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84 lines
3.5 KiB
Markdown
84 lines
3.5 KiB
Markdown
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# NaughtyBezierCurves
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NaughtyBezierCurves is plugin for Unity which provides you with a BezierCurve GameObject.
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<img src="https://github.com/dbrizov/dbrizov.github.io/blob/master/images/project-images/bezier-curve/bezier-curve.gif" alt="gif" width="350" /><br />
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<img src="https://github.com/dbrizov/dbrizov.github.io/blob/master/images/project-images/bezier-curve/bc4.png" alt="screenshot" width="350" />
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<img src="https://github.com/dbrizov/dbrizov.github.io/blob/master/images/project-images/bezier-curve/bc2.png" alt="screenshot" width="350" />
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## System Requirements
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Unity 2017.3.0 or later versions.
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## Installation
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Add this entry in your **manifest.json**
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```
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"com.dbrizov.naughtybeziercurves": "https://github.com/dbrizov/NaughtyBezierCurves.git#upm"
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```
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## Features
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- Curve modification directly in the Scene View via Key Points with Handles
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- Custom editor for Adding, Deleting and Reordering Key Points very easily
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- Full Undo/Redo integration
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## Ways to create a BezierCurve GameObject
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- From the Top Menu -> GameObjects -> Create Other -> Bezier Curve
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- Right click in the Hierarchy View -> Create Other -> Bezier Curve
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- Drag the prefab in the Scene (The prefab is located in "Assets/Bezier Curves/Prefabs" folder)
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## Code Examples
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```C#
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BezierCurve3D curve = GetComponent<BezierCurve3D>();
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// Evaluate a position and rotation along the curve at a given time
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float time = 0.5f; // In range [0, 1]
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Vector3 position = curve.GetPoint(time);
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Quaterion rotation = curve.GetRotation(time, Vector3.up);
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// Get the length of the curve
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// This operation is not very heavy, but I advise you to cache the length if you are going to use it
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// many times and when you know that the curve won't change at runtime.
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float length = curve.GetApproximateLength();
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// Other methods
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Vector3 tangent = curve.GetTangent(time);
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Vector3 binormal = curve.GetBinormal(time, Vector3.up);
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Vector3 normal = curve.GetNormal(time, Vector3.up);
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// Add a key point at the end of the curve
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BezierPoint3D keyPoint = curve.AddKeyPoint(); // via fast method
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BezierPoint3D keyPoint = curve.AddKeyPointAt(curve.KeyPointsCount); // via specific index
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// Remove a key point
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bool isRemoved = curve.RemoveKeyPointAt(0); // Remove the first key point
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// Foreach all key points
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for (int i = 0; i < curve.KeyPointsCount; i++)
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{
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Debug.Log(curve.KeyPoints[i].Position);
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Debug.Log(curve.KeyPoints[i].LeftHandleLocalPosition);
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Debug.Log(curve.KeyPoints[i].RightHandleLocalPosition);
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}
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```
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## License
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The MIT License (MIT)
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Copyright (c) 2015 Denis Rizov
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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