Hello,
In the unity vehicle standard assets there is a script for car ai to help create a waypoint circuit in the editor. All I am trying to do is turn it from a circuit to a curved line. (and I don’t need it to work with the car ai scripts or anything else. I only need to change how it looks in the editor).
The script appears to work by turning an array of Transform points into a Vector3 array and it adds the start point to the end of the array to make it a loop.
So all I need to do is stop it from adding the start point to the end of the array to stop the two ends joining into a loop, which sounds simple, but it is confusing me.
Any help is appreciated. Thank you.
I think the bits which need changing are in the CachePositionsAndDistances or the DrawGizmos functions.
Here is the script: (Its not very well commented which doesn’t help)
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class WaypointCircuit : MonoBehaviour {
public WaypointList waypointList = new WaypointList();
[SerializeField] bool smoothRoute = true;
int numPoints;
Vector3[] points;
float[] distances;
public float editorVisualisationSubsteps = 100;
public float Length { get; private set; }
public Transform[] Waypoints { get { return waypointList.items; } }
//this being here will save GC allocs
int p0n;
int p1n;
int p2n;
int p3n;
private float i;
Vector3 P0;
Vector3 P1;
Vector3 P2;
Vector3 P3;
// Use this for initialization
void Awake () {
if (Waypoints.Length > 1)
{
CachePositionsAndDistances();
}
numPoints = Waypoints.Length;
}
public RoutePoint GetRoutePoint(float dist)
{
// position and direction
Vector3 p1 = GetRoutePosition(dist);
Vector3 p2 = GetRoutePosition(dist + 0.1f);
Vector3 delta = p2-p1;
return new RoutePoint( p1, delta.normalized );
}
public Vector3 GetRoutePosition(float dist)
{
int point = 0;
if (Length == 0)
{
Length = distances[distances.Length-1];
}
dist = Mathf.Repeat(dist,Length);
while (distances[point] < dist) { ++point; }
// get nearest two points, ensuring points wrap-around start & end of circuit
p1n = ((point-1) + numPoints) % numPoints;
p2n = point;
// found point numbers, now find interpolation value between the two middle points
i = Mathf.InverseLerp(distances[p1n],distances[p2n],dist);
if (smoothRoute)
{
// smooth catmull-rom calculation between the two relevant points
// get indices for the surrounding 2 points, because
// four points are required by the catmull-rom function
p0n = ((point-2) + numPoints) % numPoints;
p3n = (point+1) % numPoints;
// 2nd point may have been the 'last' point - a dupe of the first,
// (to give a value of max track distance instead of zero)
// but now it must be wrapped back to zero if that was the case.
p2n = p2n % numPoints;
P0 = points[ p0n ];
P1 = points[ p1n ];
P2 = points[ p2n ];
P3 = points[ p3n ];
return CatmullRom(P0,P1,P2,P3,i);
} else {
// simple linear lerp between the two points:
p1n = ((point-1) + numPoints) % numPoints;
p2n = point;
return Vector3.Lerp ( points[p1n], points[p2n], i );
}
}
Vector3 CatmullRom(Vector3 _P0, Vector3 _P1, Vector3 _P2, Vector3 _P3, float _i)
{
// comments are no use here... it's the catmull-rom equation.
// Un-magic this, lord vector!
return 0.5f * ( (2 * _P1) + (-_P0 + _P2) * _i + (2*_P0 - 5*_P1 + 4*_P2 - _P3) * _i*_i + (-_P0 + 3*_P1 - 3*_P2 + _P3) * _i*_i*_i );
}
void CachePositionsAndDistances()
{
// transfer the position of each point and distances between points to arrays for
// speed of lookup at runtime
points = new Vector3[Waypoints.Length+1];
distances = new float[Waypoints.Length+1];
float accumulateDistance = 0;
for (int i = 0; i<points.Length; ++i) {
var t1 = Waypoints[(i)% Waypoints.Length ];
var t2 = Waypoints[(i+1)% Waypoints.Length ];
if (t1 != null && t2 != null)
{
Vector3 p1 = t1.position;
Vector3 p2 = t2.position;
points *= Waypoints[i % Waypoints.Length].position;*
_ distances = accumulateDistance;_
* accumulateDistance += (p1 - p2).magnitude;*
* }*
* }*
* }*
* void OnDrawGizmos()*
* {*
* DrawGizmos(false);*
* }*
* void OnDrawGizmosSelected()*
* {*
* DrawGizmos(true);*
* }*
* void DrawGizmos(bool selected)*
* {*
* waypointList.circuit = this;*
* if (Waypoints.Length > 1)*
* {*
* numPoints = Waypoints.Length;*
* CachePositionsAndDistances();*
* Length = distances[distances.Length-1];*
* Gizmos.color = selected ? Color.yellow : new Color(1,1,0,0.5f);*
* Vector3 prev = Waypoints[0].position;*
* if (smoothRoute)*
* {*
* for (float dist=0; dist<Length; dist += Length/editorVisualisationSubsteps)*
* {*
* Vector3 next = GetRoutePosition(dist+1);*
* Gizmos.DrawLine( prev, next );*
* prev = next;*
* }*
* Gizmos.DrawLine( prev, Waypoints[0].position );*
* } else {*
* for (int n=0; n<Waypoints.Length; ++n)*
* {*
* Vector3 next = Waypoints[(n+1) % Waypoints.Length].position;*
* Gizmos.DrawLine( prev, next );*
* prev = next;*
* }*
* }*
* }*
* }*
* [System.Serializable]*
* public class WaypointList*
* {*
* public WaypointCircuit circuit;*
* public Transform[] items = new Transform[0];*
* }*
* public struct RoutePoint*
* {*
* public Vector3 position;*
* public Vector3 direction;*
* public RoutePoint(Vector3 position, Vector3 direction)*
* {*
* this.position = position;*
* this.direction = direction;*
* }*
* }*
}
#if UNITY_EDITOR
[CustomPropertyDrawer (typeof(WaypointCircuit.WaypointList))]
public class WaypointListDrawer : PropertyDrawer
{
* float lineHeight = 18;*
* float spacing = 4;*
* public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)*
* {*
* EditorGUI.BeginProperty (position, label, property);*
* float x = position.x;*
* float y = position.y;*
* float inspectorWidth = position.width;*
* // Draw label*
* // Don’t make child fields be indented*
* var indent = EditorGUI.indentLevel;*
* EditorGUI.indentLevel = 0;*
* var items = property.FindPropertyRelative (“items”);*
* string[] titles = new string[] { “Transform”, “”, “”, “” };*
* string[] props = new string[] { “transform”, “^”, “v”, “-” };*
* float[] widths = new float[] { .7f, .1f, .1f, .1f };*
* float lineHeight = 18;*
* bool changedLength = false;*
* if (items.arraySize > 0)*
* {*
* for (int i=-1; i<items.arraySize; ++i) {*
* var item = items.GetArrayElementAtIndex (i);*
* float rowX = x;*
* for (int n=0; n<props.Length; ++n)*
* {*
_ float w = widths[n] * inspectorWidth;_
* // Calculate rects*
* Rect rect = new Rect (rowX, y, w, lineHeight);*
* rowX += w;*
* if (i == -1)*
* {*
* EditorGUI.LabelField(rect, titles[n]);*
* } else {*
* if (n==0)*
* {*
* EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof(Transform), true); *
* } else {*
* if (GUI.Button (rect, props[n]))*
* {*
* switch (props[n])*
* {*
* case “-”:*
* items.DeleteArrayElementAtIndex(i);*
* items.DeleteArrayElementAtIndex(i);*
* changedLength = true;*
* break;*
* case “v”:*
* if (i > 0) items.MoveArrayElement(i,i+1);*
* break;*
* case “^”:*
* if (i < items.arraySize-1) items.MoveArrayElement(i,i-1);*
* break;*
* }*
* }*
* }*
* }*
* }*
* y += lineHeight + spacing;*
* if (changedLength)*
* {*
* break;*
* }*
* }*
* } else {*
* // add button*
_ var addButtonRect = new Rect ((x + position.width) - widths[widths.Length-1]inspectorWidth, y, widths[widths.Length-1]inspectorWidth, lineHeight);_
_ if (GUI.Button (addButtonRect, “+”)) {_
* items.InsertArrayElementAtIndex(items.arraySize);*
* }*
* y += lineHeight + spacing;*
* }*
* // add all button*
* var addAllButtonRect = new Rect (x, y, inspectorWidth, lineHeight);*
* if (GUI.Button (addAllButtonRect, “Assign using all child objects”))*
* {*
* var circuit = property.FindPropertyRelative(“circuit”).objectReferenceValue as WaypointCircuit;*
* var children = new Transform[ circuit.transform.childCount ];*
* int n=0; foreach (Transform child in circuit.transform) children[n++] = child;*
* System.Array.Sort( children, new TransformNameComparer() );*
* circuit.waypointList.items = new Transform[children.Length];*
* for (n=0; n<children.Length; ++n)*
* {*
* circuit.waypointList.items[n] = children[n];*
* }*
* }*
* y += lineHeight + spacing;*
* // rename all button*
* var renameButtonRect = new Rect (x, y, inspectorWidth, lineHeight);*
* if (GUI.Button (renameButtonRect, “Auto Rename numerically from this order”)) {*
* var circuit = property.FindPropertyRelative(“circuit”).objectReferenceValue as WaypointCircuit;*
* int n=0; foreach (Transform child in circuit.waypointList.items) child.name = "Waypoint "+(n++).ToString(“000”);*
* }*
* y += lineHeight + spacing;*
* // Set indent back to what it was*
* EditorGUI.indentLevel = indent;*
* EditorGUI.EndProperty ();*
* }*
* public override float GetPropertyHeight (SerializedProperty property, GUIContent label)*
* {*
* SerializedProperty items = property.FindPropertyRelative (“items”);*
* float lineAndSpace = lineHeight + spacing;*
_ return 40 + (items.arraySize * lineAndSpace) + lineAndSpace;_
* }*
* // comparer for check distances in ray cast hits*
* public class TransformNameComparer: IComparer*
* {*
* public int Compare(object x, object y) {*
* return ((Transform)x).name.CompareTo(((Transform)y).name);*
* } *
* }*
}
#endif