├── .gitignore ├── Assets ├── Polyline Editor.meta └── Polyline Editor │ ├── Editor.meta │ ├── Editor │ ├── PolylineEditor.cs │ └── PolylineEditor.cs.meta │ ├── Examples.meta │ ├── Examples │ ├── Example1_Path.meta │ ├── Example1_Path │ │ ├── Scene_Path.unity │ │ ├── Scene_Path.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── PathMovement.cs │ │ │ └── PathMovement.cs.meta │ │ ├── Sprites.meta │ │ └── Sprites │ │ │ ├── abstractTile_20.png │ │ │ ├── abstractTile_20.png.meta │ │ │ ├── abstractTile_30.png │ │ │ ├── abstractTile_30.png.meta │ │ │ ├── abstractTile_32.png │ │ │ ├── abstractTile_32.png.meta │ │ │ ├── platformerTile_17.png │ │ │ ├── platformerTile_17.png.meta │ │ │ ├── platformerTile_37.png │ │ │ ├── platformerTile_37.png.meta │ │ │ ├── platformerTile_41.png │ │ │ ├── platformerTile_41.png.meta │ │ │ ├── voxelTile_15.png │ │ │ └── voxelTile_15.png.meta │ ├── Example2_Simple2DTerrainEditor.meta │ └── Example2_Simple2DTerrainEditor │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── Simple2DTerrainEditor.cs │ │ └── Simple2DTerrainEditor.cs.meta │ │ ├── Libs.meta │ │ ├── Libs │ │ ├── Triangluator.cs │ │ └── Triangluator.cs.meta │ │ ├── Scene_Simple2DTerrainEditor.unity │ │ ├── Scene_Simple2DTerrainEditor.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ ├── Simple2DTerrain.cs │ │ └── Simple2DTerrain.cs.meta │ │ ├── TerrainMaterial.mat │ │ ├── TerrainMaterial.mat.meta │ │ ├── groundtexture.png │ │ └── groundtexture.png.meta │ ├── README.pdf │ ├── README.pdf.meta │ ├── Resources.meta │ ├── Resources │ ├── Handle.png │ └── Handle.png.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Polyline.cs │ └── Polyline.cs.meta │ ├── scene1.unity │ └── scene1.unity.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* -------------------------------------------------------------------------------- /Assets/Polyline Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac82eed59fba76144b832579e7aa3c48 3 | folderAsset: yes 4 | timeCreated: 1460243730 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a68cbc8dfb308314d89d0036e75c1d0b 3 | folderAsset: yes 4 | timeCreated: 1459539435 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Editor/PolylineEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections.Generic; 4 | [CustomEditor(typeof(Polyline))] 5 | public class PolylineEditor : Editor 6 | { 7 | Texture nodeTexture; 8 | static GUIStyle handleStyle = new GUIStyle(); 9 | List alignedPoints=new List(); 10 | void OnEnable() 11 | { 12 | nodeTexture = Resources.Load("Handle"); 13 | if (nodeTexture == null) nodeTexture = EditorGUIUtility.whiteTexture; 14 | handleStyle.alignment = TextAnchor.MiddleCenter; 15 | handleStyle.fixedWidth = 15; 16 | handleStyle.fixedHeight = 15; 17 | } 18 | void OnSceneGUI() 19 | { 20 | Polyline polyline = (target as Polyline); 21 | Vector3[] localPoints = polyline.nodes.ToArray(); 22 | Vector3[] worldPoints = new Vector3[polyline.nodes.Count]; 23 | for (int i = 0; i < worldPoints.Length; i++) 24 | worldPoints[i] = polyline.transform.TransformPoint(localPoints[i]); 25 | DrawPolyLine(worldPoints); 26 | DrawNodes(polyline, worldPoints); 27 | if (Event.current.shift) 28 | { 29 | //Adding Points 30 | Vector3 mousePos = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition).origin; 31 | Vector3 polyLocalMousePos = polyline.transform.InverseTransformPoint(mousePos); 32 | Vector3 nodeOnPoly = HandleUtility.ClosestPointToPolyLine(worldPoints); 33 | float handleSize = HandleUtility.GetHandleSize(nodeOnPoly); 34 | int nodeIndex = FindNodeIndex(worldPoints, nodeOnPoly); 35 | Handles.DrawLine(worldPoints[nodeIndex - 1], mousePos); 36 | Handles.DrawLine(worldPoints[nodeIndex], mousePos); 37 | if (Handles.Button(mousePos, Quaternion.identity, handleSize * 0.1f, handleSize, HandleFunc)) 38 | { 39 | polyLocalMousePos.z = 0; 40 | Undo.RecordObject(polyline, "Insert Node"); 41 | polyline.nodes.Insert(nodeIndex, polyLocalMousePos); 42 | Event.current.Use(); 43 | } 44 | } 45 | if (Event.current.control) 46 | { 47 | //Deleting Points 48 | int indexToDelete = FindNearestNodeToMouse(worldPoints); 49 | Handles.color = Color.red; 50 | float handleSize = HandleUtility.GetHandleSize(worldPoints[0]); 51 | if (Handles.Button(worldPoints[indexToDelete], Quaternion.identity, handleSize * 0.09f, handleSize, DeleteHandleFunc)) 52 | { 53 | Undo.RecordObject(polyline, "Remove Node"); 54 | polyline.nodes.RemoveAt(indexToDelete); 55 | indexToDelete = -1; 56 | Event.current.Use(); 57 | } 58 | Handles.color = Color.white; 59 | } 60 | 61 | } 62 | private int FindNearestNodeToMouse(Vector3[] worldNodesPositions) 63 | { 64 | Vector3 mousePos = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition).origin; 65 | mousePos.z = 0; 66 | int index = -1; 67 | float minDistnce = float.MaxValue; 68 | for (int i = 0; i < worldNodesPositions.Length; i++) 69 | { 70 | float distance = Vector3.Distance(worldNodesPositions[i], mousePos); 71 | if (distance < minDistnce) 72 | { 73 | index = i; 74 | minDistnce = distance; 75 | } 76 | } 77 | return index; 78 | } 79 | private int FindNodeIndex(Vector3[] worldNodesPositions, Vector3 newNode) 80 | { 81 | float smallestdis = float.MaxValue; 82 | int prevIndex = 0; 83 | for (int i = 1; i < worldNodesPositions.Length; i++) 84 | { 85 | float distance = HandleUtility.DistanceToPolyLine(worldNodesPositions[i - 1], worldNodesPositions[i]); 86 | if (distance < smallestdis) 87 | { 88 | prevIndex = i - 1; 89 | smallestdis = distance; 90 | } 91 | } 92 | return prevIndex + 1; 93 | } 94 | private void DrawPolyLine(Vector3[] nodes) 95 | { 96 | if (Event.current.shift) Handles.color = Color.green; 97 | else if (Event.current.control ) Handles.color = Color.red; 98 | else Handles.color = Color.white; 99 | for(int i=0;i= 2) 136 | { 137 | //represent the line with the equation y=mx+b 138 | float dy = worldNodes[index - 1].y - worldNodes[index - 2].y; 139 | float dx = worldNodes[index - 1].x - worldNodes[index - 2].x; 140 | float m = dy / dx; 141 | float b = worldNodes[index - 1].y - m * worldNodes[index - 1].x; 142 | 143 | float newX = (position.x + m * (position.y - b)) / (m * m + 1); 144 | float newY = (m * (position.x + m * position.y) + b) / (m * m + 1); 145 | Vector3 newPos = new Vector3(newX, newY); 146 | float distance = Vector3.Distance(newPos, position); 147 | if (distance * distance < offset * offset) 148 | { 149 | position.x = newX; 150 | position.y = newY; 151 | aligned = true; 152 | alignedPoints.Add(index - 1); 153 | alignedPoints.Add(index - 2); 154 | } 155 | } 156 | //check next line 157 | if (index < worldNodes.Length - 2) 158 | { 159 | //represent the line with the equation y=mx+b 160 | float dy = worldNodes[index + 1].y - worldNodes[index + 2].y; 161 | float dx = worldNodes[index + 1].x - worldNodes[index + 2].x; 162 | float m = dy / dx; 163 | float b = worldNodes[index + 1].y - m * worldNodes[index + 1].x; 164 | 165 | float newX = (position.x + m * (position.y - b)) / (m * m + 1); 166 | float newY = (m * (position.x + m * position.y) + b) / (m * m + 1); 167 | Vector3 newPos = new Vector3(newX, newY); 168 | float distance = Vector3.Distance(newPos, position); 169 | if (distance * distance < offset * offset) 170 | { 171 | position.x = newX; 172 | position.y = newY; 173 | aligned = true; 174 | alignedPoints.Add(index + 1); 175 | alignedPoints.Add(index + 2); 176 | } 177 | } 178 | //check vertical 179 | //check with the prev node 180 | //the node can be aligned to the prev and next node at once, we need to return more than one alginedTo Node 181 | if (index > 0) 182 | { 183 | float dx = Mathf.Abs(worldNodes[index - 1].x - position.x); 184 | if (dx < offset) 185 | { 186 | position.x = worldNodes[index - 1].x; 187 | alignedPoints.Add(index - 1); 188 | aligned = true; 189 | } 190 | } 191 | //check with the next node 192 | if (index < worldNodes.Length - 1) 193 | { 194 | float dx = Mathf.Abs(worldNodes[index + 1].x - position.x); 195 | if (dx < offset) 196 | { 197 | position.x = worldNodes[index + 1].x; 198 | alignedPoints.Add(index + 1); 199 | aligned = true; 200 | } 201 | } 202 | //check horizontal 203 | if (index > 0) 204 | { 205 | float dy = Mathf.Abs(worldNodes[index - 1].y - position.y); 206 | if (dy < offset) 207 | { 208 | position.y = worldNodes[index - 1].y; 209 | alignedPoints.Add(index - 1); 210 | aligned = true; 211 | } 212 | } 213 | //check with the next node 214 | if (index < worldNodes.Length - 1) 215 | { 216 | float dy = Mathf.Abs(worldNodes[index + 1].y - position.y); 217 | if (dy < offset) 218 | { 219 | position.y = worldNodes[index + 1].y; 220 | alignedPoints.Add(index + 1); 221 | aligned = true; 222 | } 223 | } 224 | 225 | 226 | if(aligned) 227 | alignedPoints.Add(index); 228 | 229 | return aligned; 230 | } 231 | 232 | void HandleFunc(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType) 233 | { 234 | if (eventType == EventType.Layout) 235 | { 236 | AddControl(controlID, position); 237 | } 238 | else if (eventType == EventType.Repaint) 239 | { 240 | if (controlID == GUIUtility.hotControl) 241 | GUI.color = Color.red; 242 | else 243 | GUI.color = Color.green; 244 | Handles.Label(position, new GUIContent(nodeTexture), handleStyle); 245 | GUI.color = Color.white; 246 | } 247 | } 248 | 249 | void DeleteHandleFunc(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType) 250 | { 251 | if (eventType == EventType.Layout) 252 | { 253 | AddControl(controlID, position); 254 | } 255 | else if (eventType == EventType.Repaint) 256 | { 257 | GUI.color = Color.red; 258 | Handles.Label(position, new GUIContent(nodeTexture), handleStyle); 259 | GUI.color = Color.white; 260 | } 261 | } 262 | private static void AddControl(int controlID, Vector3 position) 263 | { 264 | Vector3 mousePos = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition).origin; 265 | float distance = Vector2.Distance(position, mousePos); 266 | HandleUtility.AddControl(controlID, distance); 267 | } 268 | 269 | } 270 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Editor/PolylineEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ddc15b55bc7865498d868b6ec8d8d69 3 | timeCreated: 1460135865 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c14dc6dbcc0a2bd4195a01904e04be28 3 | folderAsset: yes 4 | timeCreated: 1460230103 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example1_Path.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dfabcc339ea1233448bf35efb6eacaa2 3 | folderAsset: yes 4 | timeCreated: 1460230114 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example1_Path/Scene_Path.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 58eb2410146f1d54ea0284e78f5f02bc 3 | timeCreated: 1460230137 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example1_Path/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0028e2c4b6598054488f5100e288f254 3 | folderAsset: yes 4 | timeCreated: 1460237469 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example1_Path/Scripts/PathMovement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PathMovement : MonoBehaviour { 5 | public float speed = 1; 6 | public Polyline path; 7 | int targetIndex = 1; 8 | Vector3 velocity; 9 | // Use this for initialization 10 | void Start () { 11 | transform.position = path.nodes[0]; 12 | velocity = (path.nodes[targetIndex] - path.nodes[targetIndex - 1]).normalized * speed; 13 | } 14 | 15 | // Update is called once per frame 16 | bool pathFinished = false; 17 | void Update () { 18 | if (!pathFinished) 19 | { 20 | if ((transform.position - path.nodes[targetIndex]).magnitude < (velocity * Time.deltaTime).magnitude) 21 | { 22 | transform.position = path.nodes[targetIndex]; 23 | targetIndex++; 24 | if (targetIndex == path.nodes.Count) 25 | { 26 | pathFinished = true; 27 | return; 28 | } 29 | velocity = (path.nodes[targetIndex] - path.nodes[targetIndex - 1]).normalized * speed; 30 | } 31 | else 32 | transform.position += velocity * Time.deltaTime; 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example1_Path/Scripts/PathMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 89c2712ddc05e4e439563f108ac4be29 3 | timeCreated: 1460234331 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | 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maxTextureSize: 2048 32 | textureSettings: 33 | serializedVersion: 2 34 | filterMode: -1 35 | aniso: 16 36 | mipBias: -100 37 | wrapU: 1 38 | wrapV: 1 39 | wrapW: 1 40 | nPOTScale: 0 41 | lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 1 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spritePixelsToUnits: 111 49 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 50 | spriteGenerateFallbackPhysicsShape: 1 51 | alphaUsage: 1 52 | alphaIsTransparency: 1 53 | spriteTessellationDetail: -1 54 | textureType: 8 55 | textureShape: 1 56 | singleChannelComponent: 0 57 | maxTextureSizeSet: 0 58 | compressionQualitySet: 0 59 | textureFormatSet: 0 60 | applyGammaDecoding: 1 61 | platformSettings: 62 | - serializedVersion: 3 63 | buildTarget: DefaultTexturePlatform 64 | maxTextureSize: 2048 65 | resizeAlgorithm: 0 66 | textureFormat: -1 67 | textureCompression: 1 68 | compressionQuality: 50 69 | crunchedCompression: 0 70 | allowsAlphaSplitting: 0 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-------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example2_Simple2DTerrainEditor/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43f59897189c18f40af5243b208912a5 3 | folderAsset: yes 4 | timeCreated: 1460238037 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example2_Simple2DTerrainEditor/Editor/Simple2DTerrainEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections.Generic; 4 | using System; 5 | using Examples_Simple2DTerrainEditor; 6 | [CustomEditor(typeof(Simple2DTerrain))] 7 | public class Simple2DTerrainEditor : Editor 8 | { 9 | Texture nodeTexture; 10 | //int indexToDelete; 11 | static GUIStyle handleStyle = new GUIStyle(); 12 | void OnEnable() 13 | { 14 | nodeTexture = Resources.Load("Handle"); 15 | if (nodeTexture == null) nodeTexture = EditorGUIUtility.whiteTexture; 16 | handleStyle.alignment = TextAnchor.MiddleCenter; 17 | handleStyle.fixedWidth = 15; 18 | handleStyle.fixedHeight = 15; 19 | } 20 | void OnSceneGUI() 21 | { 22 | Simple2DTerrain polyline = (target as Simple2DTerrain); 23 | Vector3[] localPoints = polyline.nodes.ToArray(); 24 | Vector3[] worldPoints = new Vector3[polyline.nodes.Count]; 25 | for (int i = 0; i < worldPoints.Length; i++) 26 | worldPoints[i] = polyline.transform.TransformPoint(localPoints[i]); 27 | DrawPolyLine(worldPoints); 28 | DrawNodes(polyline, worldPoints); 29 | if (Event.current.shift) 30 | { 31 | //Adding Points 32 | Vector3 mousePos = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition).origin; 33 | Vector3 polyLocalMousePos = polyline.transform.InverseTransformPoint(mousePos); 34 | Vector3 nodeOnPoly = HandleUtility.ClosestPointToPolyLine(worldPoints); 35 | float handleSize = HandleUtility.GetHandleSize(nodeOnPoly); 36 | int nodeIndex = FindNodeIndex(worldPoints, nodeOnPoly); 37 | Handles.DrawLine(worldPoints[nodeIndex - 1], mousePos); 38 | Handles.DrawLine(worldPoints[nodeIndex], mousePos); 39 | if (Handles.Button(mousePos, Quaternion.identity, handleSize * 0.09f, handleSize, HandleFunc)) 40 | { 41 | polyLocalMousePos.z = 0; 42 | Undo.RecordObject(polyline, "Insert Node"); 43 | polyline.nodes.Insert(nodeIndex, polyLocalMousePos); 44 | /////////////////////////////////////// 45 | UpdateTerrain(polyline.nodes.ToArray()); 46 | /////////////////////////////////////// 47 | Event.current.Use(); 48 | } 49 | } 50 | if (Event.current.control) 51 | { 52 | //Deleting Points 53 | int indexToDelete = FindNearestNodeToMouse(worldPoints); 54 | Handles.color = Color.red; 55 | float handleSize = HandleUtility.GetHandleSize(worldPoints[0]); 56 | if (Handles.Button(worldPoints[indexToDelete], Quaternion.identity, handleSize * 0.09f, handleSize, DeleteHandleFunc)) 57 | { 58 | Undo.RecordObject(polyline, "Remove Node"); 59 | polyline.nodes.RemoveAt(indexToDelete); 60 | /////////////////////////////////////// 61 | UpdateTerrain(polyline.nodes.ToArray()); 62 | /////////////////////////////////////// 63 | indexToDelete = -1; 64 | Event.current.Use(); 65 | } 66 | Handles.color = Color.white; 67 | } 68 | 69 | } 70 | private int FindNearestNodeToMouse(Vector3[] worldNodesPositions) 71 | { 72 | Vector3 mousePos = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition).origin; 73 | mousePos.z = 0; 74 | int index = -1; 75 | float minDistnce = float.MaxValue; 76 | for (int i = 0; i < worldNodesPositions.Length; i++) 77 | { 78 | float distance = Vector3.Distance(worldNodesPositions[i], mousePos); 79 | if (distance < minDistnce) 80 | { 81 | index = i; 82 | minDistnce = distance; 83 | } 84 | } 85 | return index; 86 | } 87 | private int FindNodeIndex(Vector3[] worldNodesPositions, Vector3 newNode) 88 | { 89 | float smallestdis = float.MaxValue; 90 | int prevIndex = 0; 91 | for (int i = 1; i < worldNodesPositions.Length; i++) 92 | { 93 | float distance = HandleUtility.DistanceToPolyLine(worldNodesPositions[i - 1], worldNodesPositions[i]); 94 | if (distance < smallestdis) 95 | { 96 | prevIndex = i - 1; 97 | smallestdis = distance; 98 | } 99 | } 100 | return prevIndex + 1; 101 | } 102 | private static void DrawPolyLine(Vector3[] nodes) 103 | { 104 | if (Event.current.shift) Handles.color = Color.green; 105 | else if (Event.current.control) Handles.color = Color.red; 106 | else Handles.color = Color.white; 107 | Handles.DrawPolyLine(nodes); 108 | Handles.color = Color.white; 109 | } 110 | private void DrawNodes(Simple2DTerrain polyline, Vector3[] worldPoints) 111 | { 112 | for (int i = 0; i < polyline.nodes.Count; i++) 113 | { 114 | Vector3 pos = polyline.transform.TransformPoint(polyline.nodes[i]); 115 | float handleSize = HandleUtility.GetHandleSize(pos); 116 | Vector3 newPos = Handles.FreeMoveHandle(pos, Quaternion.identity, handleSize * 0.09f, Vector3.one, HandleFunc); 117 | List alignTo; 118 | 119 | //if (currentControlID == GUIUtility.hotControl) 120 | //{ 121 | // if (CheckAlignment(worldPoints, handleSize * 0.1f, i, ref newPos, out alignTo)) 122 | // { 123 | // Handles.color = Color.green; 124 | // for (int j = 0; j < alignTo.Count; j++) 125 | // Handles.DrawPolyLine(newPos, alignTo[j]); 126 | // Handles.color = Color.white; 127 | // } 128 | //} 129 | if (newPos != pos) 130 | { 131 | if (CheckAlignment(worldPoints, handleSize * 0.1f, i, ref newPos, out alignTo)) 132 | { 133 | Handles.color = Color.green; 134 | for (int j = 0; j < alignTo.Count; j++) 135 | Handles.DrawPolyLine(newPos, alignTo[j]); 136 | Handles.color = Color.white; 137 | } 138 | Undo.RecordObject(polyline, "Move Node"); 139 | polyline.nodes[i] = polyline.transform.InverseTransformPoint(newPos); 140 | /////////////////////////////////////// 141 | UpdateTerrain(polyline.nodes.ToArray()); 142 | /////////////////////////////////////// 143 | } 144 | } 145 | } 146 | 147 | private void UpdateTerrain(Vector3[] localPoints) 148 | { 149 | if (localPoints.Length < 3) return; 150 | List vertices = new List(localPoints); 151 | Triangulator triangulator = new Triangulator(vertices.ToArray()); 152 | int[] indecies = triangulator.Triangulate(); 153 | Simple2DTerrain terrain = target as Simple2DTerrain; 154 | MeshFilter meshFilter = terrain.GetComponent(); 155 | Mesh mesh = meshFilter.sharedMesh; 156 | mesh.triangles = null; 157 | mesh.vertices = vertices.ToArray(); 158 | mesh.triangles = indecies; 159 | mesh.uv = Vec3ToVec2Array(vertices.ToArray()); 160 | 161 | PolygonCollider2D collider= terrain.GetComponent(); 162 | collider.points= Vec3ToVec2Array(vertices.ToArray()); 163 | } 164 | 165 | private Vector2[] Vec3ToVec2Array(Vector3[] data) 166 | { 167 | Vector2[] result = new Vector2[data.Length]; 168 | for (int i = 0; i < data.Length; i++) 169 | result[i] = data[i]; 170 | return result; 171 | } 172 | 173 | bool CheckAlignment(Vector3[] worldNodes, float offset, int index, ref Vector3 position, out List alignedTo) 174 | { 175 | //Debug.Log("Check aligmnet with index:" + index); 176 | //check vertical 177 | //check with the prev node 178 | bool aligned = false; 179 | //the node can be aligned to the prev and next node at once, we need to return more than one alginedTo Node 180 | alignedTo = new List(2); 181 | if (index > 0) 182 | { 183 | float dx = Mathf.Abs(worldNodes[index - 1].x - position.x); 184 | if (dx < offset) 185 | { 186 | position.x = worldNodes[index - 1].x; 187 | alignedTo.Add(worldNodes[index - 1]); 188 | aligned = true; 189 | } 190 | } 191 | //check with the next node 192 | if (index < worldNodes.Length - 1) 193 | { 194 | float dx = Mathf.Abs(worldNodes[index + 1].x - position.x); 195 | if (dx < offset) 196 | { 197 | position.x = worldNodes[index + 1].x; 198 | alignedTo.Add(worldNodes[index + 1]); 199 | aligned = true; 200 | } 201 | } 202 | //check horizontal 203 | if (index > 0) 204 | { 205 | float dy = Mathf.Abs(worldNodes[index - 1].y - position.y); 206 | if (dy < offset) 207 | { 208 | position.y = worldNodes[index - 1].y; 209 | alignedTo.Add(worldNodes[index - 1]); 210 | aligned = true; 211 | } 212 | } 213 | //check with the next node 214 | if (index < worldNodes.Length - 1) 215 | { 216 | float dy = Mathf.Abs(worldNodes[index + 1].y - position.y); 217 | if (dy < offset) 218 | { 219 | position.y = worldNodes[index + 1].y; 220 | alignedTo.Add(worldNodes[index + 1]); 221 | aligned = true; 222 | } 223 | } 224 | 225 | 226 | //check straight lines 227 | //To be implemented 228 | 229 | 230 | return aligned; 231 | } 232 | void HandleFunc(int controlID, Vector3 position, Quaternion rotation, float size) 233 | { 234 | Vector3 o1 = Camera.current.ScreenToWorldPoint(Vector3.zero); 235 | Vector3 o2 = Camera.current.ScreenToWorldPoint(new Vector2(4, 4)); 236 | Vector3 offset = (o1 - o2) / 2; 237 | if (controlID == GUIUtility.hotControl) 238 | GUI.color = Color.red; 239 | else 240 | GUI.color = Color.green; 241 | Handles.Label(position - offset, new GUIContent(nodeTexture), handleStyle); 242 | GUI.color = Color.white; 243 | } 244 | void DeleteHandleFunc(int controlID, Vector3 position, Quaternion rotation, float size) 245 | { 246 | Vector3 o1 = Camera.current.ScreenToWorldPoint(Vector3.zero); 247 | Vector3 o2 = Camera.current.ScreenToWorldPoint(new Vector2(4, 4)); 248 | Vector3 offset = (o1 - o2) / 2; 249 | GUI.color = Color.red; 250 | Handles.Label(position - offset, new GUIContent(nodeTexture), handleStyle); 251 | GUI.color = Color.white; 252 | } 253 | } 254 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example2_Simple2DTerrainEditor/Editor/Simple2DTerrainEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abcd22fef9264da48accfaba3ce2f11f 3 | timeCreated: 1460238581 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example2_Simple2DTerrainEditor/Libs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: edcaa654b43f4b541b94138ae0a6c4da 3 | folderAsset: yes 4 | timeCreated: 1460237854 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Examples/Example2_Simple2DTerrainEditor/Libs/Triangluator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | namespace Examples_Simple2DTerrainEditor 5 | { 6 | public class Triangulator 7 | { 8 | private List m_points = new List(); 9 | 10 | public Triangulator(Vector3[] points) 11 | { 12 | m_points = new List(points); 13 | } 14 | 15 | public int[] Triangulate() 16 | { 17 | List indices = new List(); 18 | 19 | int n = m_points.Count; 20 | if (n < 3) 21 | return indices.ToArray(); 22 | 23 | int[] V = new int[n]; 24 | if (Area() > 0) 25 | { 26 | for (int v = 0; v < n; v++) 27 | V[v] = v; 28 | } 29 | else 30 | { 31 | for (int v = 0; v < n; v++) 32 | V[v] = (n - 1) - v; 33 | } 34 | 35 | int nv = n; 36 | int count = 2 * nv; 37 | for (int m = 0, v = nv - 1; nv > 2;) 38 | { 39 | if ((count--) <= 0) 40 | return indices.ToArray(); 41 | 42 | int u = v; 43 | if (nv <= u) 44 | u = 0; 45 | v = u + 1; 46 | if (nv <= v) 47 | v = 0; 48 | int w = v + 1; 49 | if (nv <= w) 50 | w = 0; 51 | 52 | if (Snip(u, v, w, nv, V)) 53 | { 54 | int a, b, c, s, t; 55 | a = V[u]; 56 | b = V[v]; 57 | c = V[w]; 58 | indices.Add(a); 59 | indices.Add(b); 60 | indices.Add(c); 61 | m++; 62 | for (s = v, t = v + 1; t < nv; s++, t++) 63 | V[s] = V[t]; 64 | nv--; 65 | count = 2 * nv; 66 | } 67 | } 68 | 69 | indices.Reverse(); 70 | return indices.ToArray(); 71 | } 72 | 73 | private float Area() 74 | { 75 | int n = m_points.Count; 76 | float A = 0.0f; 77 | for (int p = n - 1, q = 0; q < n; p = q++) 78 | { 79 | Vector3 pval = m_points[p]; 80 | Vector3 qval = m_points[q]; 81 | A += pval.x * qval.y - qval.x * pval.y; 82 | } 83 | return (A * 0.5f); 84 | } 85 | 86 | private bool Snip(int u, int v, int w, int n, int[] V) 87 | { 88 | int p; 89 | Vector3 A = m_points[V[u]]; 90 | Vector3 B = m_points[V[v]]; 91 | Vector3 C = m_points[V[w]]; 92 | if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x)))) 93 | return false; 94 | for (p = 0; p < n; p++) 95 | { 96 | if ((p == u) || (p == v) || (p == w)) 97 | continue; 98 | Vector3 P = m_points[V[p]]; 99 | if (InsideTriangle(A, B, C, P)) 100 | return false; 101 | } 102 | return true; 103 | } 104 | 105 | private bool InsideTriangle(Vector3 A, Vector3 B, Vector3 C, Vector3 P) 106 | { 107 | float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy; 108 | float cCROSSap, bCROSScp, aCROSSbp; 109 | 110 | ax = C.x - B.x; ay = C.y - B.y; 111 | bx = A.x - C.x; by = A.y - C.y; 112 | cx = B.x - A.x; cy = B.y - A.y; 113 | apx = P.x - A.x; apy = P.y - A.y; 114 | bpx = P.x - B.x; bpy = P.y - B.y; 115 | cpx = P.x - C.x; cpy = P.y - C.y; 116 | 117 | aCROSSbp = ax * bpy - ay * bpx; 118 | cCROSSap = cx * apy - cy * apx; 119 | bCROSScp = bx * cpy - by * cpx; 120 | 121 | return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f)); 122 | } 123 | } 124 | } -------------------------------------------------------------------------------- /Assets/Polyline 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assetBundleName: 57 | assetBundleVariant: 58 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/README.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Dandarawy/Unity3DPolylineEditor/dc394362fe8807917a0829024a5ddc951559baff/Assets/Polyline Editor/README.pdf -------------------------------------------------------------------------------- /Assets/Polyline Editor/README.pdf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4409b3d395495b544bb238785d990dae 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Polyline Editor/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0058c441353ed734fb47d11efa6d3e7c 3 | folderAsset: yes 4 | 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b86700fb0c19c2e4d83c2c6e52b9fb26 3 | timeCreated: 1459545793 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Abdullah Aldandarawy 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ide.visualstudio": "2.0.2", 4 | "com.unity.ugui": "1.0.0", 5 | "com.unity.modules.ai": "1.0.0", 6 | "com.unity.modules.androidjni": "1.0.0", 7 | "com.unity.modules.animation": "1.0.0", 8 | "com.unity.modules.assetbundle": "1.0.0", 9 | "com.unity.modules.audio": "1.0.0", 10 | "com.unity.modules.cloth": "1.0.0", 11 | "com.unity.modules.director": "1.0.0", 12 | "com.unity.modules.imageconversion": "1.0.0", 13 | "com.unity.modules.imgui": "1.0.0", 14 | "com.unity.modules.jsonserialize": "1.0.0", 15 | "com.unity.modules.particlesystem": "1.0.0", 16 | "com.unity.modules.physics": "1.0.0", 17 | "com.unity.modules.physics2d": "1.0.0", 18 | "com.unity.modules.screencapture": "1.0.0", 19 | "com.unity.modules.terrain": "1.0.0", 20 | "com.unity.modules.terrainphysics": "1.0.0", 21 | "com.unity.modules.tilemap": "1.0.0", 22 | "com.unity.modules.ui": "1.0.0", 23 | "com.unity.modules.uielements": "1.0.0", 24 | "com.unity.modules.umbra": "1.0.0", 25 | "com.unity.modules.unityanalytics": "1.0.0", 26 | "com.unity.modules.unitywebrequest": "1.0.0", 27 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 28 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 29 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 30 | "com.unity.modules.unitywebrequestwww": "1.0.0", 31 | "com.unity.modules.vehicles": "1.0.0", 32 | "com.unity.modules.video": "1.0.0", 33 | "com.unity.modules.vr": "1.0.0", 34 | "com.unity.modules.wind": "1.0.0", 35 | 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-------------------------------------------------------------------------------- 1 | # Unity3D Polyline Editor 2 | A simple 2D polyline editor for Unity3D to create a generic polyline. 3 | 4 |

5 | 6 |

7 | 8 | # Features: 9 | - Works with Unity 4 and Unity 5. 10 | - Standard editing (shift to add, control to delete). 11 | - Undo and redo. 12 | - Snapping and aligning points with neighbors. 13 | - Examples for different usages. 14 | 15 | # Documentation 16 | Check [Wiki](https://github.com/Dandarawy/Unity3DPolylineEditor/wiki) Section. 17 | 18 | 19 | # Asset store 20 | Download the latest unity package from unity [Asset Store](https://www.assetstore.unity3d.com/#!/content/60300) 21 | --------------------------------------------------------------------------------