Files
unity-iso-tools/Assets/IsoTools/Scripts/IsoWorld.cs
2021-01-04 00:32:30 +07:00

591 lines
18 KiB
C#

using UnityEngine;
using IsoTools.Internal;
namespace IsoTools {
[ExecuteInEditMode, DisallowMultipleComponent]
public sealed class IsoWorld : IsoWorldBase {
Matrix4x4 _isoMatrix = Matrix4x4.identity;
Matrix4x4 _isoRMatrix = Matrix4x4.identity;
IsoScreenSolver _screenSolver = new IsoScreenSolver();
IsoSortingSolver _sortingSolver = new IsoSortingSolver();
IsoWarningSolver _warningSolver = new IsoWarningSolver();
// ---------------------------------------------------------------------
//
// Constants
//
// ---------------------------------------------------------------------
public const float DefTileSize = 32.0f;
public const float MinTileSize = float.Epsilon;
public const float MaxTileSize = float.MaxValue;
public const float DefTileRatio = 0.5f;
public const float MinTileRatio = 0.25f;
public const float MaxTileRatio = 1.0f;
public const float DefTileAngle = 45.0f;
public const float MinTileAngle = 0.0f;
public const float MaxTileAngle = 90.0f;
public const float DefTileHeight = DefTileSize;
public const float MinTileHeight = MinTileSize;
public const float MaxTileHeight = MaxTileSize;
public const float DefStepDepth = 0.1f;
public const float MinStepDepth = float.Epsilon;
public const float MaxStepDepth = float.MaxValue;
public const float DefStartDepth = 1.0f;
public const float MinStartDepth = float.MinValue;
public const float MaxStartDepth = float.MaxValue;
public const float DefGravityX = 0.0f;
public const float DefGravityY = 0.0f;
public const float DefGravityZ = -9.81f;
public const float DefContactOffset = 0.01f;
public const float MinContactOffset = float.Epsilon;
public const float MaxContactOffset = float.MaxValue;
public const int DefSolverIterations = 6;
public const int MinSolverIterations = 1;
public const int MaxSolverIterations = int.MaxValue;
public const int DefSolverVelocityIterations = 1;
public const int MinSolverVelocityIterations = 1;
public const int MaxSolverVelocityIterations = int.MaxValue;
public const float DefSleepThreshold = 0.005f;
public const float MinSleepThreshold = float.MinValue;
public const float MaxSleepThreshold = float.MaxValue;
public const float DefBounceThreshold = 2.0f;
public const float MinBounceThreshold = float.MinValue;
public const float MaxBounceThreshold = float.MaxValue;
public const float DefSnapDistance = 0.2f;
public const float MinSnapDistance = 0.0f;
public const float MaxSnapDistance = 0.5f;
// ---------------------------------------------------------------------
//
// Sorting properties
//
// ---------------------------------------------------------------------
[Header("Isometric Settings")]
[SerializeField]
float _tileSize = DefTileSize;
public float tileSize {
get { return _tileSize; }
set {
_tileSize = Mathf.Clamp(value, MinTileSize, MaxTileSize);
ChangeSortingProperty();
}
}
[SerializeField]
float _tileRatio = DefTileRatio;
public float tileRatio {
get { return _tileRatio; }
set {
_tileRatio = Mathf.Clamp(value, MinTileRatio, MaxTileRatio);
ChangeSortingProperty();
}
}
[SerializeField]
float _tileAngle = DefTileAngle;
public float tileAngle {
get { return _tileAngle; }
set {
_tileAngle = Mathf.Clamp(value, MinTileAngle, MaxTileAngle);
ChangeSortingProperty();
}
}
[SerializeField]
float _tileHeight = DefTileHeight;
public float tileHeight {
get { return _tileHeight; }
set {
_tileHeight = Mathf.Clamp(value, MinTileHeight, MaxTileHeight);
ChangeSortingProperty();
}
}
[SerializeField]
float _stepDepth = DefStepDepth;
public float stepDepth {
get { return _stepDepth; }
set {
_stepDepth = Mathf.Clamp(value, MinStepDepth, MaxStepDepth);
ChangeSortingProperty();
}
}
[SerializeField]
float _startDepth = DefStartDepth;
public float startDepth {
get { return _startDepth; }
set {
_startDepth = Mathf.Clamp(value, MinStartDepth, MaxStartDepth);
ChangeSortingProperty();
}
}
// ---------------------------------------------------------------------
//
// Physics properties
//
// ---------------------------------------------------------------------
[Header("Physics Settings")]
[SerializeField]
Vector3 _gravity = new Vector3(DefGravityX, DefGravityY, DefGravityZ);
public Vector3 gravity {
get { return _gravity; }
set {
_gravity = value;
ChangePhysicsProperty();
}
}
[SerializeField]
float _contactOffset = DefContactOffset;
public float contactOffset {
get { return _contactOffset; }
set {
_contactOffset = Mathf.Clamp(value, MinContactOffset, MaxContactOffset);
ChangePhysicsProperty();
}
}
[SerializeField]
float _sleepThreshold = DefSleepThreshold;
public float sleepThreshold {
get { return _sleepThreshold; }
set {
_sleepThreshold = Mathf.Clamp(value, MinSleepThreshold, MaxSleepThreshold);
ChangePhysicsProperty();
}
}
[SerializeField]
float _bounceThreshold = DefBounceThreshold;
public float bounceThreshold {
get { return _bounceThreshold; }
set {
_bounceThreshold = Mathf.Clamp(value, MinBounceThreshold, MaxBounceThreshold);
ChangePhysicsProperty();
}
}
[SerializeField]
int _solverIterations = DefSolverIterations;
public int solverIterations {
get { return _solverIterations; }
set {
_solverIterations = Mathf.Clamp(value, MinSolverIterations, MaxSolverIterations);
ChangePhysicsProperty();
}
}
[SerializeField]
int _solverVelocityIterations = DefSolverVelocityIterations;
public int solverVelocityIterations {
get { return _solverVelocityIterations; }
set {
_solverVelocityIterations = Mathf.Clamp(value, MinSolverVelocityIterations, MaxSolverVelocityIterations);
ChangePhysicsProperty();
}
}
// ---------------------------------------------------------------------
//
// Instances
//
// ---------------------------------------------------------------------
static IsoAssocList<IsoWorld> _instances = new IsoAssocList<IsoWorld>();
public static int AllWorldCount {
get { return _instances.Count; }
}
public static IsoWorld GetWorld(int index) {
return _instances[index];
}
// ---------------------------------------------------------------------
//
// IsoToScreen/ScreenToIso
//
// ---------------------------------------------------------------------
public Vector2 IsoToScreen(Vector3 iso_pnt) {
var screen_pos = _isoMatrix.MultiplyPoint(iso_pnt);
return new Vector2(
screen_pos.x,
screen_pos.y + iso_pnt.z * tileHeight);
}
public Vector3 ScreenToIso(Vector2 pos) {
return _isoRMatrix.MultiplyPoint(
new Vector3(pos.x, pos.y, 0.0f));
}
public Vector3 ScreenToIso(Vector2 pos, float iso_z) {
return IsoUtils.Vec3ChangeZ(
ScreenToIso(new Vector2(pos.x, pos.y - iso_z * tileHeight)),
iso_z);
}
// ---------------------------------------------------------------------
//
// RayFromIsoCameraToIsoPoint
//
// ---------------------------------------------------------------------
public Ray RayFromIsoCameraToIsoPoint(Vector3 iso_pnt) {
var screen_pnt = IsoToScreen(iso_pnt);
var min_iso_xy = _screenSolver.minIsoXY;
var min_screen_pnt = IsoToScreen(min_iso_xy - Vector2.one);
var max_screen_dist = screen_pnt.y - min_screen_pnt.y;
var screen_down_pnt = new Vector2(screen_pnt.x, screen_pnt.y - max_screen_dist);
var iso_down_pnt = ScreenToIso(screen_down_pnt, iso_pnt.z);
iso_down_pnt.z += max_screen_dist / tileHeight;
return new Ray(iso_down_pnt, iso_pnt - iso_down_pnt);
}
// ---------------------------------------------------------------------
//
// TouchIsoPosition
//
// ---------------------------------------------------------------------
public Vector3 TouchIsoPosition(int finger_id) {
return TouchIsoPosition(finger_id, 0.0f);
}
public Vector3 TouchIsoPosition(int finger_id, float iso_z) {
var camera = Camera.main;
if ( !camera ) {
throw new UnityException("Main camera not found!");
}
return TouchIsoPosition(finger_id, camera, iso_z);
}
public Vector3 TouchIsoPosition(int finger_id, Camera camera) {
return TouchIsoPosition(finger_id, camera, 0.0f);
}
public Vector3 TouchIsoPosition(int finger_id, Camera camera, float iso_z) {
if ( !camera ) {
throw new UnityException("Camera argument is null!");
}
for ( var i = 0; i < Input.touchCount; ++i ) {
var touch = Input.GetTouch(i);
if ( touch.fingerId == finger_id ) {
return ScreenToIso(
camera.ScreenToWorldPoint(touch.position),
iso_z);
}
}
throw new UnityException("Touch finger id argument is incorrect!");
}
// ---------------------------------------------------------------------
//
// TouchIsoTilePosition
//
// ---------------------------------------------------------------------
public Vector3 TouchIsoTilePosition(int finger_id) {
return IsoUtils.Vec3Floor(TouchIsoPosition(finger_id));
}
public Vector3 TouchIsoTilePosition(int finger_id, float iso_z) {
return IsoUtils.Vec3Floor(TouchIsoPosition(finger_id, iso_z));
}
public Vector3 TouchIsoTilePosition(int finger_id, Camera camera) {
return IsoUtils.Vec3Floor(TouchIsoPosition(finger_id, camera));
}
public Vector3 TouchIsoTilePosition(int finger_id, Camera camera, float iso_z) {
return IsoUtils.Vec3Floor(TouchIsoPosition(finger_id, camera, iso_z));
}
// ---------------------------------------------------------------------
//
// MouseIsoPosition
//
// ---------------------------------------------------------------------
public Vector3 MouseIsoPosition() {
return MouseIsoPosition(0.0f);
}
public Vector3 MouseIsoPosition(float iso_z) {
var camera = Camera.main;
if ( !camera ) {
throw new UnityException("Main camera not found!");
}
return MouseIsoPosition(camera, iso_z);
}
public Vector3 MouseIsoPosition(Camera camera) {
return MouseIsoPosition(camera, 0.0f);
}
public Vector3 MouseIsoPosition(Camera camera, float iso_z) {
if ( !camera ) {
throw new UnityException("Camera argument is null!");
}
return ScreenToIso(
camera.ScreenToWorldPoint(Input.mousePosition),
iso_z);
}
// ---------------------------------------------------------------------
//
// MouseIsoTilePosition
//
// ---------------------------------------------------------------------
public Vector3 MouseIsoTilePosition() {
return IsoUtils.Vec3Floor(MouseIsoPosition());
}
public Vector3 MouseIsoTilePosition(float iso_z) {
return IsoUtils.Vec3Floor(MouseIsoPosition(iso_z));
}
public Vector3 MouseIsoTilePosition(Camera camera) {
return IsoUtils.Vec3Floor(MouseIsoPosition(camera));
}
public Vector3 MouseIsoTilePosition(Camera camera, float iso_z) {
return IsoUtils.Vec3Floor(MouseIsoPosition(camera, iso_z));
}
// ---------------------------------------------------------------------
//
// For editor
//
// ---------------------------------------------------------------------
[Header("Editor Only")]
[SerializeField] bool _showIsoBounds = false;
public bool isShowIsoBounds {
get { return _showIsoBounds; }
set { _showIsoBounds = value; }
}
[SerializeField] bool _showScreenBounds = false;
public bool isShowScreenBounds {
get { return _showScreenBounds; }
set { _showScreenBounds = value; }
}
[SerializeField] bool _snapByCells = true;
public bool isSnapByCells {
get { return _snapByCells; }
set { _snapByCells = value; }
}
[SerializeField] bool _snapByObjects = true;
public bool isSnapByObjects {
get { return _snapByObjects; }
set { _snapByObjects = value; }
}
[SerializeField] bool _sortInSceneView = true;
public bool isSortInSceneView {
get { return _sortInSceneView; }
set { _sortInSceneView = value; }
}
[SerializeField]
[Range(MinSnapDistance, MaxSnapDistance)]
float _snappingDistance = DefSnapDistance;
public float snappingDistance {
get { return _snappingDistance; }
set { _snappingDistance = Mathf.Clamp(value, MinSnapDistance, MaxSnapDistance); }
}
[Header("Development Only")]
[SerializeField] bool _showDepends = false;
public bool isShowDepends {
get { return _showDepends; }
set { _showDepends = value; }
}
[SerializeField] bool _showQuadTree = false;
public bool isShowQuadTree {
get { return _showQuadTree; }
set { _showQuadTree = value; }
}
// ---------------------------------------------------------------------
//
// Internal
//
// ---------------------------------------------------------------------
public void Internal_MarkDirty(IsoObject iso_object) {
_screenSolver.OnMarkDirtyIsoObject(iso_object);
_sortingSolver.OnMarkDirtyIsoObject(iso_object);
_warningSolver.OnMarkDirtyIsoObject(iso_object);
}
public bool Internal_IsVisible(IsoObject iso_object) {
return _screenSolver.curVisibles.Contains(iso_object);
}
// ---------------------------------------------------------------------
//
// Private
//
// ---------------------------------------------------------------------
void UpdateIsoMatrix() {
_isoMatrix =
Matrix4x4.Scale(
new Vector3(1.0f, tileRatio, 1.0f)) *
Matrix4x4.TRS(
Vector3.zero,
Quaternion.AngleAxis(90.0f - tileAngle, IsoUtils.vec3OneZ),
new Vector3(tileSize * Mathf.Sqrt(2), tileSize * Mathf.Sqrt(2), tileHeight));
_isoRMatrix = _isoMatrix.inverse;
}
void FixIsoObjectTransforms() {
var iso_objects = GetIsoObjects();
for ( int i = 0, e = iso_objects.Count; i < e; ++i ) {
iso_objects[i].FixTransform();
}
}
void ChangeSortingProperty() {
UpdateIsoMatrix();
FixIsoObjectTransforms();
}
void ChangePhysicsProperty() {
UnityEngine.Physics.gravity = gravity;
UnityEngine.Physics.defaultContactOffset = contactOffset;
UnityEngine.Physics.sleepThreshold = sleepThreshold;
UnityEngine.Physics.bounceThreshold = bounceThreshold;
UnityEngine.Physics.defaultSolverIterations = solverIterations;
UnityEngine.Physics.defaultSolverVelocityIterations = solverVelocityIterations;
}
void StepSortingProcess() {
_screenSolver.StepSortingAction(this);
_sortingSolver.StepSortingAction(this, _screenSolver);
_warningSolver.StepSortingAction(this);
}
// ---------------------------------------------------------------------
//
// Messages
//
// ---------------------------------------------------------------------
void Start() {
ChangeSortingProperty();
ChangePhysicsProperty();
StepSortingProcess();
}
void LateUpdate() {
StepSortingProcess();
}
protected override void OnEnable() {
base.OnEnable();
if ( IsActive() ) {
_instances.Add(this);
}
}
protected override void OnDisable() {
base.OnDisable();
_screenSolver.Clear();
_sortingSolver.Clear();
_warningSolver.Clear();
_instances.Remove(this);
}
protected override void OnAddIsoObjectToWorld(IsoObject iso_object) {
base.OnAddIsoObjectToWorld(iso_object);
_screenSolver.OnAddIsoObject(iso_object);
_sortingSolver.OnAddIsoObject(iso_object);
_warningSolver.OnAddIsoObject(iso_object);
}
protected override void OnRemoveIsoObjectFromWorld(IsoObject iso_object) {
base.OnRemoveIsoObjectFromWorld(iso_object);
_screenSolver.OnRemoveIsoObject(iso_object);
_sortingSolver.OnRemoveIsoObject(iso_object);
_warningSolver.OnRemoveIsoObject(iso_object);
}
#if UNITY_EDITOR
void Reset() {
tileSize = DefTileSize;
tileRatio = DefTileRatio;
tileAngle = DefTileAngle;
tileHeight = DefTileHeight;
stepDepth = DefStepDepth;
startDepth = DefStartDepth;
gravity = new Vector3(DefGravityX, DefGravityY, DefGravityZ);
contactOffset = DefContactOffset;
sleepThreshold = DefSleepThreshold;
bounceThreshold = DefBounceThreshold;
solverIterations = DefSolverIterations;
solverVelocityIterations = DefSolverVelocityIterations;
isShowIsoBounds = false;
isShowScreenBounds = false;
isSnapByCells = true;
isSnapByObjects = true;
isSortInSceneView = true;
snappingDistance = DefSnapDistance;
isShowDepends = false;
isShowQuadTree = false;
}
void OnValidate() {
tileSize = _tileSize;
tileRatio = _tileRatio;
tileAngle = _tileAngle;
tileHeight = _tileHeight;
stepDepth = _stepDepth;
startDepth = _startDepth;
gravity = _gravity;
contactOffset = _contactOffset;
sleepThreshold = _sleepThreshold;
bounceThreshold = _bounceThreshold;
solverIterations = _solverIterations;
solverVelocityIterations = _solverVelocityIterations;
isShowIsoBounds = _showIsoBounds;
isShowScreenBounds = _showScreenBounds;
isSnapByCells = _snapByCells;
isSnapByObjects = _snapByObjects;
isSortInSceneView = _sortInSceneView;
snappingDistance = _snappingDistance;
isShowDepends = _showDepends;
isShowQuadTree = _showQuadTree;
}
void OnDrawGizmos() {
_screenSolver.OnDrawGizmos(this);
_sortingSolver.OnDrawGizmos(this);
_warningSolver.OnDrawGizmos(this);
}
#endif
}
}