T Out Parameter for Get Nearest Point
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@ -4,13 +4,16 @@ using System;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Splines;
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using UnityEngine.Splines;
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using static SplineImporter;
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using static SplineData;
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using System.IO;
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using System.IO;
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using System.Text;
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using System.Text;
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using Unity.Mathematics;
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using Unity.Mathematics;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace FrameJosh.SplineImporter
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{
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using static SplineImporter;
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using static SplineData;
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[CustomEditor(typeof(SplineImporter))]
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[CustomEditor(typeof(SplineImporter))]
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public class SplineImporterEditor : Editor
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public class SplineImporterEditor : Editor
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{
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{
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@ -188,3 +191,4 @@ public class SplineData
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}
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}
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#endif
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#endif
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}
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@ -2,13 +2,15 @@ using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Splines;
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using UnityEngine.Splines;
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namespace FrameJosh.SplineImporter
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{
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public class SplinePlus : MonoBehaviour
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public class SplinePlus : MonoBehaviour
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{
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{
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public SplineContainer splineContainer;
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public SplineContainer splineContainer;
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public SplineContainer deformContainer;
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public SplineContainer deformContainer;
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public int resolution;
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public int resolution = 1;
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public void Evaluate(int splineIndex, float anchor, float distance, out Vector3 position, out Quaternion rotation)
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public void Evaluate(int splineIndex, float anchor, float distance, out Vector3 position, out Quaternion rotation)
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{
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{
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@ -30,6 +32,40 @@ public class SplinePlus : MonoBehaviour
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EvaluateSpline(t, out position, out rotation);
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EvaluateSpline(t, out position, out rotation);
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}
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}
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public void GetNearestPoint(int splineIndex, Vector3 point, out Vector3 position, out Quaternion rotation, out float t)
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{
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position = Vector3.zero;
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rotation = Quaternion.identity;
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t = 0;
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float nearestDistance = Mathf.Infinity;
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for (int i = 0; i < splineContainer.Splines.Count; i++)
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{
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int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[i].GetLength()) * resolution;
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for (float j = 0; j <= resolutionScale; j++)
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{
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Evaluate(i, j / resolutionScale, 0, out Vector3 thisPosition, out Quaternion thisRotation);
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float thisDistance = Vector3.Distance(point, thisPosition);
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if (thisDistance < nearestDistance)
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{
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position = thisPosition;
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rotation = thisRotation;
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t = j / resolutionScale;
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nearestDistance = thisDistance;
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}
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}
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}
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}
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public void GetNearestPoint(Vector3 point, out Vector3 position, out Quaternion rotation)
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public void GetNearestPoint(Vector3 point, out Vector3 position, out Quaternion rotation)
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{
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{
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position = Vector3.zero;
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position = Vector3.zero;
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@ -168,7 +204,7 @@ public class SplinePlus : MonoBehaviour
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upVector = splineContainer.transform.TransformDirection(upVector);
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upVector = splineContainer.transform.TransformDirection(upVector);
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}
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}
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void OnDrawGizmos()
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void OnDrawGizmosSelected()
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{
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{
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if (!splineContainer || !deformContainer) return;
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if (!splineContainer || !deformContainer) return;
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@ -193,3 +229,4 @@ public class SplinePlus : MonoBehaviour
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}
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}
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}
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}
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}
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}
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}
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@ -1,6 +1,8 @@
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using Unity.Mathematics;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine;
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namespace FrameJosh.SplineImporter.Samples
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{
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public class SplineEvaluateDebug : MonoBehaviour
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public class SplineEvaluateDebug : MonoBehaviour
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{
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{
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[SerializeField] SplinePlus splinePlus;
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[SerializeField] SplinePlus splinePlus;
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@ -46,3 +48,4 @@ public class SplineEvaluateDebug : MonoBehaviour
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Gizmos.DrawRay(position, transform.forward * matrixSize);
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Gizmos.DrawRay(position, transform.forward * matrixSize);
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}
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}
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}
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}
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}
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@ -1,5 +1,7 @@
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using UnityEngine;
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using UnityEngine;
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namespace FrameJosh.SplineImporter.Samples
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{
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public class SplineNearestPointDebug : MonoBehaviour
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public class SplineNearestPointDebug : MonoBehaviour
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{
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{
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[SerializeField] SplinePlus splinePlus;
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[SerializeField] SplinePlus splinePlus;
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@ -15,3 +17,4 @@ public class SplineNearestPointDebug : MonoBehaviour
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Gizmos.DrawCube(position, Vector3.one * cubeSize);
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Gizmos.DrawCube(position, Vector3.one * cubeSize);
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}
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}
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}
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}
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}
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