Spline-Importer/Runtime/SplinePlus.cs
2023-09-18 16:02:21 -07:00

238 lines
8.3 KiB
C#

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 Vector3 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 Vector3 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, 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++)
{
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;
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 Reset()
{
splineContainer = GetComponentInChildren<SplineContainer>();
}
}
}