forked from BilalY/Rasagar
239 lines
9.7 KiB
C#
239 lines
9.7 KiB
C#
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using UnityEngine;
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using System;
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using Cinemachine.Utility;
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namespace Cinemachine
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{
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/// <summary>Defines a world-space path, consisting of an array of waypoints,
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/// each of which has position and roll settings. Bezier interpolation
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/// is performed between the waypoints, to get a smooth and continuous path.
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/// The path will pass through all waypoints, and (unlike CinemachinePath) first
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/// and second order continuity is guaranteed</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("Cinemachine/CinemachineSmoothPath")]
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[SaveDuringPlay]
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[DisallowMultipleComponent]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineSmoothPath.html")]
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public class CinemachineSmoothPath : CinemachinePathBase
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{
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/// <summary>If checked, then the path ends are joined to form a continuous loop</summary>
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[Tooltip("If checked, then the path ends are joined to form a continuous loop.")]
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public bool m_Looped;
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/// <summary>A waypoint along the path</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[Serializable] public struct Waypoint
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{
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/// <summary>Position in path-local space</summary>
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[Tooltip("Position in path-local space")]
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public Vector3 position;
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/// <summary>Defines the roll of the path at this waypoint.
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/// The other orientation axes are inferred from the tangent and world up.</summary>
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[Tooltip("Defines the roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up.")]
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public float roll;
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/// <summary>Representation as Vector4</summary>
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internal Vector4 AsVector4
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{
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get { return new Vector4(position.x, position.y, position.z, roll); }
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}
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internal static Waypoint FromVector4(Vector4 v)
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{
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Waypoint wp = new Waypoint();
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wp.position = new Vector3(v[0], v[1], v[2]);
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wp.roll = v[3];
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return wp;
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}
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}
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/// <summary>The waypoints that define the path.
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/// They will be interpolated using a bezier curve</summary>
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[Tooltip("The waypoints that define the path. They will be interpolated using a bezier curve.")]
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public Waypoint[] m_Waypoints = Array.Empty<Waypoint>();
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/// <summary>The minimum value for the path position</summary>
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public override float MinPos => 0;
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/// <summary>The maximum value for the path position</summary>
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public override float MaxPos
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{
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get
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{
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int count = m_Waypoints.Length - 1;
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if (count < 1)
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return 0;
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return m_Looped ? count + 1 : count;
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}
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}
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/// <summary>True if the path ends are joined to form a continuous loop</summary>
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public override bool Looped => m_Looped;
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/// <summary>When calculating the distance cache, sample the path this many
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/// times between points</summary>
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public override int DistanceCacheSampleStepsPerSegment => m_Resolution;
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private void OnValidate() { InvalidateDistanceCache(); }
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private void Reset()
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{
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m_Looped = false;
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m_Waypoints = new Waypoint[2]
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{
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new Waypoint { position = new Vector3(0, 0, -5) },
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new Waypoint { position = new Vector3(0, 0, 5) }
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};
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m_Appearance = new Appearance();
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InvalidateDistanceCache();
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}
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/// <summary>Call this if the path changes in such a way as to affect distances
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/// or other cached path elements</summary>
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public override void InvalidateDistanceCache()
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{
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base.InvalidateDistanceCache();
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m_ControlPoints1 = null;
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m_ControlPoints2 = null;
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}
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internal Waypoint[] m_ControlPoints1;
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internal Waypoint[] m_ControlPoints2;
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bool m_IsLoopedCache;
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internal void UpdateControlPoints()
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{
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int numPoints = (m_Waypoints == null) ? 0 : m_Waypoints.Length;
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if (numPoints > 1
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&& (Looped != m_IsLoopedCache
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|| m_ControlPoints1 == null || m_ControlPoints1.Length != numPoints
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|| m_ControlPoints2 == null || m_ControlPoints2.Length != numPoints))
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{
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Vector4[] p1 = new Vector4[numPoints];
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Vector4[] p2 = new Vector4[numPoints];
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Vector4[] K = new Vector4[numPoints];
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for (int i = 0; i < numPoints; ++i)
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K[i] = m_Waypoints[i].AsVector4;
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if (Looped)
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SplineHelpers.ComputeSmoothControlPointsLooped(ref K, ref p1, ref p2);
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else
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SplineHelpers.ComputeSmoothControlPoints(ref K, ref p1, ref p2);
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m_ControlPoints1 = new Waypoint[numPoints];
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m_ControlPoints2 = new Waypoint[numPoints];
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for (int i = 0; i < numPoints; ++i)
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{
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m_ControlPoints1[i] = Waypoint.FromVector4(p1[i]);
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m_ControlPoints2[i] = Waypoint.FromVector4(p2[i]);
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}
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m_IsLoopedCache = Looped;
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}
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}
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/// <summary>Returns standardized position</summary>
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float GetBoundingIndices(float pos, out int indexA, out int indexB)
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{
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pos = StandardizePos(pos);
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int numWaypoints = m_Waypoints.Length;
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if (numWaypoints < 2)
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indexA = indexB = 0;
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else
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{
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indexA = Mathf.FloorToInt(pos);
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if (indexA >= numWaypoints)
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{
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// Only true if looped
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pos -= MaxPos;
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indexA = 0;
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}
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indexB = indexA + 1;
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if (indexB == numWaypoints)
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{
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if (Looped)
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indexB = 0;
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else
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{
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--indexB;
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--indexA;
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}
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}
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}
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return pos;
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}
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/// <summary>Get a space position of a point along the path</summary>
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/// <param name="pos">Position along the path. Need not be normalized.</param>
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/// <returns>Local position of the point along at path at pos</returns>
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public override Vector3 EvaluateLocalPosition(float pos)
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{
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var result = Vector3.zero;
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if (m_Waypoints.Length > 0)
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{
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UpdateControlPoints();
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pos = GetBoundingIndices(pos, out var indexA, out var indexB);
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if (indexA == indexB)
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result = m_Waypoints[indexA].position;
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else
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result = SplineHelpers.Bezier3(pos - indexA,
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m_Waypoints[indexA].position, m_ControlPoints1[indexA].position,
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m_ControlPoints2[indexA].position, m_Waypoints[indexB].position);
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}
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return result;
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}
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/// <summary>Get the tangent of the curve at a point along the path.</summary>
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/// <param name="pos">Position along the path. Need not be normalized.</param>
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/// <returns>Local direction of the path tangent.
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/// Length of the vector represents the tangent strength</returns>
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public override Vector3 EvaluateLocalTangent(float pos)
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{
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var result = Vector3.forward;
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if (m_Waypoints.Length > 1)
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{
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UpdateControlPoints();
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pos = GetBoundingIndices(pos, out var indexA, out var indexB);
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if (!Looped && indexA == m_Waypoints.Length - 1)
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--indexA;
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result = SplineHelpers.BezierTangent3(pos - indexA,
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m_Waypoints[indexA].position, m_ControlPoints1[indexA].position,
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m_ControlPoints2[indexA].position, m_Waypoints[indexB].position);
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}
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return result;
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}
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/// <summary>Get the orientation the curve at a point along the path.</summary>
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/// <param name="pos">Position along the path. Need not be normalized.</param>
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/// <returns>Local orientation of the path, as defined by tangent, up, and roll.</returns>
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public override Quaternion EvaluateLocalOrientation(float pos)
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{
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var result = Quaternion.identity;
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if (m_Waypoints.Length > 0)
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{
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float roll;
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pos = GetBoundingIndices(pos, out var indexA, out var indexB);
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if (indexA == indexB)
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roll = m_Waypoints[indexA].roll;
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else
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{
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UpdateControlPoints();
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roll = SplineHelpers.Bezier1(pos - indexA,
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m_Waypoints[indexA].roll, m_ControlPoints1[indexA].roll,
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m_ControlPoints2[indexA].roll, m_Waypoints[indexB].roll);
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}
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Vector3 fwd = EvaluateLocalTangent(pos);
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if (!fwd.AlmostZero())
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result = Quaternion.LookRotation(fwd) * RollAroundForward(roll);
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}
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return result;
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}
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// same as Quaternion.AngleAxis(roll, Vector3.forward), just simplified
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static Quaternion RollAroundForward(float angle)
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{
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float halfAngle = angle * 0.5F * Mathf.Deg2Rad;
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return new Quaternion(0, 0, Mathf.Sin(halfAngle), Mathf.Cos(halfAngle));
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}
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}
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}
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