Converted SplinePlus to Mathematics Library

This commit is contained in:
Josh4359
2023-09-18 17:29:36 -07:00
parent 319d55d80b
commit 92c59f4af3
4 changed files with 51 additions and 60 deletions

View File

@ -12,7 +12,7 @@ namespace FrameJosh.SplineImporter
public int resolution = 1;
public void Evaluate(int splineIndex, float anchor, float distance, out Vector3 position, out Quaternion rotation)
public void Evaluate(int splineIndex, float anchor, float distance, out float3 position, out quaternion rotation)
{
float t = anchor + (distance / splineContainer.Spline.GetLength());
@ -22,7 +22,7 @@ namespace FrameJosh.SplineImporter
EvaluateSpline(splineIndex, t, out position, out rotation);
}
public void Evaluate(float anchor, float distance, out Vector3 position, out Quaternion rotation)
public void Evaluate(float anchor, float distance, out float3 position, out quaternion rotation)
{
float t = anchor + (distance / splineContainer.CalculateLength());
@ -32,15 +32,15 @@ namespace FrameJosh.SplineImporter
EvaluateSpline(t, out position, out rotation);
}
public void GetNearestPoint(int splineIndex, Vector3 point, out Vector3 position, out Quaternion rotation, out float t)
public void GetNearestPoint(int splineIndex, float3 point, out float3 position, out quaternion rotation, out float t)
{
position = Vector3.zero;
position = float3.zero;
rotation = Quaternion.identity;
rotation = quaternion.identity;
t = 0;
float nearestDistance = Mathf.Infinity;
float nearestDistance = float.PositiveInfinity;
for (int i = 0; i < splineContainer.Splines.Count; i++)
{
@ -48,9 +48,9 @@ namespace FrameJosh.SplineImporter
for (float j = 0; j <= resolutionScale; j++)
{
Evaluate(i, j / resolutionScale, 0, out Vector3 thisPosition, out Quaternion thisRotation);
Evaluate(i, j / resolutionScale, 0, out float3 thisPosition, out quaternion thisRotation);
float thisDistance = Vector3.Distance(point, thisPosition);
float thisDistance = math.distance(point, thisPosition);
if (thisDistance < nearestDistance)
{
@ -66,23 +66,23 @@ namespace FrameJosh.SplineImporter
}
}
public void GetNearestPoint(Vector3 point, out Vector3 position, out Quaternion rotation)
public void GetNearestPoint(float3 point, out float3 position, out quaternion rotation)
{
position = Vector3.zero;
position = float3.zero;
rotation = Quaternion.identity;
rotation = quaternion.identity;
float nearestDistance = Mathf.Infinity;
float nearestDistance = float.PositiveInfinity;
for (int i = 0; i < splineContainer.Splines.Count; i++)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[i].GetLength()) * resolution;
int resolutionScale = (int)math.ceil(splineContainer.Splines[i].GetLength()) * resolution;
for (float j = 0; j <= resolutionScale; j++)
{
Evaluate(i, j / resolutionScale, 0, out Vector3 thisPosition, out Quaternion thisRotation);
Evaluate(i, j / resolutionScale, 0, out float3 thisPosition, out quaternion thisRotation);
float thisDistance = Vector3.Distance(point, thisPosition);
float thisDistance = math.distance(point, thisPosition);
if (thisDistance < nearestDistance)
{
@ -96,92 +96,82 @@ namespace FrameJosh.SplineImporter
}
}
void EvaluateSpline(int splineIndex, float t, out Vector3 position, out Quaternion rotation)
void EvaluateSpline(int splineIndex, float t, out float3 position, out quaternion rotation)
{
ScaledEvaluate(splineContainer, splineIndex, t, out float3 position1, out float3 tangent, out float3 upVector);
position = position1;
rotation = Quaternion.LookRotation(tangent, upVector);
rotation = quaternion.LookRotation(tangent, upVector);
}
void EvaluateSpline(float t, out Vector3 position, out Quaternion rotation)
void EvaluateSpline(float t, out float3 position, out quaternion rotation)
{
splineContainer.Evaluate(t, out float3 position1, out float3 tangent, out float3 upVector);
position = position1;
rotation = Quaternion.LookRotation(tangent, upVector);
rotation = quaternion.LookRotation(tangent, upVector);
}
void DeformSpline(int splineIndex, float t, out Vector3 position, out Quaternion rotation)
void DeformSpline(int splineIndex, float t, out float3 position, out quaternion rotation)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.Splines[splineIndex].GetLength()) * resolution;
int resolutionScale = (int)math.ceil(splineContainer.Splines[splineIndex].GetLength()) * resolution;
position = EvaluatePoint(splineIndex, t);
float t1 = Mathf.Clamp(t, 0, 1 - (1 / (float)resolutionScale));
float t1 = math.clamp(t, 0, 1 - (1 / (float)resolutionScale));
Vector3 position0 = EvaluatePoint(splineIndex, t1);
float3 position0 = EvaluatePoint(splineIndex, t1);
Vector3 position1 = EvaluatePoint(splineIndex, t1 + (1 / (float)resolutionScale));
float3 position1 = EvaluatePoint(splineIndex, t1 + (1 / (float)resolutionScale));
Vector3 difference = position1 - position0;
float3 difference = position1 - position0;
rotation = Mathf.Abs(Vector3.Dot(difference, Vector3.up)) > 0
? Quaternion.LookRotation(difference, Vector3.up)
: Quaternion.FromToRotation(Vector3.forward, difference);
rotation = quaternion.LookRotationSafe(difference, math.up());
}
void DeformSpline(float t, out Vector3 position, out Quaternion rotation)
void DeformSpline(float t, out float3 position, out quaternion rotation)
{
int resolutionScale = Mathf.CeilToInt(splineContainer.CalculateLength()) * resolution;
int resolutionScale = (int)math.ceil(splineContainer.CalculateLength()) * resolution;
position = EvaluatePoint(t);
float t1 = Mathf.Clamp(t, 0, 1 - (1 / (float)resolutionScale));
float t1 = math.clamp(t, 0, 1 - (1 / (float)resolutionScale));
Vector3 position0 = EvaluatePoint(t1);
float3 position0 = EvaluatePoint(t1);
Vector3 position1 = EvaluatePoint(t1 + (1 / (float)resolutionScale));
float3 position1 = EvaluatePoint(t1 + (1 / (float)resolutionScale));
Vector3 difference = position1 - position0;
float3 difference = position1 - position0;
rotation = Mathf.Abs(Vector3.Dot(difference, Vector3.up)) > 0
? Quaternion.LookRotation(difference, Vector3.up)
: Quaternion.FromToRotation(Vector3.forward, difference);
rotation = quaternion.LookRotationSafe(difference, math.up());
}
Vector3 EvaluatePoint(int splineIndex, float t)
float3 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)
};
float3 right = math.normalize(math.cross(deformTangent, deformUpVector));
return deformPosition + (deformMatrix.c0 * position.z) + (deformMatrix.c1 * position.y);
float3 up = math.normalize(deformUpVector);
return deformPosition + (right * position.z) + (up * position.y);
}
Vector3 EvaluatePoint(float t)
float3 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)
};
float3 right = math.normalize(math.cross(deformTangent, deformUpVector));
return deformPosition + (deformMatrix.c0 * position.z) + (deformMatrix.c1 * position.y);
float3 up = math.normalize(deformUpVector);
return deformPosition + (right * position.z) + (up * position.y);
}
void ScaledEvaluate(SplineContainer splineContainer, int splineIndex, float t, out float3 position, out float3 tangent, out float3 upVector)
@ -212,11 +202,11 @@ namespace FrameJosh.SplineImporter
for (int i = 0; i < splineContainer.Splines.Count; i++)
{
Evaluate(i, 0, 0, out Vector3 position, out _);
Evaluate(i, 0, 0, out float3 position, out _);
Vector3 oldPosition = position;
float3 oldPosition = position;
int gizmoResolution = Mathf.CeilToInt(splineContainer.Splines[i].GetLength());
int gizmoResolution = (int)math.ceil(splineContainer.Splines[i].GetLength());
for (float j = 1; j <= gizmoResolution; j++)
{

View File

@ -413,8 +413,8 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 304474437}
m_LocalRotation: {x: 0, y: 0.905946, z: 0, w: -0.42339325}
m_LocalPosition: {x: 2.304097, y: 0, z: -2.9640856}
m_LocalRotation: {x: 0, y: 0.905946, z: 0, w: -0.42339322}
m_LocalPosition: {x: 2.3040967, y: 0, z: -2.9640856}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []

View File

@ -19,7 +19,7 @@ namespace FrameJosh.SplineImporter.Samples
{
if (!splinePlus) return;
splinePlus.Evaluate(anchor, distance, out Vector3 position, out Quaternion rotation);
splinePlus.Evaluate(anchor, distance, out float3 position, out quaternion rotation);
transform.position = position;

View File

@ -1,3 +1,4 @@
using Unity.Mathematics;
using UnityEngine;
namespace FrameJosh.SplineImporter.Samples
@ -12,7 +13,7 @@ namespace FrameJosh.SplineImporter.Samples
{
if (!splinePlus) return;
splinePlus.GetNearestPoint(transform.position, out Vector3 position, out _);
splinePlus.GetNearestPoint(transform.position, out float3 position, out _);
Gizmos.DrawCube(position, Vector3.one * cubeSize);
}