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165 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Game
{
public enum EShapeType
{
Dot,
Circle,
Sector,
Box,
}
public class Shape
{
public EShapeType Type;
public Vector3 Offset;
public float Height;
public float SizeX;
public float SizeY;
public float Radius;
public float Angle;
private List<Vector3> vertices = new List<Vector3>();
public static Shape NewDot(Vector3 offset)
{
var shape = new Shape
{
Type = EShapeType.Dot,
Offset = offset,
};
return shape;
}
public static Shape NewCircle(Vector3 offset, float height, float radius)
{
var shape = new Shape
{
Type = EShapeType.Circle,
Offset = offset,
Height = height,
Radius = radius
};
return shape;
}
public static Shape NewSector(Vector3 offset, float height, float radius, float angle)
{
var shape = new Shape
{
Type = EShapeType.Sector,
Offset = offset,
Height = height,
Radius = radius,
Angle = angle
};
return shape;
}
public static Shape NewBox(Vector3 offset, float height, float sizeX, float sizeY)
{
var shape = new Shape
{
Type = EShapeType.Box,
Offset = offset,
Height = height,
SizeX = sizeX,
SizeY = sizeY
};
return shape;
}
public Vector4 GetAABB(Vector3 direction)
{
var aabb = Vector4.zero;
switch (Type)
{
case EShapeType.Circle:
case EShapeType.Sector:
aabb = new Vector4(-Radius, Radius, -Radius, Radius);
break;
case EShapeType.Box:
ForeachVertices(direction, (vertex) =>
{
if (vertex.x < aabb.x) aabb.x = vertex.x;
if (vertex.x > aabb.y) aabb.y = vertex.x;
if (vertex.z < aabb.z) aabb.z = vertex.z;
if (vertex.z > aabb.w) aabb.w = vertex.z;
});
break;
}
return aabb;
}
private void SetVertices(Vector3 direction)
{
vertices.Clear();
switch (Type)
{
case EShapeType.Circle:
for (var i = 0; i < 360; i += 15)
{
var angle = i * Mathf.Deg2Rad;
var x = Mathf.Cos(angle) * Radius;
var z = Mathf.Sin(angle) * Radius;
vertices.Add(new Vector3(x, 0, z));
}
break;
case EShapeType.Sector:
var rotAdd = Util.Vec3ToRot(direction);
vertices.Add(Vector3.zero);
var vertNum = Angle > 15 ? (int)(Angle / 15) : 1;
var anglePerVertex = Angle / vertNum;
for (var i = 0; i <= vertNum; i++)
{
var angle = (i * anglePerVertex + rotAdd - Angle / 2) * Mathf.Deg2Rad;
var x = Mathf.Cos(angle) * Radius;
var z = Mathf.Sin(angle) * Radius;
vertices.Add(new Vector3(x, 0, z));
}
break;
case EShapeType.Box:
var (halfX, halfY) = (SizeX / 2, SizeY / 2);
var up = new Vector3(direction.z, 0, -direction.x);
var right = new Vector3(direction.x, 0, direction.z);
var topLeft = right * halfX - up * halfY;
var topRight = right * halfX + up * halfY;
var bottomLeft = -right * halfX - up * halfY;
var bottomRight = -right * halfX + up * halfY;
vertices.Add(topLeft);
vertices.Add(topRight);
vertices.Add(bottomRight);
vertices.Add(bottomLeft);
break;
}
}
public void ForeachVertices(Vector3 direction, Action<Vector3> action)
{
SetVertices(direction);
foreach (var item in vertices)
{
action(item);
}
}
public void ForeachVerticesPair(Vector3 direction, Action<Vector3, Vector3> action)
{
SetVertices(direction);
for (var i = 0; i < vertices.Count; i++)
{
var next = i + 1;
if (next >= vertices.Count) next = 0;
action(vertices[i], vertices[next]);
}
}
}
}