T Out Parameter for Get Nearest Point

This commit is contained in:
Josh4359 2023-09-18 14:46:11 -07:00
parent 56e460a95b
commit 5fba9784c2
4 changed files with 396 additions and 349 deletions

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@ -4,187 +4,191 @@ using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Splines;
using static SplineImporter;
using static SplineData;
using System.IO;
using System.Text;
using Unity.Mathematics;
using System.Collections.Generic;
[CustomEditor(typeof(SplineImporter))]
public class SplineImporterEditor : Editor
namespace FrameJosh.SplineImporter
{
public override void OnInspectorGUI()
using static SplineImporter;
using static SplineData;
[CustomEditor(typeof(SplineImporter))]
public class SplineImporterEditor : Editor
{
DrawDefaultInspector();
if (GUILayout.Button("Import Spline"))
public override void OnInspectorGUI()
{
SplineImporter splineImporter = target as SplineImporter;
DrawDefaultInspector();
splineImporter.name = splineImporter.splineData.name;
SplineData splineData = JsonUtility.FromJson<SplineData>(splineImporter.splineData.text);
SplineContainer splineContainer = splineImporter.GetComponent<SplineContainer>();
foreach (UnityEngine.Splines.Spline thisSpline in splineContainer.Splines)
splineContainer.RemoveSpline(thisSpline);
foreach (SplineData.Spline thisDataSpline in splineData.splines)
if (GUILayout.Button("Import Spline"))
{
UnityEngine.Splines.Spline thisSpline = splineContainer.AddSpline();
SplineImporter splineImporter = target as SplineImporter;
thisSpline.Closed = thisDataSpline.closed;
splineImporter.name = splineImporter.splineData.name;
foreach (ControlPoint thisControlPoint in thisDataSpline.controlPoints)
SplineData splineData = JsonUtility.FromJson<SplineData>(splineImporter.splineData.text);
SplineContainer splineContainer = splineImporter.GetComponent<SplineContainer>();
foreach (UnityEngine.Splines.Spline thisSpline in splineContainer.Splines)
splineContainer.RemoveSpline(thisSpline);
foreach (SplineData.Spline thisDataSpline in splineData.splines)
{
Vector3 position = PositionToVector(thisControlPoint.position);
UnityEngine.Splines.Spline thisSpline = splineContainer.AddSpline();
Vector3 handleL = PositionToVector(thisControlPoint.handleL);
thisSpline.Closed = thisDataSpline.closed;
Vector3 handleR = PositionToVector(thisControlPoint.handleR);
Quaternion rotation = Quaternion.LookRotation(handleR - position, Vector3.up) * Quaternion.AngleAxis(-thisControlPoint.tilt, Vector3.forward);
float3x3 rotationMatrix = new float3x3(rotation);
thisSpline.Add(new()
foreach (ControlPoint thisControlPoint in thisDataSpline.controlPoints)
{
Position = position * splineImporter.scale,
Rotation = rotation,
TangentIn = ((Vector3)math.mul(handleL - position, rotationMatrix)) * splineImporter.scale,
TangentOut = ((Vector3)math.mul(handleR - position, rotationMatrix)) * splineImporter.scale
},
TangentMode.Broken);
Vector3 position = PositionToVector(thisControlPoint.position);
Vector3 handleL = PositionToVector(thisControlPoint.handleL);
Vector3 handleR = PositionToVector(thisControlPoint.handleR);
Quaternion rotation = Quaternion.LookRotation(handleR - position, Vector3.up) * Quaternion.AngleAxis(-thisControlPoint.tilt, Vector3.forward);
float3x3 rotationMatrix = new float3x3(rotation);
thisSpline.Add(new()
{
Position = position * splineImporter.scale,
Rotation = rotation,
TangentIn = ((Vector3)math.mul(handleL - position, rotationMatrix)) * splineImporter.scale,
TangentOut = ((Vector3)math.mul(handleR - position, rotationMatrix)) * splineImporter.scale
},
TangentMode.Broken);
}
}
}
}
if (GUILayout.Button("Export Spline"))
{
SplineImporter splineImporter = target as SplineImporter;
if (!splineImporter.splineData)
if (GUILayout.Button("Export Spline"))
{
string path = "Assets" + EditorUtility.SaveFilePanel("Save .JSON", "", "New Spline.json", "json").Substring(Application.dataPath.Length);
SplineImporter splineImporter = target as SplineImporter;
if (path.Length > 0)
if (!splineImporter.splineData)
{
File.WriteAllBytes(path, Encoding.ASCII.GetBytes(""));
string path = "Assets" + EditorUtility.SaveFilePanel("Save .JSON", "", "New Spline.json", "json").Substring(Application.dataPath.Length);
AssetDatabase.Refresh();
TextAsset textAsset = AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)) as TextAsset;
splineImporter.splineData = textAsset;
}
else return;
}
SplineContainer splineContainer = splineImporter.GetComponent<SplineContainer>();
SplineData splineData = new();
splineData.splines = new SplineData.Spline[splineContainer.Splines.Count];
List<SplineData.Spline> dataSplines = new();
foreach (UnityEngine.Splines.Spline thisSpline in splineContainer.Splines)
{
List<ControlPoint> controlPoints = new();
foreach (BezierKnot thisBezierKnot in thisSpline.Knots)
{
Position position = VectorToPosition(thisBezierKnot.Position);
float3x3 rotationMatrix = new float3x3(Quaternion.Inverse(thisBezierKnot.Rotation));
Position handleL = VectorToPosition(math.mul(thisBezierKnot.TangentIn, rotationMatrix) + thisBezierKnot.Position);
Position handleR = VectorToPosition(math.mul(thisBezierKnot.TangentOut, rotationMatrix) + thisBezierKnot.Position);
controlPoints.Add(new()
if (path.Length > 0)
{
position = position,
handleL = handleL,
handleR = handleR
File.WriteAllBytes(path, Encoding.ASCII.GetBytes(""));
AssetDatabase.Refresh();
TextAsset textAsset = AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)) as TextAsset;
splineImporter.splineData = textAsset;
}
else return;
}
SplineContainer splineContainer = splineImporter.GetComponent<SplineContainer>();
SplineData splineData = new();
splineData.splines = new SplineData.Spline[splineContainer.Splines.Count];
List<SplineData.Spline> dataSplines = new();
foreach (UnityEngine.Splines.Spline thisSpline in splineContainer.Splines)
{
List<ControlPoint> controlPoints = new();
foreach (BezierKnot thisBezierKnot in thisSpline.Knots)
{
Position position = VectorToPosition(thisBezierKnot.Position);
float3x3 rotationMatrix = new float3x3(Quaternion.Inverse(thisBezierKnot.Rotation));
Position handleL = VectorToPosition(math.mul(thisBezierKnot.TangentIn, rotationMatrix) + thisBezierKnot.Position);
Position handleR = VectorToPosition(math.mul(thisBezierKnot.TangentOut, rotationMatrix) + thisBezierKnot.Position);
controlPoints.Add(new()
{
position = position,
handleL = handleL,
handleR = handleR
});
}
dataSplines.Add(new()
{
controlPoints = controlPoints.ToArray(),
closed = thisSpline.Closed
});
}
dataSplines.Add(new()
{
controlPoints = controlPoints.ToArray(),
closed = thisSpline.Closed
});
splineData.splines = dataSplines.ToArray();
File.WriteAllText(AssetDatabase.GetAssetPath(splineImporter.splineData), JsonUtility.ToJson(splineData, true));
AssetDatabase.Refresh();
}
splineData.splines = dataSplines.ToArray();
File.WriteAllText(AssetDatabase.GetAssetPath(splineImporter.splineData), JsonUtility.ToJson(splineData, true));
AssetDatabase.Refresh();
}
}
}
[RequireComponent(typeof(SplineContainer))]
public class SplineImporter : MonoBehaviour
{
public TextAsset splineData;
public float scale = 1;
public static Vector3 PositionToVector(Position position)
[RequireComponent(typeof(SplineContainer))]
public class SplineImporter : MonoBehaviour
{
return new(position.x, position.z, position.y);
}
public TextAsset splineData;
public static Position VectorToPosition(Vector3 vector)
{
return new()
public float scale = 1;
public static Vector3 PositionToVector(Position position)
{
x = vector.x,
y = vector.z,
z = vector.y
};
}
}
return new(position.x, position.z, position.y);
}
[Serializable]
public class SplineData
{
[Serializable]
public struct Position
{
public float x;
public float y;
public float z;
public static Position VectorToPosition(Vector3 vector)
{
return new()
{
x = vector.x,
y = vector.z,
z = vector.y
};
}
}
[Serializable]
public struct ControlPoint
public class SplineData
{
public Position position;
[Serializable]
public struct Position
{
public float x;
public Position handleL;
public float y;
public Position handleR;
public float z;
}
public float tilt;
[Serializable]
public struct ControlPoint
{
public Position position;
public Position handleL;
public Position handleR;
public float tilt;
}
[Serializable]
public struct Spline
{
public ControlPoint[] controlPoints;
public bool closed;
}
public Spline[] splines = new Spline[0];
}
[Serializable]
public struct Spline
{
public ControlPoint[] controlPoints;
public bool closed;
}
public Spline[] splines = new Spline[0];
}
#endif
}

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@ -2,194 +2,231 @@ using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Splines;
public class SplinePlus : MonoBehaviour
namespace FrameJosh.SplineImporter
{
public SplineContainer splineContainer;
public SplineContainer deformContainer;
public int resolution;
public void Evaluate(int splineIndex, float anchor, float distance, out Vector3 position, out Quaternion rotation)
public class SplinePlus : MonoBehaviour
{
float t = anchor + (distance / splineContainer.Spline.GetLength());
public SplineContainer splineContainer;
if (deformContainer)
DeformSpline(splineIndex, t, out position, out rotation);
else
EvaluateSpline(splineIndex, t, out position, out rotation);
}
public SplineContainer deformContainer;
public void Evaluate(float anchor, float distance, out Vector3 position, out Quaternion rotation)
{
float t = anchor + (distance / splineContainer.Spline.GetLength());
public int resolution = 1;
if (deformContainer)
DeformSpline(t, out position, out rotation);
else
EvaluateSpline(t, out position, out rotation);
}
public void GetNearestPoint(Vector3 point, out Vector3 position, out Quaternion rotation)
{
position = Vector3.zero;
rotation = Quaternion.identity;
float nearestDistance = Mathf.Infinity;
for (int i = 0; i < splineContainer.Splines.Count; i++)
public void Evaluate(int splineIndex, float anchor, float distance, out Vector3 position, out Quaternion rotation)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[i].GetLength()) * resolution;
float t = anchor + (distance / splineContainer.Spline.GetLength());
for (float j = 0; j <= resolutionScale; j++)
if (deformContainer)
DeformSpline(splineIndex, t, out position, out rotation);
else
EvaluateSpline(splineIndex, t, out position, out rotation);
}
public void Evaluate(float anchor, float distance, out Vector3 position, out Quaternion rotation)
{
float t = anchor + (distance / splineContainer.Spline.GetLength());
if (deformContainer)
DeformSpline(t, out position, out rotation);
else
EvaluateSpline(t, out position, out rotation);
}
public void GetNearestPoint(int splineIndex, Vector3 point, out Vector3 position, out Quaternion rotation, out float t)
{
position = Vector3.zero;
rotation = Quaternion.identity;
t = 0;
float nearestDistance = Mathf.Infinity;
for (int i = 0; i < splineContainer.Splines.Count; i++)
{
Evaluate(i, j / resolutionScale, 0, out Vector3 thisPosition, out Quaternion thisRotation);
int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[i].GetLength()) * resolution;
float thisDistance = Vector3.Distance(point, thisPosition);
if (thisDistance < nearestDistance)
for (float j = 0; j <= resolutionScale; j++)
{
position = thisPosition;
Evaluate(i, j / resolutionScale, 0, out Vector3 thisPosition, out Quaternion thisRotation);
rotation = thisRotation;
float thisDistance = Vector3.Distance(point, thisPosition);
nearestDistance = thisDistance;
if (thisDistance < nearestDistance)
{
position = thisPosition;
rotation = thisRotation;
t = j / resolutionScale;
nearestDistance = thisDistance;
}
}
}
}
public void GetNearestPoint(Vector3 point, out Vector3 position, out Quaternion rotation)
{
position = Vector3.zero;
rotation = Quaternion.identity;
float nearestDistance = Mathf.Infinity;
for (int i = 0; i < splineContainer.Splines.Count; i++)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[i].GetLength()) * resolution;
for (float j = 0; j <= resolutionScale; j++)
{
Evaluate(i, j / resolutionScale, 0, out Vector3 thisPosition, out Quaternion thisRotation);
float thisDistance = Vector3.Distance(point, thisPosition);
if (thisDistance < nearestDistance)
{
position = thisPosition;
rotation = thisRotation;
nearestDistance = thisDistance;
}
}
}
}
void EvaluateSpline(int splineIndex, float t, out Vector3 position, out Quaternion rotation)
{
ScaledEvaluate(splineContainer, splineIndex, t, out float3 position1, out float3 tangent, out float3 upVector);
position = position1;
rotation = Quaternion.LookRotation(tangent, upVector);
}
void EvaluateSpline(float t, out Vector3 position, out Quaternion rotation)
{
splineContainer.Evaluate(t, out float3 position1, out float3 tangent, out float3 upVector);
position = position1;
rotation = Quaternion.LookRotation(tangent, upVector);
}
void DeformSpline(int splineIndex, float t, out Vector3 position, out Quaternion rotation)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[splineIndex].GetLength()) * resolution;
position = EvaluatePoint(splineIndex, t);
float t1 = Mathf.Clamp(t, 0, 1 - (1 / (float)resolutionScale));
Vector3 position0 = EvaluatePoint(splineIndex, t1);
Vector3 position1 = EvaluatePoint(splineIndex, t1 + (1 / (float)resolutionScale));
Vector3 difference = position1 - position0;
rotation = Mathf.Abs(Vector3.Dot(difference, Vector3.up)) > 0
? Quaternion.LookRotation(difference, Vector3.up)
: Quaternion.FromToRotation(Vector3.forward, difference);
}
void DeformSpline(float t, out Vector3 position, out Quaternion rotation)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.CalculateLength()) * resolution;
position = EvaluatePoint(t);
float t1 = Mathf.Clamp(t, 0, 1 - (1 / (float)resolutionScale));
Vector3 position0 = EvaluatePoint(t1);
Vector3 position1 = EvaluatePoint(t1 + (1 / (float)resolutionScale));
Vector3 difference = position1 - position0;
rotation = Mathf.Abs(Vector3.Dot(difference, Vector3.up)) > 0
? Quaternion.LookRotation(difference, Vector3.up)
: Quaternion.FromToRotation(Vector3.forward, difference);
}
Vector3 EvaluatePoint(int splineIndex, float t)
{
ScaledEvaluate(splineContainer, splineIndex, t, out float3 position, out _, out _);
ScaledEvaluate(deformContainer, 0, position.x / deformContainer.Spline.GetLength(), out float3 deformPosition, out float3 deformTangent, out float3 deformUpVector);
float3x3 deformMatrix = new()
{
c0 = (float3)Vector3.Normalize(Vector3.Cross(deformTangent, deformUpVector)),
c1 = (float3)Vector3.Normalize(deformUpVector),
c2 = (float3)Vector3.Normalize(deformTangent)
};
return deformPosition + (deformMatrix.c0 * position.z) + (deformMatrix.c1 * position.y);
}
Vector3 EvaluatePoint(float t)
{
splineContainer.Evaluate(t, out float3 position, out _, out _);
ScaledEvaluate(deformContainer, 0, position.x / deformContainer.Spline.GetLength(), out float3 deformPosition, out float3 deformTangent, out float3 deformUpVector);
float3x3 deformMatrix = new()
{
c0 = (float3)Vector3.Normalize(Vector3.Cross(deformTangent, deformUpVector)),
c1 = (float3)Vector3.Normalize(deformUpVector),
c2 = (float3)Vector3.Normalize(deformTangent)
};
return deformPosition + (deformMatrix.c0 * position.z) + (deformMatrix.c1 * position.y);
}
void ScaledEvaluate(SplineContainer splineContainer, int splineIndex, float t, out float3 position, out float3 tangent, out float3 upVector)
{
Spline spline = splineContainer.Splines[splineIndex];
if (spline == null)
{
splineContainer.Evaluate(t, out position, out tangent, out upVector);
return;
}
SplineUtility.Evaluate(splineContainer.Splines[splineIndex], t, out position, out tangent, out upVector);
position = splineContainer.transform.TransformPoint(position);
tangent = splineContainer.transform.TransformVector(tangent);
upVector = splineContainer.transform.TransformDirection(upVector);
}
void OnDrawGizmosSelected()
{
if (!splineContainer || !deformContainer) return;
Gizmos.color = Color.green;
for (int i = 0; i < splineContainer.Splines.Count; i++)
{
Evaluate(i, 0, 0, out Vector3 position, out _);
Vector3 oldPosition = position;
int gizmoResolution = Mathf.CeilToInt(splineContainer.Splines[i].GetLength());
for (float j = 1; j <= gizmoResolution; j++)
{
Evaluate(i, j / gizmoResolution, 0, out position, out _);
Gizmos.DrawLine(oldPosition, position);
oldPosition = position;
}
}
}
}
void EvaluateSpline(int splineIndex, float t, out Vector3 position, out Quaternion rotation)
{
ScaledEvaluate(splineContainer, splineIndex, t, out float3 position1, out float3 tangent, out float3 upVector);
position = position1;
rotation = Quaternion.LookRotation(tangent, upVector);
}
void EvaluateSpline(float t, out Vector3 position, out Quaternion rotation)
{
splineContainer.Evaluate(t, out float3 position1, out float3 tangent, out float3 upVector);
position = position1;
rotation = Quaternion.LookRotation(tangent, upVector);
}
void DeformSpline(int splineIndex, float t, out Vector3 position, out Quaternion rotation)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[splineIndex].GetLength()) * resolution;
position = EvaluatePoint(splineIndex, t);
float t1 = Mathf.Clamp(t, 0, 1 - (1 / (float)resolutionScale));
Vector3 position0 = EvaluatePoint(splineIndex, t1);
Vector3 position1 = EvaluatePoint(splineIndex, t1 + (1 / (float)resolutionScale));
Vector3 difference = position1 - position0;
rotation = Mathf.Abs(Vector3.Dot(difference, Vector3.up)) > 0
? Quaternion.LookRotation(difference, Vector3.up)
: Quaternion.FromToRotation(Vector3.forward, difference);
}
void DeformSpline(float t, out Vector3 position, out Quaternion rotation)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.CalculateLength()) * resolution;
position = EvaluatePoint(t);
float t1 = Mathf.Clamp(t, 0, 1 - (1 / (float)resolutionScale));
Vector3 position0 = EvaluatePoint(t1);
Vector3 position1 = EvaluatePoint(t1 + (1 / (float)resolutionScale));
Vector3 difference = position1 - position0;
rotation = Mathf.Abs(Vector3.Dot(difference, Vector3.up)) > 0
? Quaternion.LookRotation(difference, Vector3.up)
: Quaternion.FromToRotation(Vector3.forward, difference);
}
Vector3 EvaluatePoint(int splineIndex, float t)
{
ScaledEvaluate(splineContainer, splineIndex, t, out float3 position, out _, out _);
ScaledEvaluate(deformContainer, 0, position.x / deformContainer.Spline.GetLength(), out float3 deformPosition, out float3 deformTangent, out float3 deformUpVector);
float3x3 deformMatrix = new()
{
c0 = (float3)Vector3.Normalize(Vector3.Cross(deformTangent, deformUpVector)),
c1 = (float3)Vector3.Normalize(deformUpVector),
c2 = (float3)Vector3.Normalize(deformTangent)
};
return deformPosition + (deformMatrix.c0 * position.z) + (deformMatrix.c1 * position.y);
}
Vector3 EvaluatePoint(float t)
{
splineContainer.Evaluate(t, out float3 position, out _, out _);
ScaledEvaluate(deformContainer, 0, position.x / deformContainer.Spline.GetLength(), out float3 deformPosition, out float3 deformTangent, out float3 deformUpVector);
float3x3 deformMatrix = new()
{
c0 = (float3)Vector3.Normalize(Vector3.Cross(deformTangent, deformUpVector)),
c1 = (float3)Vector3.Normalize(deformUpVector),
c2 = (float3)Vector3.Normalize(deformTangent)
};
return deformPosition + (deformMatrix.c0 * position.z) + (deformMatrix.c1 * position.y);
}
void ScaledEvaluate(SplineContainer splineContainer, int splineIndex, float t, out float3 position, out float3 tangent, out float3 upVector)
{
Spline spline = splineContainer.Splines[splineIndex];
if (spline == null)
{
splineContainer.Evaluate(t, out position, out tangent, out upVector);
return;
}
SplineUtility.Evaluate(splineContainer.Splines[splineIndex], t, out position, out tangent, out upVector);
position = splineContainer.transform.TransformPoint(position);
tangent = splineContainer.transform.TransformVector(tangent);
upVector = splineContainer.transform.TransformDirection(upVector);
}
void OnDrawGizmos()
{
if (!splineContainer || !deformContainer) return;
Gizmos.color = Color.green;
for (int i = 0; i < splineContainer.Splines.Count; i++)
{
Evaluate(i, 0, 0, out Vector3 position, out _);
Vector3 oldPosition = position;
int gizmoResolution = Mathf.CeilToInt(splineContainer.Splines[i].GetLength());
for (float j = 1; j <= gizmoResolution; j++)
{
Evaluate(i, j / gizmoResolution, 0, out position, out _);
Gizmos.DrawLine(oldPosition, position);
oldPosition = position;
}
}
}
}

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@ -1,48 +1,51 @@
using Unity.Mathematics;
using UnityEngine;
public class SplineEvaluateDebug : MonoBehaviour
namespace FrameJosh.SplineImporter.Samples
{
[SerializeField] SplinePlus splinePlus;
[SerializeField] float anchor;
[SerializeField] float distance;
[SerializeField] float cubeSize;
[SerializeField] float matrixSize;
void OnDrawGizmos()
public class SplineEvaluateDebug : MonoBehaviour
{
if (!splinePlus) return;
[SerializeField] SplinePlus splinePlus;
splinePlus.Evaluate(anchor, distance, out Vector3 position, out Quaternion rotation);
[SerializeField] float anchor;
transform.position = position;
[SerializeField] float distance;
transform.rotation = rotation;
[SerializeField] float cubeSize;
Gizmos.DrawCube(position, Vector3.one * cubeSize);
[SerializeField] float matrixSize;
splinePlus.splineContainer.Evaluate(anchor + (distance / splinePlus.splineContainer.Spline.GetLength()), out float3 position1, out _, out _);
void OnDrawGizmos()
{
if (!splinePlus) return;
Gizmos.DrawCube(position1, Vector3.one * cubeSize);
splinePlus.Evaluate(anchor, distance, out Vector3 position, out Quaternion rotation);
splinePlus.deformContainer.Evaluate(position1.x / splinePlus.deformContainer.Spline.GetLength(), out float3 deformPosition, out _, out _);
transform.position = position;
Gizmos.DrawCube(deformPosition, Vector3.one * cubeSize);
transform.rotation = rotation;
Gizmos.color = Color.green;
Gizmos.DrawCube(position, Vector3.one * cubeSize);
Gizmos.DrawRay(position, transform.up * matrixSize);
splinePlus.splineContainer.Evaluate(anchor + (distance / splinePlus.splineContainer.Spline.GetLength()), out float3 position1, out _, out _);
Gizmos.color = Color.red;
Gizmos.DrawCube(position1, Vector3.one * cubeSize);
Gizmos.DrawRay(position, transform.right * matrixSize);
splinePlus.deformContainer.Evaluate(position1.x / splinePlus.deformContainer.Spline.GetLength(), out float3 deformPosition, out _, out _);
Gizmos.color = Color.blue;
Gizmos.DrawCube(deformPosition, Vector3.one * cubeSize);
Gizmos.DrawRay(position, transform.forward * matrixSize);
Gizmos.color = Color.green;
Gizmos.DrawRay(position, transform.up * matrixSize);
Gizmos.color = Color.red;
Gizmos.DrawRay(position, transform.right * matrixSize);
Gizmos.color = Color.blue;
Gizmos.DrawRay(position, transform.forward * matrixSize);
}
}
}

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@ -1,17 +1,20 @@
using UnityEngine;
public class SplineNearestPointDebug : MonoBehaviour
namespace FrameJosh.SplineImporter.Samples
{
[SerializeField] SplinePlus splinePlus;
[SerializeField] float cubeSize;
void OnDrawGizmos()
public class SplineNearestPointDebug : MonoBehaviour
{
if (!splinePlus) return;
[SerializeField] SplinePlus splinePlus;
splinePlus.GetNearestPoint(transform.position, out Vector3 position, out _);
[SerializeField] float cubeSize;
Gizmos.DrawCube(position, Vector3.one * cubeSize);
void OnDrawGizmos()
{
if (!splinePlus) return;
splinePlus.GetNearestPoint(transform.position, out Vector3 position, out _);
Gizmos.DrawCube(position, Vector3.one * cubeSize);
}
}
}