mirror of
https://github.com/nothke/quality-control.git
synced 2024-12-22 15:57:28 +00:00
88 lines
2.9 KiB
C#
88 lines
2.9 KiB
C#
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);
|
|
}
|
|
|
|
} |