mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-29 01:44:19 +00:00
158 lines
5.9 KiB
C#
158 lines
5.9 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BetterTee.Player
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{
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public class PencilTool : DrawTool
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{
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public Color selectedColor = Color.black;
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public float size = 1f;
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protected Color[] colors;
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private Vector2Int? previousPixel;
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private Vector2Int? pixel;
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protected Vector2Int? GetPixelAtScreenPosition(Vector2 screenPosition) {
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Vector2 worldPoint = Camera.main.ScreenToWorldPoint(screenPosition);
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if(frame.Bounds.Contains(worldPoint)) {
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Vector2 normalized = Rect.PointToNormalized(frame.Bounds, worldPoint);
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Vector2Int result = new Vector2Int(Mathf.FloorToInt(normalized.x * frame.resolution.x), Mathf.FloorToInt(normalized.y * frame.resolution.y));
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return result;
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}
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return null;
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}
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protected override void Start() {
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base.Start();
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colors = frame.GetPixels();
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Input.simulateMouseWithTouches = false;
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}
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protected void Update() {
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bool hasChanged = false;
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// Touch
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foreach(Touch t in Input.touches) {
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pixel = GetPixelAtScreenPosition(t.position);
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previousPixel = GetPixelAtScreenPosition(t.position - t.deltaPosition);
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if(pixel.HasValue) {
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if(previousPixel.HasValue) {
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DrawBresenhamsThickLine(pixel.Value, previousPixel.Value, size, selectedColor);
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}
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else {
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DrawFilledCircle(pixel.Value, size, selectedColor);
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}
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}
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hasChanged = true;
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}
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// Mouse
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previousPixel = pixel;
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if(Input.GetMouseButton(0)) {
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pixel = GetPixelAtScreenPosition(Input.mousePosition);
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if(pixel.HasValue) {
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if(previousPixel.HasValue) {
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DrawBresenhamsThickLine(previousPixel.Value, pixel.Value, size, selectedColor);
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}
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else {
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DrawFilledCircle(pixel.Value, size, selectedColor);
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}
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}
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hasChanged = true;
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}
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else {
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pixel = null;
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}
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if(hasChanged) {
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frame.SetPixels(colors);
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}
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}
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protected void DrawPixel(int x, int y, Color color) {
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if(x < 0 || x >= frame.resolution.x || y < 0 || y >= frame.resolution.y) return;
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colors[x + y*frame.resolution.x] = color;
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}
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protected void DrawCircleEightPoints(Vector2Int center, int x_radius, int y_radius, Color color) {
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DrawPixel(center.x+x_radius, center.y+y_radius, color);
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DrawPixel(center.x-x_radius, center.y+y_radius, color);
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DrawPixel(center.x+x_radius, center.y-y_radius, color);
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DrawPixel(center.x-x_radius, center.y-y_radius, color);
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DrawPixel(center.x+y_radius, center.y+x_radius, color);
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DrawPixel(center.x-y_radius, center.y+x_radius, color);
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DrawPixel(center.x+y_radius, center.y-x_radius, color);
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DrawPixel(center.x-y_radius, center.y-x_radius, color);
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}
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// No idea on how does it work
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// https://www.geeksforgeeks.org/bresenhams-circle-drawing-algorithm/
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protected void DrawBresenhamEmptyCircle(Vector2Int center, int radius, Color color) {
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int x = 0;
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int y = radius;
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int d = 3 - 2 * radius;
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DrawCircleEightPoints(center, x, y, color);
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while(y >= x) {
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x++;
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if(d > 0) {
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y--;
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d = d + 4 * (x - y) + 10;
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}
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else {
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d = d + 4 * x + 6;
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}
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DrawCircleEightPoints(center, x, y, color);
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}
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}
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protected void DrawFilledCircle(Vector2Int center, float radius, Color color) {
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int x_start = Mathf.CeilToInt((float)center.x - radius);
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int x_end = Mathf.CeilToInt((float)center.x + radius);
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int y_start = Mathf.CeilToInt((float)center.y - radius);
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int y_end = Mathf.CeilToInt((float)center.y + radius);
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for(int x = x_start; x < x_end; x++) {
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for(int y = y_start; y < y_end; y++) {
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if(Vector2Int.Distance(new Vector2Int(x, y), center) < radius) {
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DrawPixel(x, y, color);
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}
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}
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}
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}
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// http://www.roguebasin.com/index.php?title=Bresenham%27s_Line_Algorithm
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protected void DrawBresenhamsThickLine(Vector2Int start, Vector2Int end, float radius, Color color) {
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int start_x = start.x, start_y = start.y, end_x = end.x, end_y = end.y;
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bool steep = Mathf.Abs(end_y - start_y) > Mathf.Abs(end_x - start_x);
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if (steep) {
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Utils.Swap<int>(ref start_x, ref start_y);
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Utils.Swap<int>(ref end_x, ref end_y);
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}
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if (start_x > end_x) {
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Utils.Swap<int>(ref start_x, ref end_x);
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Utils.Swap<int>(ref start_y, ref end_y);
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}
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int dX = (end_x - start_x), dY = Mathf.Abs(end_y - start_y), err = (dX / 2), ystep = (start_y < end_y ? 1 : -1), y = start_y;
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for (int x = start_x; x <= end_x; ++x)
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{
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if(steep) {
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DrawFilledCircle(new Vector2Int(y, x), radius, color);
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}
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else {
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DrawFilledCircle(new Vector2Int(x, y), radius, color);
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}
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err = err - dY;
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if (err < 0) { y += ystep; err += dX; }
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}
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}
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protected void Apply() {
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}
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}
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}
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