RiverModeler.Splines.cs 11 KB

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  1. // River Modeler
  2. // Staggart Creations (http://staggart.xyz)
  3. // Copyright protected under Unity Asset Store EULA
  4. // Copying or referencing source code for the production of new asset store content is strictly prohibited.
  5. using System;
  6. using System.Collections;
  7. using System.Collections.Generic;
  8. using System.Linq;
  9. using UnityEngine;
  10. #if MATHEMATICS
  11. using Unity.Mathematics;
  12. #endif
  13. #if SPLINES
  14. using UnityEngine.Splines;
  15. #endif
  16. namespace sc.modeling.river.runtime
  17. {
  18. public partial class RiverModeler
  19. {
  20. #if SPLINES
  21. public SplineContainer splineContainer;
  22. public enum SplineChangeReaction
  23. {
  24. During,
  25. WhenDone,
  26. }
  27. [Tooltip("Determines when a change to the spline should be detected")]
  28. public SplineChangeReaction splineChangeMode = SplineChangeReaction.During;
  29. #if MATHEMATICS
  30. /// <summary>
  31. /// X-component defines the width of the river. Y-component scales the displacement. Sample data using length units.
  32. /// </summary>
  33. public List<SplineData<float3>> ScaleData = new List<SplineData<float3>>();
  34. /// <summary>
  35. /// Weights for transparency data stored in vertex colors. Sample data using length units.
  36. /// </summary>
  37. public List<SplineData<float>> TransparencyData = new List<SplineData<float>>();
  38. /// Weights for foam strength stored in vertex colors. Normalized value where 0=subtracting 0.5=none 1.0=adding. Sample data using length units.
  39. public List<SplineData<float>> FoamData = new List<SplineData<float>>();
  40. #endif
  41. private partial void SubscribeSplineCallbacks()
  42. {
  43. #if SPLINES && MATHEMATICS
  44. SplineContainer.SplineAdded += OnSplineAdded;
  45. SplineContainer.SplineRemoved += OnSplineRemoved;
  46. Spline.Changed += OnSplineChanged;
  47. #endif
  48. }
  49. private partial void UnsubscribeSplineCallbacks()
  50. {
  51. #if SPLINES && MATHEMATICS
  52. SplineContainer.SplineAdded -= OnSplineAdded;
  53. SplineContainer.SplineRemoved -= OnSplineRemoved;
  54. Spline.Changed -= OnSplineChanged;
  55. #endif
  56. }
  57. #endif
  58. #if SPLINES && MATHEMATICS
  59. private int lastEditedSplineIndex = -1;
  60. private void OnSplineChanged(Spline spline, int index, SplineModification modificationType)
  61. {
  62. if (!splineContainer) return;
  63. if (rebuildTriggers.HasFlag(RebuildTriggers.OnSplineChanged) == false) return;
  64. //Spline belongs to the assigned container?
  65. var splineIndex = Array.IndexOf(splineContainer.Splines.ToArray(), spline);
  66. if (splineIndex < 0)
  67. return;
  68. lastEditedSplineIndex = splineIndex;
  69. if (splineChangeMode == SplineChangeReaction.WhenDone)
  70. {
  71. lastChangeTime = Time.realtimeSinceStartup;
  72. if (Application.isPlaying)
  73. {
  74. //Coroutines only work in play mode and builds
  75. //Cancel any existing debounce coroutine
  76. if (debounceCoroutine != null) StopCoroutine(debounceCoroutine);
  77. debounceCoroutine = StartCoroutine(DebounceCoroutine());
  78. }
  79. else
  80. {
  81. if (!isTrackingChanges)
  82. {
  83. isTrackingChanges = true;
  84. #if UNITY_EDITOR
  85. UnityEditor.EditorApplication.update += EditorUpdate;
  86. #endif
  87. }
  88. }
  89. }
  90. else if (splineChangeMode == SplineChangeReaction.During)
  91. {
  92. ExecuteAfterSplineChanges();
  93. }
  94. }
  95. public float debounceTime = 0.1f;
  96. private float lastChangeTime = -1f;
  97. private bool isTrackingChanges = false;
  98. private void EditorUpdate()
  99. {
  100. if (isTrackingChanges && Time.realtimeSinceStartup - lastChangeTime >= debounceTime)
  101. {
  102. ExecuteAfterSplineChanges();
  103. isTrackingChanges = false;
  104. #if UNITY_EDITOR
  105. UnityEditor.EditorApplication.update -= EditorUpdate;
  106. #endif
  107. }
  108. }
  109. private Coroutine debounceCoroutine;
  110. private IEnumerator DebounceCoroutine()
  111. {
  112. yield return new WaitForSeconds(debounceTime);
  113. ExecuteAfterSplineChanges();
  114. }
  115. private void ExecuteAfterSplineChanges()
  116. {
  117. if(lastEditedSplineIndex < 0) return;
  118. Rebuild(ChangeFlags.Spline);
  119. }
  120. void OnSplineAdded(SplineContainer container, int index)
  121. {
  122. if (rebuildTriggers.HasFlag(RebuildTriggers.OnSplineAdded) == false) return;
  123. if (container.GetHashCode() != splineContainer.GetHashCode())
  124. return;
  125. //Debug.Log("OnSplineContainerAdded");
  126. ValidateData(container);
  127. Rebuild(ChangeFlags.Spline);
  128. }
  129. /// <summary>
  130. /// Ensures that the component has Scale/Transparency/Foam data set up for every spline, and there's a default value point at the start & end.
  131. /// </summary>
  132. /// <param name="container"></param>
  133. public void ValidateData(SplineContainer container)
  134. {
  135. #if MATHEMATICS
  136. int splineCount = container.Splines.Count;
  137. if (ScaleData.Count < splineCount)
  138. {
  139. var delta = splineCount - ScaleData.Count;
  140. //Debug.Log($"OnSplineContainerAdded. Adding {delta} new data");
  141. for (var i = 0; i < delta; i++)
  142. {
  143. #if UNITY_EDITOR
  144. UnityEditor.Undo.RecordObject(this, "Modifying river Scale");
  145. #endif
  146. float length = container.Splines[i].CalculateLength(container.transform.localToWorldMatrix);
  147. SplineData<float3> data = new SplineData<float3>();
  148. data.DefaultValue = Vector3.one;
  149. data.PathIndexUnit = PathIndexUnit.Distance;
  150. data.AddDataPointWithDefaultValue(0f);
  151. data.AddDataPointWithDefaultValue(length);
  152. ScaleData.Add(data);
  153. }
  154. }
  155. if (TransparencyData.Count < splineCount)
  156. {
  157. var delta = splineCount - TransparencyData.Count;
  158. for (var i = 0; i < delta; i++)
  159. {
  160. #if UNITY_EDITOR
  161. UnityEditor.Undo.RecordObject(this, "Modifying river Transparency");
  162. #endif
  163. float length = container.Splines[i].CalculateLength(container.transform.localToWorldMatrix);
  164. SplineData<float> data = new SplineData<float>();
  165. data.DefaultValue = 0f;
  166. data.PathIndexUnit = PathIndexUnit.Distance;
  167. data.AddDataPointWithDefaultValue(0f);
  168. data.AddDataPointWithDefaultValue(length);
  169. TransparencyData.Add(data);
  170. }
  171. }
  172. if (FoamData.Count < splineCount)
  173. {
  174. var delta = splineCount - FoamData.Count;
  175. for (var i = 0; i < delta; i++)
  176. {
  177. #if UNITY_EDITOR
  178. UnityEditor.Undo.RecordObject(this, "Modifying river Foam");
  179. #endif
  180. float length = container.Splines[i].CalculateLength(container.transform.localToWorldMatrix);
  181. SplineData<float> data = new SplineData<float>();
  182. data.DefaultValue = 0.5f;
  183. data.PathIndexUnit = PathIndexUnit.Distance;
  184. data.AddDataPointWithDefaultValue(0f);
  185. data.AddDataPointWithDefaultValue(length);
  186. FoamData.Add(data);
  187. }
  188. }
  189. #endif
  190. }
  191. [ContextMenu("Reset spline Transparency")]
  192. public void ResetTransparencyData()
  193. {
  194. if (!splineContainer) return;
  195. TransparencyData.Clear();
  196. ValidateData(splineContainer);
  197. Rebuild(ChangeFlags.Data);
  198. }
  199. [ContextMenu("Reset spline Scale")]
  200. public void ResetDisplacementData()
  201. {
  202. if (!splineContainer) return;
  203. ScaleData.Clear();
  204. ValidateData(splineContainer);
  205. Rebuild(ChangeFlags.Data);
  206. }
  207. [ContextMenu("Reset spline Foam")]
  208. public void ResetFoamData()
  209. {
  210. if (!splineContainer) return;
  211. FoamData.Clear();
  212. ValidateData(splineContainer);
  213. Rebuild(ChangeFlags.Data);
  214. }
  215. void OnSplineRemoved(SplineContainer container, int index)
  216. {
  217. if (rebuildTriggers.HasFlag(RebuildTriggers.OnSplineRemoved) == false) return;
  218. if (container != splineContainer)
  219. return;
  220. if (index < ScaleData.Count)
  221. {
  222. #if UNITY_EDITOR
  223. UnityEditor.Undo.RecordObject(this, "Deleting river Scale data");
  224. #endif
  225. ScaleData.RemoveAt(index);
  226. }
  227. if (index < TransparencyData.Count)
  228. {
  229. #if UNITY_EDITOR
  230. UnityEditor.Undo.RecordObject(this, "Deleting river Transparency data");
  231. #endif
  232. TransparencyData.RemoveAt(index);
  233. }
  234. if (index < FoamData.Count)
  235. {
  236. #if UNITY_EDITOR
  237. UnityEditor.Undo.RecordObject(this, "Deleting river Foam data");
  238. #endif
  239. FoamData.RemoveAt(index);
  240. }
  241. Rebuild(ChangeFlags.Data);
  242. }
  243. #endif
  244. }
  245. }