quality-control/Assets/Scripts/Grid Units/Grid.cs

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2024-08-17 11:34:29 +00:00
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.math;
using RigidTransform = Unity.Mathematics.RigidTransform;
using quaternion = Unity.Mathematics.quaternion;
public static class Grid
{
public static float CellSize = 0.25f;
public static float HalfCellSize => CellSize / 2;
public static int3 ToSnappedDirection(this float3 direction)
{
float3 absDirection = abs(direction);
int axisIndex = absDirection.x >= absDirection.y
? absDirection.x >= absDirection.z ? 0 : 2
: absDirection.y >= absDirection.z ? 1 : 2;
int3 snappedDirection = 0;
snappedDirection[axisIndex] = direction[axisIndex] > 0f ? 1 : -1;
return snappedDirection;
}
public static int3x3 ToSnappedOrientation(this quaternion rotation)
{
float3x3 orientation = float3x3(rotation);
int3 snappedRight = ToSnappedDirection(orientation.c0);
int3 upMask = (int3)(snappedRight == 0);
int3 snappedUp = ToSnappedDirection(orientation.c1 * upMask);
int3 forwardMask = upMask * (int3)(snappedUp == 0);
int3 snappedForward = ToSnappedDirection(orientation.c2 * forwardMask);
return int3x3(snappedRight, snappedUp, snappedForward);
}
public static float3 ToMeters(int3 size) => (float3)size * HalfCellSize;
private static RigidTransform GetParentSpace(Transform t)
{
Transform parent = t.parent;
GridUnit parentUnit = parent != null ? parent.GetComponentInParent<GridUnit>() : null;
if (parentUnit == null)
{
return RigidTransform.identity;
}
Transform parentTransform = parentUnit.transform;
RigidTransform parentSpace = RigidTransform(parentTransform.rotation, parentTransform.position);
float3 corner = parentUnit.CenterOffset - ToMeters(parentUnit.Size);
parentSpace.pos = transform(parentSpace, corner);
return parentSpace;
}
public static void SnapUnit(Transform t, int3 size, float3 centerOffset)
{
RigidTransform parentSpace = GetParentSpace(t);
RigidTransform rt = RigidTransform(t.rotation, t.position);
rt = mul(inverse(parentSpace), rt);
int3x3 snappedOrientation = rt.rot.ToSnappedOrientation();
rt.rot = quaternion.LookRotation(snappedOrientation.c2, snappedOrientation.c1);
float3 nudge = float3(1f);
if (size.x % 2 == 0)
nudge += snappedOrientation.c0;
if (size.y % 2 == 0)
nudge += snappedOrientation.c1;
if (size.z % 2 == 0)
nudge += snappedOrientation.c2;
nudge *= 0.5f;
float3 centerOffsetW = mul(rt.rot, centerOffset);
float3 centerW = rt.pos + centerOffsetW;
centerW = (round(centerW / CellSize - nudge) + nudge) * CellSize;
rt.pos = centerW - centerOffsetW;
rt = mul(parentSpace, rt);
t.SetPositionAndRotation(rt.pos, rt.rot);
}
}