pixelgon/Assets/Scripts/AssetSpace.cs
2021-01-21 00:09:06 -08:00

201 lines
No EOL
5 KiB
C#

using UnityEngine;
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using SimpleJSON;
[Serializable]
public class AssetSpace
{
public string folderPath = "C:/dofdev/Pixelgon/Assets/AssetSpace";
public string name = "draft";
public List<string> loadedNames = new List<string>();
public Dictionary<string, Asset> assets = new Dictionary<string, Asset>();
// Animation
// Some discrete number of steps (frames)
// That are lerped through (one loop)
int frames = 24;
float loopTimeScale = 6f;
float loopTime = 0; // 0-1
public void Init(PolyVector polyVector)
{
// Update Mesh Dictionary
// loop through files in folder
loadedNames.Clear();
assets.Clear();
string[] filePaths = Directory.GetFiles(folderPath, "*.json", SearchOption.TopDirectoryOnly);
for (int i = 0; i < filePaths.Length; i++)
{
string filename = Path.GetFileNameWithoutExtension(filePaths[i]);
loadedNames.Add(filename);
Pixelgon pgon = Load();
Mesh mesh = new Mesh();
mesh = polyVector.ToMesh(pgon.vectors);
Asset asset = new Asset();
asset.pos = Enumerable.Repeat(Vector3.zero, frames).ToArray();
asset.rot = Enumerable.Repeat(Quaternion.identity, frames).ToArray();
asset.mesh = mesh;
assets.Add(filename, asset);
}
// load draft.space file
}
string held = null;
Quaternion oldOffConRot;
public void Frame(Input input, Render render)
{
// Looper
loopTime += Time.deltaTime / loopTimeScale;
if (loopTime >= 1) { loopTime = 0; }
float frameDelta = loopTime * (frames - 1); // 0.1 * 24 = 2.4
int currentFrame = Mathf.FloorToInt(frameDelta); // 2.4 -> 2 (for index)
frameDelta = frameDelta - currentFrame; // 2.4 - 2 = 0.4 (for lerp delta t)
Vector3 cursorPos = input.stretchCursor;
if (input.mainCon.trigger.held)
{
if (held != null)
{
Asset asset = assets[held];
if (input.mainCon.one.down)
{
// switch to pixelgon scene to edit
}
asset.pos[currentFrame] = cursorPos;
asset.pos[frames - 1] = Vector3.Lerp(asset.pos[0], asset.pos[frames - 2], 0.5f);
// Quaternion rotDelta = input.offCon.physical.Rot() * Quaternion.Inverse(oldOffConRot);
// assets[held].rot = rotDelta * assets[held].rot;
Graphics.DrawMesh(asset.mesh,
cursorPos, asset.rot[currentFrame],
render.polyVector.matVector, 0
);
}
}
else
{
held = null;
}
float closest = 1000f;
int closestIndex = -1;
for (int i = 0; i < loadedNames.Count; i++)
{
Asset asset = assets[loadedNames[i]];
Vector3 assetPos = Vector3.Lerp(asset.pos[currentFrame], asset.pos[currentFrame + 1], frameDelta);
Quaternion assetRot = Quaternion.Lerp(asset.rot[currentFrame], asset.rot[currentFrame + 1], frameDelta);
if (loadedNames[i] != held)
{
Graphics.DrawMesh(asset.mesh,
assetPos, assetRot,
render.polyVector.matVector, 0
);
}
float reachDist = Vector3.Distance(assetPos, cursorPos);
if (reachDist < closest)
{
closest = reachDist;
closestIndex = i;
}
}
if (closestIndex > -1)
{
if (input.mainCon.trigger.down)
{
held = loadedNames[closestIndex];
Asset asset = assets[held];
for (int i = 0; i < asset.pos.Length; i++)
{
asset.pos[i] = cursorPos;
}
}
}
oldOffConRot = input.offCon.physical.Rot();
}
public void Save(Pixelgon pixelgon)
{
// Cleanup Empty Vectors and re-index quads
int dup = 0;
for (int i = pixelgon.vectors.Count - 1; i >= 0; i--)
{
if (pixelgon.vectors[i] == Vector3.zero)
{
if (dup++ > 0)
{
for (int j = 0; j < pixelgon.quads.Count; j++)
{
if (pixelgon.quads[j] >= i)
{
pixelgon.quads[j]--;
}
}
pixelgon.vectors.RemoveAt(i);
}
}
else
{
dup = 0;
}
}
string destination = folderPath + "/" + name + ".json";
File.WriteAllText(destination, JsonUtility.ToJson(pixelgon));
}
public Pixelgon Load()
{
string destination = folderPath + "/" + name + ".json";
if (!File.Exists(destination))
{
Debug.LogError("File not found");
return null;
}
JSONNode N = JSON.Parse(File.ReadAllText(destination));
Pixelgon pixelgon = new Pixelgon();
pixelgon.vectors.Clear();
for (int i = 0; i < N["vectors"].Count; i++)
{
pixelgon.vectors.Add(
new Vector3(N["vectors"][i][0].AsFloat, N["vectors"][i][1].AsFloat, N["vectors"][i][2].AsFloat)
);
}
pixelgon.quads.Clear();
for (int i = 0; i < N["quads"].Count; i++)
{
pixelgon.quads.Add(N["quads"][i].AsInt);
}
return pixelgon;
}
}
[Serializable]
public class Asset
{
public Mesh mesh;
public Vector3[] pos;
public Quaternion[] rot;
}