using Unity.Mathematics; using UnityEngine; using UnityEngine.Splines; namespace FrameJosh.SplineImporter { public class SplinePlus : MonoBehaviour { public SplineContainer splineContainer; public SplineContainer deformContainer; public float resolution = 1; public void Evaluate(int splineIndex, float anchor, float distance, out float3 position, out quaternion rotation) { EvaluateSpline(splineContainer.Splines[splineIndex], deformContainer ? deformContainer.Spline : null, anchor, distance, resolution, out position, out rotation); position = splineContainer.transform.TransformPoint(position); rotation *= splineContainer.transform.rotation; } public void Evaluate(int splineIndex, float anchor, float distance, out Vector3 position, out Quaternion rotation) { Evaluate(splineIndex, anchor, distance, out float3 position1, out quaternion rotation1); position = position1; rotation = rotation1; } public void GetNearestPoint(int splineIndex, float3 point, out float3 position, out quaternion rotation, out float t) { rotation = quaternion.identity; if (deformContainer) { SplineUtility.GetNearestPoint(deformContainer.Spline, point, out _, out float t1); deformContainer.Spline.Evaluate(t1, out float3 nearest, out float3 tangent, out float3 upVector); float3 difference = point - nearest; float3x3 matrix = new() { c0 = math.normalize(math.cross(upVector, tangent)), c1 = math.normalize(upVector), c2 = math.normalize(tangent), }; float3 offset = new(math.dot(difference, matrix.c2), math.dot(difference, matrix.c1), -math.dot(difference, matrix.c0)); float distance = math.clamp(t1, 0, 1) * deformContainer.Spline.GetLength(); point = new float3(distance, 0, 0) + offset; SplineUtility.GetNearestPoint(splineContainer.Splines[splineIndex], point, out position, out t); DeformSpline(splineContainer.Spline, deformContainer.Spline, t, resolution, out position, out rotation); } else SplineUtility.GetNearestPoint(splineContainer.Splines[splineIndex], point, out position, out t); t = math.clamp(t, 0, 1); } public void GetNearestPoint(int splineIndex, Vector3 point, out Vector3 position, out Quaternion rotation, out float t) { GetNearestPoint(splineIndex, point, out float3 position1, out quaternion rotation1, out t); position = position1; rotation = rotation1; } static void EvaluateSpline(ISpline spline, ISpline deform, float anchor, float distance, float resolution, out float3 position, out quaternion rotation) { float t = anchor + (distance / spline.GetLength()); if (deform != null) DeformSpline(spline, deform, t, resolution, out position, out rotation); else { spline.Evaluate(t, out float3 position1, out float3 tangent, out float3 upVector); position = position1; rotation = quaternion.LookRotation(tangent, upVector); } } static void DeformSpline(ISpline spline, ISpline deform, float t, float resolution, out float3 position, out quaternion rotation) { float resolutionScale = math.ceil(spline.GetLength() * resolution); spline.Evaluate(t, out float3 position1, out _, out _); position = EvaluatePoint(deform, position1); float t1 = math.clamp(t, 0, 1 - (1 / (float)resolutionScale)); spline.Evaluate(t1, out float3 position2, out _, out _); float3 point0 = EvaluatePoint(deform, position2); spline.Evaluate(t1 + (1 / resolutionScale), out float3 position3, out _, out _); float3 point1 = EvaluatePoint(deform, position3); float3 difference = point1 - point0; rotation = quaternion.LookRotationSafe(difference, math.up()); } static float3 EvaluatePoint(ISpline deform, float3 point) { deform.Evaluate(point.x / deform.GetLength(), out float3 deformPosition, out float3 deformTangent, out float3 deformUpVector); float3 right = math.normalize(math.cross(deformTangent, deformUpVector)); float3 up = math.normalize(deformUpVector); float3 forward = math.normalize(deformTangent); return deformPosition + (forward * (math.max(point.x - deform.GetLength(), 0) + math.min(point.x, 0))) + (right * point.z) + (up * point.y); } void OnDrawGizmosSelected() { if (!splineContainer || !deformContainer) return; Gizmos.color = Color.green; for (int i = 0; i < splineContainer.Splines.Count; i++) { Evaluate(0, 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(0, j / gizmoResolution, 0, out position, out _); Gizmos.DrawLine(oldPosition, position); oldPosition = position; } } } void Reset() { splineContainer = GetComponentInChildren(); } } }