devNotes 7-20-16 Spline Brush Draw

2droste

using UnityEngine;
using System;
using System.Collections;
using ProceduralToolkit;
using System.Collections.Generic;
using thelab.mvc;



namespace ProceduralToolkit
{
[HelpURL("http://argos.vu/devnotes-7-20-16-spline-brush-draw/")]
    public class SplinePnt
    {
        public Vector3 p;
        public Vector3 n;
        public Color col;
        public float lifeTime;
        public float currTime;
        public float nrmFade_Start;
        public float lenToPrev;
        public bool active = false;

        public void init(Vector3 p1, Vector3 n1, Color col1, float lifetime1, float nrmFade_Start1, float len)
        {
            p = p1;
            n = n1;
            col = col1;
            lifeTime = lifetime1;
            currTime = 0f;
            nrmFade_Start = nrmFade_Start1;
            lenToPrev = len;
            active = true;
        }
    }

    public class EquiDistPnts
    {
        public Vector3 p;
        public Vector3 n;
        public Color col = Color.white;
    }


    public class SplineQuad //tracks VB list divided by 6
    {
        public float lifeTime = 0f;
        public float currTime = 0f;
        public float fadeStart = 0f;
        public MeshDraft mdQuad;
        public bool bActive = false;

        public SplineQuad()
        {
            mdQuad = new MeshDraft();
        }

        public void initWithStamp(MeshDraft md)
        {
            mdQuad.Add(md);
        }
    }

    public class SplineDraw : MeshDraft
    {
        public Controller ArgosCtrl;

        public float segmentLen = 0.05f;

        public SplinePoint[] sPointPool;
        public EquiDistPoints[] equiPoints;
        public SplineQuad[] quadPool;

        public int qpCurrIdx = 0;
        public int qpLen = 0;
        private int spCurrIdx = 0;
        private int spLen = 0;

        MeshDraft mdScatch = new MeshDraft();
        Mesh meshInternal = new Mesh();

        public SplineDraw() : base()
        {

        }

        public void OnSegmentChanged(float val)
        {
            segmentLen = val;
            Debug.Log(val);
        }

        public void initPools(int poolCount)
        {
            ArgosController.OnSegmentLenChanged += OnSegmentChanged;

            quadPool = new SplineQuad[poolCount];
            sPointPool = new SplinePoint[poolCount];
            equiPoints = new EquiDistPoints[poolCount];
            Color col = new Color(1, 1, 1, 1);
            mdScatch.Add(Quad(Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero, col));

            for (int i = 0; i < poolCount; i++)
            {
                quadPool[i] = new SplineQuad();
                sPointPool[i] = new SplinePoint();
                quadPool[i].initWithStamp(mdScatch);
            }
            qpCurrIdx = spCurrIdx = 0;
            qpLen = spLen = poolCount;
        }

        public void Spline_Point_Paint(Vector3 p, Vector3 n, Color col, float lifetime, float nrmFade_Start)
        {
            Vector3 v = sPointPool[spCurrIdx].p;
            v = p - v;

            if (++spCurrIdx > spLen) spCurrIdx = 0;
            sPointPool[spCurrIdx].init(p, n, col, lifetime, nrmFade_Start, v.magnitude);
        }

        public Vector3 CatmullRom(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
        {
            Vector3 a = 0.5f * (2f * p1);
            Vector3 b = 0.5f * (p2 - p0);
            Vector3 c = 0.5f * (2f * p0 - 5f * p1 + 4f * p2 - p3);
            Vector3 d = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);

            Vector3 pos = a + (b * t) + (c * t * t) + (d * t * t * t);

            return pos;
        }

        public SplineQuad getPoolQuad()
        {
            bool scan = true;
            int idx = qpCurrIdx;
            int cnt = 0;

            while (scan)
            {
                cnt++;
                if (quadPool[idx].bActive == false)
                {
                    quadPool[idx].bActive = true;
                    qpCurrIdx = idx;
                    return quadPool[idx];
                }
                if (++idx > qpLen - 1)
                {
                    idx = 0;
                }
                if (cnt > qpLen)
                {
                    scan = false;
                }
            }
            return null;
        }

        public Mesh ToMeshInternal()
        {
            meshInternal.Clear();
            meshInternal.vertices = vertices.ToArray();
            meshInternal.triangles = triangles.ToArray();
            meshInternal.normals = normals.ToArray();
            meshInternal.uv = uv.ToArray();
            meshInternal.colors = colors.ToArray();
            return meshInternal;
        }

        public Mesh ToMeshInternal_From_QuadPool()
        {
            Clear();
            int poolCount = quadPool.Length;
            int v = 0;//verts
            int t = 0;//tris

            for (int i = 0; i < poolCount; i++)
            {
                if (quadPool[i].bActive)
                {
                    Add(quadPool[i].mdQuad);
                }
            }
            return ToMeshInternal();
        }


        public void Quad_Paint(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, Color col, float lifetime, float fade_start)
        {
            SplineQuad aq = getPoolQuad();
            if (aq == null) return;//no non active quads

            aq.lifeTime = lifetime;
            aq.fadeStart = fade_start;
            aq.currTime = 0f;
            //quadLst.Add(aq);

            Init_Quad_fromPool(aq, v0, v1, v2, v3, col);
        }

        public void Init_Quad_fromPool(SplineQuad aq, Vector3 vertex0, Vector3 vertex1, Vector3 vertex2, Vector3 vertex3, Color col)//TODO REOWKK QUADPOOL ONLY
        {
            Vector3 normal = Vector3.Cross((vertex1 - vertex0), (vertex2 - vertex0)).normalized;

            aq.mdQuad.vertices[0] = vertex0;
            aq.mdQuad.vertices[1] = vertex1;
            aq.mdQuad.vertices[2] = vertex2;
            aq.mdQuad.vertices[3] = vertex3;

            aq.mdQuad.normals[0] = normal;
            aq.mdQuad.normals[1] = normal;
            aq.mdQuad.normals[2] = normal;
            aq.mdQuad.normals[3] = normal;
        }

        private float getSampleLen()
        {
            float len = 0f;
            bool done = false;
            int i = spCurrIdx;
            int cnt = 0;
            while (!done)
            {
                len += sPointPool[i].lenToPrev;
                if (!sPointPool[i].active) done = true;
                if (++cnt == spLen) done = true;
                if (--i < 0) i = spLen;
            }
            return len;
        }

        private int prevScan(int scanIdx)
        {
            if (--scanIdx < 0) return spLen - 1;
            else return scanIdx;
        }

        private int cmIdx(int scanIdx, int idx)
        {
            //0,2,3

            if (idx == 0)
            {
                if (++scanIdx > spLen) return 0;
                else return scanIdx;
            }
            else if (idx == 2) return prevScan(scanIdx);

            else //if(idx == 3)
            {
                scanIdx -= 2;
                if (scanIdx < 0) return spLen + scanIdx;
                else return scanIdx;
            }
        }

        public void Spline_Frame()
        {
            PointFades();
            float totLen = getSampleLen();
            int segments = (int)(totLen / segmentLen);
            float deltLen = totLen / segments;
            float targetLen = 0f;
            float sampLen = sPointPool[spCurrIdx].lenToPrev;
            float sampLenNext = 0f;
            int cnt = 1;

            int scanIdx = prevScan(spCurrIdx);

            equiPoints[0].p = sPointPool[spCurrIdx].p;
            equiPoints[0].n = sPointPool[spCurrIdx].n;

            bool done = false;
            while (!done)
            {
                targetLen += deltLen;
                sampLen += sPointPool[scanIdx].lenToPrev;
                sampLenNext = sampLen = sPointPool[prevScan(scanIdx)].lenToPrev;//circ buff
                if (targetLen > sampLen & targetLen < sampLenNext)
                {
                    float perc = (targetLen - sampLen) / (sampLenNext - sampLen);

                    Vector3 p0 = sPointPool[cmIdx(scanIdx, 0)].p;
                    Vector3 p1 = sPointPool[scanIdx].p;
                    Vector3 p2 = sPointPool[cmIdx(scanIdx, 2)].p;
                    Vector3 p3 = sPointPool[cmIdx(scanIdx, 3)].p;
                    equiPoints[cnt].p = CatmullRom(perc, p0, p1, p2, p3);
                    equiPoints[cnt].n = Vector3.Lerp(sPointPool[scanIdx].n, sPointPool[prevScan(scanIdx)].n, perc);
                    equiPoints[cnt].col = sPointPool[scanIdx].col;

                    if (++cnt >= segments || cnt >= spLen) done = true;
                }
            }
        }

        private void PointFades()
        {
            bool done = false;
            int i = spCurrIdx;
            int cnt = 0;
            while (!done)
            {
                sPointPool[i].currTime += Time.deltaTime;
                float fadeStart = sPointPool[i].nrmFade_Start * quadPool[i].lifeTime;

                if (sPointPool[i].currTime > fadeStart && sPointPool[i].active)
                {
                    float attenAlpha = 1.0f - (sPointPool[i].currTime - fadeStart) / (sPointPool[i].lifeTime - fadeStart);
                    Color col;

                    col = sPointPool[i].col;
                    col.a = attenAlpha;
                    sPointPool[i].col = col;
                }
                if (sPointPool[i].currTime > sPointPool[i].lifeTime)
                {
                    sPointPool[i].active = false;
                }
                if (++cnt == spLen) done = true;
                if (--i < 0) i = spLen;
            }
        }


        public void QuadPoolUpdate()//Change to Pool
        {
            int poolCount = quadPool.Length;
            for (int i = 0; i < poolCount; i++)
            {
                quadPool[i].currTime += Time.deltaTime;

                float fadeStart = quadPool[i].fadeStart * quadPool[i].lifeTime;

                if (quadPool[i].currTime > fadeStart && quadPool[i].bActive)
                {
                    float attenAlpha = 1.0f - (quadPool[i].currTime - fadeStart) / (quadPool[i].lifeTime - fadeStart);
                    Color col;

                    for (int j = 0; j < 4; j++)
                    {
                        col = quadPool[i].mdQuad.colors[j];
                        col.a = attenAlpha;
                        quadPool[i].mdQuad.colors[j] = col;
                    }
                }

                if (quadPool[i].currTime > quadPool[i].lifeTime)
                {
                    quadPool[i].bActive = false;
                    //RemoveQuad(i);
                }
            }
        }
    }
}