forked from BilalY/Rasagar
192 lines
8.2 KiB
C#
192 lines
8.2 KiB
C#
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, tangent, and roll settings. Bezier interpolation
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/// is performed between the waypoints, to get a smooth and continuous path.</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("Cinemachine/CinemachinePath")]
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[SaveDuringPlay]
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[DisallowMultipleComponent]
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[HelpURL(Documentation.BaseURL + "manual/CinemachinePath.html")]
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public class CinemachinePath : CinemachinePathBase
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{
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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>Offset from the position, which defines the tangent of the curve at the waypoint.
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/// The length of the tangent encodes the strength of the bezier handle.
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/// The same handle is used symmetrically on both sides of the waypoint, to ensure smoothness.</summary>
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[Tooltip("Offset from the position, which defines the tangent of the curve at the waypoint. "
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+ "The length of the tangent encodes the strength of the bezier handle. The same handle "
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+ "is used symmetrically on both sides of the waypoint, to ensure smoothness.")]
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public Vector3 tangent;
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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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}
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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>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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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), tangent = new Vector3(1, 0, 0) },
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new Waypoint { position = new Vector3(0, 0, 5), tangent = new Vector3(1, 0, 0) }
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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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private void OnValidate() { InvalidateDistanceCache(); }
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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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/// <summary>Returns normalized 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 rounded = Mathf.RoundToInt(pos);
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if (Mathf.Abs(pos - rounded) < UnityVectorExtensions.Epsilon)
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indexA = indexB = (rounded == m_Waypoints.Length) ? 0 : rounded;
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else
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{
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indexA = Mathf.FloorToInt(pos);
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if (indexA >= m_Waypoints.Length)
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{
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pos -= MaxPos;
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indexA = 0;
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}
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indexB = Mathf.CeilToInt(pos);
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if (indexB >= m_Waypoints.Length)
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indexB = 0;
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}
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return pos;
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}
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/// <summary>Get a worldspace position of a point along the path</summary>
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/// <param name="pos">Postion along the path. Need not be normalized.</param>
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/// <returns>Local-space 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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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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{
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// interpolate
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var wpA = m_Waypoints[indexA];
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var wpB = m_Waypoints[indexB];
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result = SplineHelpers.Bezier3(pos - indexA,
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m_Waypoints[indexA].position, wpA.position + wpA.tangent,
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wpB.position - wpB.tangent, wpB.position);
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}
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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">Postion along the path. Need not be normalized.</param>
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/// <returns>Local-space 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 > 0)
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{
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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].tangent;
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else
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{
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var wpA = m_Waypoints[indexA];
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var wpB = m_Waypoints[indexB];
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result = SplineHelpers.BezierTangent3(pos - indexA,
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m_Waypoints[indexA].position, wpA.position + wpA.tangent,
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wpB.position - wpB.tangent, wpB.position);
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}
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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">Postion along the path. Need not be normalized.</param>
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/// <returns>Local-space 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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pos = GetBoundingIndices(pos, out var indexA, out var indexB);
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var fwd = EvaluateLocalTangent(pos);
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if (!fwd.AlmostZero())
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result = Quaternion.LookRotation(fwd) * RollAroundForward(GetRoll(indexA, indexB, pos));
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}
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return result;
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}
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internal float GetRoll(int indexA, int indexB, float standardizedPos)
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{
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if (indexA == indexB)
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return m_Waypoints[indexA].roll;
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float rollA = m_Waypoints[indexA].roll;
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float rollB = m_Waypoints[indexB].roll;
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if (indexB == 0)
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{
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// Special handling at the wraparound - cancel the spins
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rollA %= 360;
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rollB %= 360;
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}
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return Mathf.Lerp(rollA, rollB, standardizedPos - indexA);
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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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