using Unity.Mathematics; using UnityEngine; using UnityEngine.Splines; namespace FrameJosh.SplineImporter { public class SplinePlus : MonoBehaviour { public SplineContainer splineContainer; public SplineContainer deformContainer; public int resolution = 1; public void Evaluate(int splineIndex, float anchor, float distance, out float3 position, out quaternion rotation) { float t = anchor + (distance / splineContainer.Spline.GetLength()); 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 float3 position, out quaternion rotation) { float t = anchor + (distance / splineContainer.CalculateLength()); if (deformContainer) DeformSpline(t, out position, out rotation); else EvaluateSpline(t, out position, out rotation); } public void GetNearestPoint(int splineIndex, float3 point, out float3 position, out quaternion rotation, out float t) { position = float3.zero; rotation = quaternion.identity; t = 0; float nearestDistance = float.PositiveInfinity; 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 float3 thisPosition, out quaternion thisRotation); float thisDistance = math.distance(point, thisPosition); if (thisDistance < nearestDistance) { position = thisPosition; rotation = thisRotation; t = j / resolutionScale; nearestDistance = thisDistance; } } } } public void GetNearestPoint(float3 point, out float3 position, out quaternion rotation) { position = float3.zero; rotation = quaternion.identity; float nearestDistance = float.PositiveInfinity; for (int i = 0; i < splineContainer.Splines.Count; i++) { int resolutionScale = (int)math.ceil(splineContainer.Splines[i].GetLength()) * resolution; for (float j = 0; j <= resolutionScale; j++) { Evaluate(i, j / resolutionScale, 0, out float3 thisPosition, out quaternion thisRotation); float thisDistance = math.distance(point, thisPosition); if (thisDistance < nearestDistance) { position = thisPosition; rotation = thisRotation; nearestDistance = thisDistance; } } } } 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); } 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); } void DeformSpline(int splineIndex, float t, out float3 position, out quaternion rotation) { int resolutionScale = (int)math.ceil(splineContainer.Splines[splineIndex].GetLength()) * resolution; position = EvaluatePoint(splineIndex, t); float t1 = math.clamp(t, 0, 1 - (1 / (float)resolutionScale)); float3 position0 = EvaluatePoint(splineIndex, t1); float3 position1 = EvaluatePoint(splineIndex, t1 + (1 / (float)resolutionScale)); float3 difference = position1 - position0; rotation = quaternion.LookRotationSafe(difference, math.up()); } void DeformSpline(float t, out float3 position, out quaternion rotation) { int resolutionScale = (int)math.ceil(splineContainer.CalculateLength()) * resolution; position = EvaluatePoint(t); float t1 = math.clamp(t, 0, 1 - (1 / (float)resolutionScale)); float3 position0 = EvaluatePoint(t1); float3 position1 = EvaluatePoint(t1 + (1 / (float)resolutionScale)); float3 difference = position1 - position0; rotation = quaternion.LookRotationSafe(difference, math.up()); } 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); float3 right = math.normalize(math.cross(deformTangent, deformUpVector)); float3 up = math.normalize(deformUpVector); return deformPosition + (right * position.z) + (up * position.y); } 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); float3 right = math.normalize(math.cross(deformTangent, deformUpVector)); 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) { 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 float3 position, out _); float3 oldPosition = position; int gizmoResolution = (int)math.ceil(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 Reset() { splineContainer = GetComponentInChildren(); } } }