diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..c270c7f --- /dev/null +++ b/.gitignore @@ -0,0 +1,63 @@ +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Uu]ser[Ss]ettings/ + +# MemoryCaptures can get excessive in size. +# They also could contain extremely sensitive data +/[Mm]emoryCaptures/ + +# Recordings can get excessive in size +/[Rr]ecordings/ + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +/[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +*.pidb.meta +*.pdb.meta +*.mdb.meta + +sysinfo.txt + +*.apk +*.aab +*.unitypackage +*.app + +crashlytics-build.properties 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roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if 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this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if 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this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 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vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/.gitignore b/.gitignore new 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+ private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + 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getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + 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getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ 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FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = 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Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if 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A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 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vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + 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roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + 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0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 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Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- 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this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if 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b/Assets/Scripts/Bezier.cs new file mode 100644 index 0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta 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mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } 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position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..5ff37fd --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,43 @@ +{ + "dependencies": { + "com.unity.collab-proxy": "1.15.7", + "com.unity.ide.rider": "2.0.7", + "com.unity.ide.visualstudio": "2.0.12", + "com.unity.ide.vscode": "1.2.4", + "com.unity.test-framework": "1.1.29", + "com.unity.textmeshpro": "3.0.6", + 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Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + 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getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ 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Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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a/Assets/Scripts/Bezier.cs b/Assets/Scripts/Bezier.cs new file mode 100644 index 0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + 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this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 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Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- 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externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + 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b/Assets/Scenes/SampleScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9fc0d4010bbf28b4594072e72b8655ab +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..06dcf7c --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2851963bba972b469c584f03d069050 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Bezier.cs b/Assets/Scripts/Bezier.cs new file mode 100644 index 0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) 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A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + 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roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + 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mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..5ff37fd --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,43 @@ +{ + "dependencies": { + "com.unity.collab-proxy": "1.15.7", + "com.unity.ide.rider": "2.0.7", + "com.unity.ide.visualstudio": "2.0.12", + "com.unity.ide.vscode": "1.2.4", + "com.unity.test-framework": "1.1.29", + "com.unity.textmeshpro": "3.0.6", + 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0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if 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0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..5ff37fd --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,43 @@ +{ + "dependencies": { + "com.unity.collab-proxy": "1.15.7", + "com.unity.ide.rider": "2.0.7", + "com.unity.ide.visualstudio": "2.0.12", + "com.unity.ide.vscode": "1.2.4", + "com.unity.test-framework": "1.1.29", + "com.unity.textmeshpro": "3.0.6", + 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100644 index 0000000..952bd1e --- /dev/null +++ b/Assets/Scenes/SampleScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9fc0d4010bbf28b4594072e72b8655ab +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..06dcf7c --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2851963bba972b469c584f03d069050 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Bezier.cs b/Assets/Scripts/Bezier.cs new file mode 100644 index 0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) 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0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 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Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- 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externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..06dcf7c --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2851963bba972b469c584f03d069050 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Bezier.cs b/Assets/Scripts/Bezier.cs new file mode 100644 index 0000000..c838cdd --- /dev/null +++ b/Assets/Scripts/Bezier.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bezier { + public Vector3 A, B, C, D; + + public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { + this.A = A; + this.B = B; + this.C = C; + this.D = D; + } + + public Vector3 getPosition(float t) { + float T = 1.0f - t; + return + A * ( T*T*T) + + B * (3*T*T*t) + + C * (3*T*t*t) + + D * ( t*t*t); + } + + public Vector3 getDirection(float t) { + float T = 1.0f - t; + return + A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ 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FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + } + } +} diff --git a/Assets/Scripts/RoadEdit.cs.meta b/Assets/Scripts/RoadEdit.cs.meta new file mode 100644 index 0000000..4e09d01 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e9412fa432f2e468d5d7447e99fd89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..5ff37fd --- /dev/null +++ b/Packages/manifest.json @@ -0,0 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0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = 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A * (-3*T*T ) + + B * ( 3*T*T - 6*T*t) + + C * (-3*t*t + 6*T*t) + + D * ( 3*t*t ); + } +} diff --git a/Assets/Scripts/Bezier.cs.meta b/Assets/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..14630e2 --- /dev/null +++ b/Assets/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 284cf9d52e385aa4ebba97eb8b43b8a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + 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roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + 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externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraControl.cs b/Assets/Scripts/CameraControl.cs new file mode 100644 index 0000000..0b6ca04 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Runtime.InteropServices; + +public class CameraControl : MonoBehaviour { + [DllImport("user32.dll")] + static extern bool SetCursorPos(int X, int Y); + + public float mouseSensitivity = 1.0f; + private float pitch = 10.0f; + private float yaw = 0.0f; + private float scale = 0.0f; + public float scrollSpeed = 2.0f; + + public float groundSize = 5.0f; + + public Camera mainCamera; + public GameObject cursor; + public GameObject roads; + public Vector3 cursorPosition = new Vector3(); + public Bezier road; + public FlatBezierRenderer roadRenderer; + + void Start() { + road = new Bezier( + new Vector3(0.0f, 0.0f, 0.0f), + new Vector3(5.0f, 0.0f, 0.0f), + new Vector3(0.0f, 0.0f, 5.0f), + new Vector3(5.0f, 0.0f, 5.0f)); + roadRenderer = new FlatBezierRenderer(road, 100, 2.0f); + roads.AddComponent().mesh = roadRenderer.mesh; + } + + void Update() { + bool moving = Input.GetAxis("Fire3") != 0.0f; + Cursor.visible = !moving; + if (moving) { + float dx = Input.GetAxis("Mouse X") * mouseSensitivity; + float dy = Input.GetAxis("Mouse Y") * mouseSensitivity; + pitch -= dy; + yaw += dx; + pitch = Mathf.Clamp(pitch, 10, 80); + transform.eulerAngles = new Vector3(pitch, yaw, 0); + } + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0.0f) { + scale += scroll * (-scrollSpeed); + scale = Mathf.Clamp(scale, -2, 2); + float realScale = Mathf.Pow(2, scale); + transform.localScale = new Vector3(realScale, realScale, realScale); + } + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 6)) { + Vector3 position = new Vector3( + Mathf.Clamp(hit.point.x, -groundSize, groundSize), 0.0f, + Mathf.Clamp(hit.point.z, -groundSize, groundSize)); + cursor.transform.position = position; + cursorPosition = position; + } + } +} diff --git a/Assets/Scripts/CameraControl.cs.meta b/Assets/Scripts/CameraControl.cs.meta new file mode 100644 index 0000000..5e6db62 --- /dev/null +++ b/Assets/Scripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0bf5cf3bab3a545a3aa6e17585b3b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FlatBezierRenderer.cs b/Assets/Scripts/FlatBezierRenderer.cs new file mode 100644 index 0000000..e712521 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FlatBezierRenderer { + private int percision; + private float width; + public Bezier bezier; + public Mesh mesh = new Mesh(); + public FlatBezierRenderer(Bezier bezier, int percision, float width) { + this.percision = percision; + this.width = width; + this.bezier = bezier; + update(); + } + + public void update() { + float realWidth = width / 2; + int vertexCount = 6 * (percision+1); + Vector3[] vertices = new Vector3[vertexCount / 3]; + int[] indices = new int[vertexCount]; + Vector3 position = bezier.getPosition(0.0f); + Vector3 tangent = getTangent(0.0f); + vertices[0] = position + tangent * realWidth; + vertices[1] = position - tangent * realWidth; + for (int i = 1; i <= percision; i++) { + float t = (float) i / percision; + indices[6*i ] = 2*i ; + indices[6*i+1] = 2*i-1; + indices[6*i+2] = 2*i-2; + indices[6*i+3] = 2*i+1; + indices[6*i+4] = 2*i-1; + indices[6*i+5] = 2*i ; + + position = bezier.getPosition(t); + tangent = getTangent(t); + vertices[2*i ] = position + tangent * realWidth; + vertices[2*i+1] = position - tangent * realWidth; + } + mesh.Clear(); + mesh.vertices = vertices; + mesh.triangles = indices; + } + + private Vector3 getTangent(float t) { + Vector3 direction = bezier.getDirection(t); + direction.Normalize(); + return new Vector3(-direction.z, 0, direction.x); + } +} diff --git a/Assets/Scripts/FlatBezierRenderer.cs.meta b/Assets/Scripts/FlatBezierRenderer.cs.meta new file mode 100644 index 0000000..1fe6547 --- /dev/null +++ b/Assets/Scripts/FlatBezierRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfb303c44d15ef468dc0d7334241e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RoadEdit.cs b/Assets/Scripts/RoadEdit.cs new file mode 100644 index 0000000..ed74cf1 --- /dev/null +++ b/Assets/Scripts/RoadEdit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RoadEdit : MonoBehaviour { + public GameObject start; + public GameObject startDirection; + public GameObject end; + public GameObject endDirection; + public Camera mainCamera; + + private GameObject currentlyPulling = null; + public Bezier bezier; + private FlatBezierRenderer pathRenderer; + + public CameraControl cameraControl; + + private FlatBezierRenderer roadRenderer; + + public Material highlight, noHighlight; + + void Start() { + roadRenderer = new FlatBezierRenderer(cameraControl.road, 100, 0.1f); + gameObject.AddComponent().mesh = roadRenderer.mesh; + } + + void updateRoad(Vector3 position) { + if (currentlyPulling == start) { + cameraControl.road.A.x = position.x; + cameraControl.road.A.z = position.z; + } else if (currentlyPulling == startDirection) { + cameraControl.road.B.x = position.x; + cameraControl.road.B.z = position.z; + } else if (currentlyPulling == endDirection) { + cameraControl.road.C.x = position.x; + cameraControl.road.C.z = position.z; + } else { + cameraControl.road.D.x = position.x; + cameraControl.road.D.z = position.z; + } + cameraControl.roadRenderer.update(); + roadRenderer.update(); + } + + void Update() { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Input.GetAxis("Fire1") != 0.0f) { + if (currentlyPulling == null && Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, 1 << 7)) { + currentlyPulling = hit.transform.gameObject; + currentlyPulling.GetComponent().material = highlight; + } + } else { + if (currentlyPulling != null) { + currentlyPulling.GetComponent().material = noHighlight; + } + currentlyPulling = null; + } + if (currentlyPulling != null) { + Physics.Raycast(ray, out RaycastHit hit_, Mathf.Infinity, 1 << 6); + Vector3 position = new Vector3(hit_.point.x, 0.0f, hit_.point.z); + currentlyPulling.transform.position = position; + updateRoad(position); + 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