189 lines
No EOL
4.7 KiB
C#
189 lines
No EOL
4.7 KiB
C#
using UnityEngine;
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using System;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using SimpleJSON;
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[Serializable]
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public class AssetSpace
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{
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public string folderPath = "C:/dofdev/Pixelgon/Assets/AssetSpace";
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public string name = "draft";
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public List<string> loadedNames = new List<string>();
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public Dictionary<string, Asset> assets = new Dictionary<string, Asset>();
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public void Init(PolyVector polyVector)
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{
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// Update Mesh Dictionary
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// loop through files in folder
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loadedNames.Clear();
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assets.Clear();
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string[] filePaths = Directory.GetFiles(folderPath, "*.pixelgon", SearchOption.TopDirectoryOnly);
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for (int i = 0; i < filePaths.Length; i++)
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{
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name = Path.GetFileNameWithoutExtension(filePaths[i]);
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loadedNames.Add(name);
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Pixelgon pgon = Load();
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Mesh mesh = new Mesh();
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mesh = polyVector.ToMesh(pgon.vectors);
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Asset asset = new Asset();
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asset.pos = Vector3.zero;
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asset.rot = Quaternion.identity;
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asset.mesh = mesh;
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assets.Add(name, asset);
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}
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// load draft.space file
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}
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string held = null;
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Vector3 grabOffset;
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// Vector3 oldCursorPos;
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Quaternion oldOffConRot;
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public void Frame(Input input, Render render)
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{
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Vector3 cursorPos = input.stretchCursor;
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// instead of a rigid uniform list
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// make it a space where you can lay things out
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float closest = 1000f;
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for (int i = 0; i < loadedNames.Count; i++)
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{
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Asset asset = assets[loadedNames[i]];
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Graphics.DrawMesh(asset.mesh,
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asset.pos, asset.rot,
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render.polyVector.matVector, 0
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);
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if (input.mainCon.trigger.down)
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{
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float reachDist = Vector3.Distance(asset.pos, cursorPos);
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if (reachDist < closest)
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{
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held = loadedNames[i];
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closest = reachDist;
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grabOffset = asset.pos - cursorPos;
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}
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}
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}
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if (input.mainCon.trigger.held)
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{
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if (held != null)
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{
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if (input.mainCon.one.up)
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{
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grabOffset = assets[held].pos - cursorPos;
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}
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if (input.mainCon.one.held)
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{
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Quaternion rotDelta = input.offCon.physical.Rot() * Quaternion.Inverse(oldOffConRot);
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assets[held].rot = rotDelta * assets[held].rot;
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// assets[held].rot *= Quaternion.LookRotation(cursorPos - assets[held].pos) *
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// Quaternion.Inverse(Quaternion.LookRotation(oldCursorPos - assets[held].pos));
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}
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else
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{
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assets[held].pos = cursorPos + grabOffset;
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}
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}
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}
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else
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{
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held = null;
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}
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oldOffConRot = input.offCon.physical.Rot();
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// oldCursorPos = cursorPos;
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// where to store persistent position and rotation?
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// needs to be saved in the .pixelgon file then
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// can assetspace have its own save file instead?
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// store the name pos and rotation ++animationPath
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// Later you can have multiple persistent spaces
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// stream lining features *just manually do it in the unity inspector for now
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// and switch to editing a certain object
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// buttons in the oriel?
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// set name
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// asset names (no renaming just save new or over, manually delete the deprecated)
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// save
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// load
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// recordable motion paths
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// control over time
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}
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public void Save(Pixelgon pixelgon)
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{
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// Cleanup Empty Vectors and re-index quads
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int dup = 0;
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for (int i = pixelgon.vectors.Count - 1; i >= 0; i--)
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{
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if (pixelgon.vectors[i] == Vector3.zero)
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{
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if (dup++ > 0)
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{
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for (int j = 0; j < pixelgon.quads.Count; j++)
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{
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if (pixelgon.quads[j] >= i)
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{
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pixelgon.quads[j]--;
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}
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}
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pixelgon.vectors.RemoveAt(i);
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}
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}
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else
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{
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dup = 0;
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}
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}
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string destination = folderPath + "/" + name + ".json";
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File.WriteAllText(destination, JsonUtility.ToJson(pixelgon));
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}
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public Pixelgon Load()
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{
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string destination = folderPath + "/" + name + ".json";
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if (!File.Exists(destination))
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{
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Debug.LogError("File not found");
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return null;
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}
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JSONNode N = JSON.Parse(File.ReadAllText(destination));
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Pixelgon pixelgon = new Pixelgon();
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pixelgon.vectors.Clear();
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for (int i = 0; i < N["vectors"].Count; i++)
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{
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pixelgon.vectors.Add(
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new Vector3(N["vectors"][i][0].AsFloat, N["vectors"][i][1].AsFloat, N["vectors"][i][2].AsFloat)
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);
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}
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pixelgon.quads.Clear();
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for (int i = 0; i < N["quads"].Count; i++)
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{
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pixelgon.quads.Add(N["quads"][i].AsInt);
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}
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return pixelgon;
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}
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}
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[Serializable]
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public class Asset
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{
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public Mesh mesh;
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public Vector3 pos;
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public Quaternion rot;
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} |