parents)
parent.transform.position -= moveOffset;
}
}
else
{
Vector3 projectionOffset = ObjectProjectionPivots.calcPivotProjectionOffset(projectionPlane, _projectionPivotBuffer, settings);
projectionOffset += calcOffsetVector(projectionPlane.normal, settings);
foreach (var parent in parents)
parent.transform.position += projectionOffset;
}
if (results != null)
{
var result = new ObjectProjectionResult();
result.wasProjected = true;
result.projectionPlane = projectionPlane;
result.projectedPosition = result.projectionPlane.projectPoint(unitWorldOBB.center);
result.terrainNormal = terrainNormal;
results.Add(result);
}
return true;
}
else return projectHierarchiesIndividually(parents, settings, results);
}
public override ObjectProjectionResult projectHierarchy(GameObject parent, ObjectProjectionSettings settings)
{
OBB terrainOBB = unityTerrain.calcWorldOBB();
if (!terrainOBB.isValid) return ObjectProjectionResult.notProjectedResult;
OBB hierarchyWorldOBB = ObjectBounds.calcHierarchyWorldOBB(parent, _projectableBoundsQConfig);
if (!hierarchyWorldOBB.isValid) return ObjectProjectionResult.notProjectedResult;
Vector3 terrainUp = calcTerrainUp();
Plane terrainTopPlane = new Plane(terrainUp, terrainOBB.center + terrainUp * terrainOBB.extents.y);
Plane terrainBottomPlane = new Plane(-terrainUp, terrainOBB.center - terrainUp * terrainOBB.extents.y);
// Note: It is important to project parent.transform.position and not hierarchyWorldOBB.center.
// It produces much better results.
Vector3 projectedCenter = unityTerrain.projectPoint(unityTerrain.transform.position.y, parent.transform.position);
Vector3 terrainNormal = unityTerrain.getInterpolatedNormal(projectedCenter);
Vector3 projectedCenterNormal = settings.alignAxis ? terrainNormal : calcTerrainUp();
if (settings.alignAxis) hierarchyWorldOBB = alignHierarchy(parent, hierarchyWorldOBB, projectedCenterNormal, settings);
Plane projectionPlane = new Plane(projectedCenterNormal, projectedCenter);
ObjectProjectionPivots.calcHierarchyPivots(parent, hierarchyWorldOBB, projectionPlane, settings, _projectionPivotBuffer);
if (_projectionPivotBuffer.Count == 0) return ObjectProjectionResult.notProjectedResult;
if (settings.embedInSurface)
{
Sphere hierarchySphere = new Sphere(hierarchyWorldOBB);
projectedCenter = settings.halfSpace == ObjectProjectionHalfSpace.InFront ? terrainTopPlane.projectPoint(hierarchySphere.center) : terrainBottomPlane.projectPoint(hierarchySphere.center);
Vector3 moveOffset = (settings.halfSpace == ObjectProjectionHalfSpace.InFront ? terrainUp : -terrainUp) * ((projectedCenter - hierarchySphere.center).magnitude + hierarchySphere.radius);
Vector3Ex.offsetPoints(_projectionPivotBuffer, moveOffset);
parent.transform.position += moveOffset;
Vector3 projectionOffset = calcEmbedOffset(_projectionPivotBuffer);
if (projectionOffset.sqrMagnitude > 1e-5f)
{
projectionOffset += calcOffsetVector(projectionPlane.normal, settings);
parent.transform.position += projectionOffset;
}
else
{
// Note: If the projection offset is 0, we need to restore the object position.
// Otherwise it will float in the air.
parent.transform.position -= moveOffset;
}
}
else
{
Vector3 projectionOffset = ObjectProjectionPivots.calcPivotProjectionOffset(projectionPlane, _projectionPivotBuffer, settings);
projectionOffset += calcOffsetVector(projectionPlane.normal, settings);
parent.transform.position += projectionOffset;
}
var result = new ObjectProjectionResult();
result.wasProjected = true;
result.projectionPlane = projectionPlane;
result.projectedPosition = result.projectionPlane.projectPoint(hierarchyWorldOBB.center);
result.terrainNormal = terrainNormal;
return result;
}
private Vector3 calcTerrainUp()
{
return unityTerrain.transform.up;
}
private Vector3 calcEmbedOffset(List<Vector3> projectionPivots)
{
int bestPtIndex = -1;
Vector3 bestHitPoint = Vector3.zero;
float bestDist = float.MinValue;
float terrainYPos = unityTerrain.transform.position.y;
int numPoints = _projectionPivotBuffer.Count;
for (int ptIndex = 0; ptIndex < numPoints; ++ptIndex)
{
Vector3 projectedPt = unityTerrain.projectPoint(terrainYPos, _projectionPivotBuffer[ptIndex]);
float d = (_projectionPivotBuffer[ptIndex] - projectedPt).magnitude;
if (d > bestDist)
{
bestPtIndex = ptIndex;
bestHitPoint = projectedPt;
bestDist = d;
}
}
return bestPtIndex >= 0 ? (bestHitPoint - projectionPivots[bestPtIndex]) : Vector3.zero;
}
}
}
#endif