Update SplinePlus.cs
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@ -12,35 +12,25 @@ namespace FrameJosh.SplineImporter
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public float resolution = 1;
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public void Evaluate(int splineIndex, float anchor, float distance, out float3 position, out quaternion rotation)
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{
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EvaluateSpline(splineContainer.Splines[splineIndex], deformContainer ? deformContainer.Spline : null, anchor, distance, resolution, out position, out rotation);
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position = splineContainer.transform.TransformPoint(position);
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rotation *= splineContainer.transform.rotation;
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}
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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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Evaluate(splineIndex, anchor, distance, out float3 position1, out quaternion rotation1);
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EvaluateSpline(splineContainer.Splines[splineIndex], deformContainer ? deformContainer.Spline : null, anchor, distance, resolution, out float3 position1, out float3 tangent, out float3 upVector);
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position = position1;
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position = splineContainer.transform.TransformPoint(position1);
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rotation = rotation1;
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rotation = splineContainer.transform.rotation
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* Quaternion.LookRotation(tangent, upVector);
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}
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public void GetNearestPoint(int splineIndex, float3 point, out float3 position, out quaternion rotation, out float t)
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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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rotation = quaternion.identity;
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if (deformContainer)
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{
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SplineUtility.GetNearestPoint(deformContainer.Spline, point, out _, out float t1);
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deformContainer.Spline.Evaluate(t1, out float3 nearest, out float3 tangent, out float3 upVector);
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float3 difference = point - nearest;
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float3 difference = (float3)point - nearest;
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float3x3 matrix = new()
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{
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@ -57,48 +47,39 @@ namespace FrameJosh.SplineImporter
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point = new float3(distance, 0, 0) + offset;
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SplineUtility.GetNearestPoint(splineContainer.Splines[splineIndex], point, out position, out t);
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SplineUtility.GetNearestPoint(splineContainer.Splines[splineIndex], point, out _, out t);
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DeformSpline(splineContainer.Spline, deformContainer.Spline, t, resolution, out position, out rotation);
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DeformSpline(splineContainer.Spline, deformContainer.Spline, t, resolution, out float3 position1, out float3 tangent1, out float3 upVector1);
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position = position1;
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rotation = Quaternion.LookRotation(tangent1, upVector1);
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}
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else
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{
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SplineUtility.GetNearestPoint(splineContainer.Splines[splineIndex], point, out position, out t);
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SplineUtility.GetNearestPoint(splineContainer.Splines[splineIndex], point, out float3 position1, out t);
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position = position1;
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SplineUtility.Evaluate(splineContainer.Splines[splineIndex], t, out _, out float3 tangent, out float3 upVector);
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rotation = quaternion.LookRotationSafe(tangent, upVector);
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rotation = Quaternion.LookRotation(tangent, upVector);
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}
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t = math.clamp(t, 0, 1);
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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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GetNearestPoint(splineIndex, point, out float3 position1, out quaternion rotation1, out t);
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position = position1;
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rotation = rotation1;
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}
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static void EvaluateSpline(ISpline spline, ISpline deform, float anchor, float distance, float resolution, out float3 position, out quaternion rotation)
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static void EvaluateSpline(ISpline spline, ISpline deform, float anchor, float distance, float resolution, out float3 position, out float3 tangent, out float3 upVector)
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{
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float t = anchor + (distance / spline.GetLength());
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if (deform != null)
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DeformSpline(spline, deform, t, resolution, out position, out rotation);
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DeformSpline(spline, deform, t, resolution, out position, out tangent, out upVector);
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else
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{
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spline.Evaluate(t, out float3 position1, out float3 tangent, out float3 upVector);
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position = position1;
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rotation = quaternion.LookRotation(tangent, upVector);
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}
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spline.Evaluate(t, out position, out tangent, out upVector);
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}
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static void DeformSpline(ISpline spline, ISpline deform, float t, float resolution, out float3 position, out quaternion rotation)
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static void DeformSpline(ISpline spline, ISpline deform, float t, float resolution, out float3 position, out float3 tangent, out float3 upVector)
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{
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float resolutionScale = math.ceil(spline.GetLength() * resolution);
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@ -116,9 +97,9 @@ namespace FrameJosh.SplineImporter
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float3 point1 = EvaluatePoint(deform, position3);
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float3 difference = point1 - point0;
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tangent = point1 - point0;
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rotation = quaternion.LookRotationSafe(difference, math.up());
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upVector = math.up();
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}
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static float3 EvaluatePoint(ISpline deform, float3 point)
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@ -145,7 +126,7 @@ namespace FrameJosh.SplineImporter
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for (int i = 0; i < splineContainer.Splines.Count; i++)
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{
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Evaluate(0, 0, 0, out float3 position, out _);
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Evaluate(0, 0, 0, out Vector3 position, out _);
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float3 oldPosition = position;
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