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