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