mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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617 lines
No EOL
21 KiB
C#
617 lines
No EOL
21 KiB
C#
/// Credit Titinious (https://github.com/Titinious)
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/// Sourced from - https://github.com/Titinious/CurlyUI
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(RectTransform))]
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[RequireComponent(typeof(Graphic))]
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[DisallowMultipleComponent]
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[AddComponentMenu("UI/Effects/Extensions/Curly UI Graphic")]
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public class CUIGraphic : BaseMeshEffect
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{
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// Describing the properties that are shared by all objects of this class
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#region Nature
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readonly public static int bottomCurveIdx = 0;
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readonly public static int topCurveIdx = 1;
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#endregion
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/// <summary>
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/// Describing the properties of this object.
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/// </summary>
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#region Description
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[Tooltip("Set true to make the curve/morph to work. Set false to quickly see the original UI.")]
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[SerializeField]
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protected bool isCurved = true;
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public bool IsCurved
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{
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get
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{
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return isCurved;
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}
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}
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[Tooltip("Set true to dynamically change the curve according to the dynamic change of the UI layout")]
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[SerializeField]
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protected bool isLockWithRatio = true;
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public bool IsLockWithRatio
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{
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get
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{
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return isLockWithRatio;
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}
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}
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[Tooltip("Pick a higher resolution to improve the quality of the curved graphic.")]
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[SerializeField]
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[Range(0.01f, 30.0f)]
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protected float resolution = 5.0f;
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#endregion
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/// <summary>
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/// Reference to other objects that are needed by this object.
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/// </summary>
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#region Links
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protected RectTransform rectTrans;
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public RectTransform RectTrans
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{
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get
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{
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return rectTrans;
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}
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}
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[Tooltip("Put in the Graphic you want to curve/morph here.")]
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[SerializeField]
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protected Graphic uiGraphic;
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public Graphic UIGraphic
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{
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get
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{
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return uiGraphic;
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}
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}
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[Tooltip("Put in the reference Graphic that will be used to tune the bezier curves. Think button image and text.")]
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[SerializeField]
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protected CUIGraphic refCUIGraphic;
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public CUIGraphic RefCUIGraphic
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{
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get
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{
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return refCUIGraphic;
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}
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}
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[Tooltip("Do not touch this unless you are sure what you are doing. The curves are (re)generated automatically.")]
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[SerializeField]
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protected CUIBezierCurve[] refCurves;
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public CUIBezierCurve[] RefCurves
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{
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get
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{
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return refCurves;
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}
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}
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[HideInInspector]
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[SerializeField]
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protected Vector3_Array2D[] refCurvesControlRatioPoints;
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public Vector3_Array2D[] RefCurvesControlRatioPoints
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{
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get
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{
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return refCurvesControlRatioPoints;
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}
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}
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#if UNITY_EDITOR
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public CUIBezierCurve[] EDITOR_RefCurves
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{
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set
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{
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refCurves = value;
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}
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}
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public Vector3_Array2D[] EDITOR_RefCurvesControlRatioPoints
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{
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set
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{
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refCurvesControlRatioPoints = value;
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}
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}
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#endif
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#endregion
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// Methods that are used often.
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#region Reuse
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protected List<UIVertex> reuse_quads = new List<UIVertex>();
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#endregion
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#region Action
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protected void solveDoubleEquationWithVector(float _x_1, float _y_1, float _x_2, float _y_2, Vector3 _constant_1, Vector3 _contant_2, out Vector3 _x, out Vector3 _y)
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{
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Vector3 f;
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float g;
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if (Mathf.Abs(_x_1) > Mathf.Abs(_x_2))
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{
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f = _constant_1 * _x_2 / _x_1;
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g = _y_1 * _x_2 / _x_1;
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_y = (_contant_2 - f) / (_y_2 - g);
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if (_x_2 != 0)
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_x = (f - g * _y) / _x_2;
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else
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_x = (_constant_1 - _y_1 * _y) / _x_1;
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}
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else
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{
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f = _contant_2 * _x_1 / _x_2;
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g = _y_2 * _x_1 / _x_2;
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_x = (_constant_1 - f) / (_y_1 - g);
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if (_x_1 != 0)
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_y = (f - g * _x) / _x_1;
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else
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_y = (_contant_2 - _y_2 * _x) / _x_2;
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}
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}
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protected UIVertex uiVertexLerp(UIVertex _a, UIVertex _b, float _time)
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{
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UIVertex tmpUIVertex = new UIVertex();
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tmpUIVertex.position = Vector3.Lerp(_a.position, _b.position, _time);
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tmpUIVertex.normal = Vector3.Lerp(_a.normal, _b.normal, _time);
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tmpUIVertex.tangent = Vector3.Lerp(_a.tangent, _b.tangent, _time);
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tmpUIVertex.uv0 = Vector2.Lerp(_a.uv0, _b.uv0, _time);
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tmpUIVertex.uv1 = Vector2.Lerp(_a.uv1, _b.uv1, _time);
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tmpUIVertex.color = Color.Lerp(_a.color, _b.color, _time);
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return tmpUIVertex;
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}
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/// <summary>
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/// Bilinear Interpolation
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/// </summary>
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protected UIVertex uiVertexBerp(UIVertex v_bottomLeft, UIVertex v_topLeft, UIVertex v_topRight, UIVertex v_bottomRight, float _xTime, float _yTime)
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{
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UIVertex topX = uiVertexLerp(v_topLeft, v_topRight, _xTime);
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UIVertex bottomX = uiVertexLerp(v_bottomLeft, v_bottomRight, _xTime);
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return uiVertexLerp(bottomX, topX, _yTime);
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}
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protected void tessellateQuad(List<UIVertex> _quads, int _thisQuadIdx)
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{
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UIVertex v_bottomLeft = _quads[_thisQuadIdx];
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UIVertex v_topLeft = _quads[_thisQuadIdx + 1];
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UIVertex v_topRight = _quads[_thisQuadIdx + 2];
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UIVertex v_bottomRight = _quads[_thisQuadIdx + 3];
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float quadSize = 100.0f / resolution;
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int heightQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topLeft.position - v_bottomLeft.position).magnitude / quadSize));
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int widthQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topRight.position - v_topLeft.position).magnitude / quadSize));
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int quadIdx = 0;
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for (int x = 0; x < widthQuadEdgeNum; x++)
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{
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for (int y = 0; y < heightQuadEdgeNum; y++, quadIdx++)
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{
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_quads.Add(new UIVertex());
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_quads.Add(new UIVertex());
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_quads.Add(new UIVertex());
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_quads.Add(new UIVertex());
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float xRatio = (float)x / widthQuadEdgeNum;
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float yRatio = (float)y / heightQuadEdgeNum;
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float xPlusOneRatio = (float)(x + 1) / widthQuadEdgeNum;
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float yPlusOneRatio = (float)(y + 1) / heightQuadEdgeNum;
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_quads[_quads.Count - 4] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yRatio);
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_quads[_quads.Count - 3] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yPlusOneRatio);
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_quads[_quads.Count - 2] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yPlusOneRatio);
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_quads[_quads.Count - 1] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yRatio);
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}
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}
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}
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protected void tessellateGraphic(List<UIVertex> _verts)
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{
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for (int v = 0; v < _verts.Count; v += 6)
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{
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reuse_quads.Add(_verts[v]); // bottom left
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reuse_quads.Add(_verts[v + 1]); // top left
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reuse_quads.Add(_verts[v + 2]); // top right
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// verts[3] is redundant, top right
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reuse_quads.Add(_verts[v + 4]); // bottom right
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// verts[5] is redundant, bottom left
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}
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int oriQuadNum = reuse_quads.Count / 4;
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for (int q = 0; q < oriQuadNum; q++)
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{
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tessellateQuad(reuse_quads, q * 4);
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}
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// remove original quads
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reuse_quads.RemoveRange(0, oriQuadNum * 4);
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_verts.Clear();
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// process new quads and turn them into triangles
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for (int q = 0; q < reuse_quads.Count; q += 4)
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{
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_verts.Add(reuse_quads[q]);
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_verts.Add(reuse_quads[q + 1]);
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_verts.Add(reuse_quads[q + 2]);
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_verts.Add(reuse_quads[q + 2]);
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_verts.Add(reuse_quads[q + 3]);
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_verts.Add(reuse_quads[q]);
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}
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reuse_quads.Clear();
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}
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#endregion
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// Events are for handling reoccurring function calls that react to the changes of the environment.
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#region Events
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protected override void OnRectTransformDimensionsChange()
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{
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if (isLockWithRatio)
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{
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UpdateCurveControlPointPositions();
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}
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}
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public void Refresh()
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{
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ReportSet();
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// we use local position as the true value. Ratio position follows it, so it should be updated when refresh
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for (int c = 0; c < refCurves.Length; c++)
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{
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CUIBezierCurve curve = refCurves[c];
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if (curve.ControlPoints != null)
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{
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Vector3[] controlPoints = curve.ControlPoints;
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for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++)
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{
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#if UNITY_EDITOR
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Undo.RecordObject(this, "Move Point");
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#endif
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Vector3 ratioPoint = controlPoints[p];
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ratioPoint.x = (ratioPoint.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width;
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ratioPoint.y = (ratioPoint.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height;
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refCurvesControlRatioPoints[c][p] = ratioPoint;
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}
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}
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}
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//uiText.SetAllDirty();
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// need this to refresh the UI text, SetAllDirty does not seem to work for all cases
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if (uiGraphic != null)
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{
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uiGraphic.enabled = false;
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uiGraphic.enabled = true;
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}
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}
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#endregion
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// Methods that change the behaviour of the object.
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#region Flash-Phase
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protected override void Awake()
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{
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base.Awake();
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OnRectTransformDimensionsChange();
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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OnRectTransformDimensionsChange();
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}
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#endregion
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#region Configurations
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/// <summary>
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/// Check, prepare and set everything needed.
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/// </summary>
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public virtual void ReportSet()
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{
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if (rectTrans == null)
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rectTrans = GetComponent<RectTransform>();
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if (refCurves == null)
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refCurves = new CUIBezierCurve[2];
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bool isCurvesReady = true;
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for (int c = 0; c < 2; c++)
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{
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isCurvesReady = isCurvesReady & refCurves[c] != null;
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}
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isCurvesReady = isCurvesReady & refCurves.Length == 2;
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if (!isCurvesReady)
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{
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CUIBezierCurve[] curves = refCurves;
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for (int c = 0; c < 2; c++)
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{
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if (refCurves[c] == null)
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{
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GameObject go = new GameObject();
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go.transform.SetParent(transform);
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go.transform.localPosition = Vector3.zero;
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go.transform.localEulerAngles = Vector3.zero;
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if (c == 0)
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{
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go.name = "BottomRefCurve";
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}
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else
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{
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go.name = "TopRefCurve";
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}
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curves[c] = go.AddComponent<CUIBezierCurve>();
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}
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else
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{
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curves[c] = refCurves[c];
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}
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curves[c].ReportSet();
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}
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refCurves = curves;
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}
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if (refCurvesControlRatioPoints == null)
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{
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refCurvesControlRatioPoints = new Vector3_Array2D[refCurves.Length];
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for (int c = 0; c < refCurves.Length; c++)
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{
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{
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refCurvesControlRatioPoints[c].array = new Vector3[refCurves[c].ControlPoints.Length];
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}
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}
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FixTextToRectTrans();
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Refresh();
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}
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for (int c = 0; c < 2; c++)
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{
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refCurves[c].OnRefresh = Refresh;
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}
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}
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public void FixTextToRectTrans()
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{
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for (int c = 0; c < refCurves.Length; c++)
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{
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CUIBezierCurve curve = refCurves[c];
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for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++)
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{
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if (curve.ControlPoints != null)
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{
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Vector3[] controlPoints = curve.ControlPoints;
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if (c == 0)
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{
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controlPoints[p].y = -rectTrans.rect.height * rectTrans.pivot.y;
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}
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else
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{
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controlPoints[p].y = rectTrans.rect.height - rectTrans.rect.height * rectTrans.pivot.y;
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}
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controlPoints[p].x = rectTrans.rect.width * p / (CUIBezierCurve.CubicBezierCurvePtNum - 1);
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controlPoints[p].x -= rectTrans.rect.width * rectTrans.pivot.x;
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controlPoints[p].z = 0;
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}
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}
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}
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}
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public void ReferenceCUIForBCurves()
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{
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// compute the position ratio of this rect transform in perspective of reference rect transform
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Vector3 posDeltaBetweenBottomLeftCorner = rectTrans.localPosition;// Difference between pivot
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posDeltaBetweenBottomLeftCorner.x += -rectTrans.rect.width * rectTrans.pivot.x + (refCUIGraphic.rectTrans.rect.width * refCUIGraphic.rectTrans.pivot.x);
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posDeltaBetweenBottomLeftCorner.y += -rectTrans.rect.height * rectTrans.pivot.y + (refCUIGraphic.rectTrans.rect.height * refCUIGraphic.rectTrans.pivot.y);
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//posDeltaBetweenBottomLeftCorner.z = rectTrans.localPosition.z;
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Vector3 bottomLeftPosRatio = new Vector3(posDeltaBetweenBottomLeftCorner.x / refCUIGraphic.RectTrans.rect.width, posDeltaBetweenBottomLeftCorner.y / refCUIGraphic.RectTrans.rect.height, posDeltaBetweenBottomLeftCorner.z);
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Vector3 topRightPosRatio = new Vector3((posDeltaBetweenBottomLeftCorner.x + rectTrans.rect.width) / refCUIGraphic.RectTrans.rect.width, (posDeltaBetweenBottomLeftCorner.y + rectTrans.rect.height) / refCUIGraphic.RectTrans.rect.height, posDeltaBetweenBottomLeftCorner.z);
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refCurves[0].ControlPoints[0] = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, bottomLeftPosRatio.y) - rectTrans.localPosition;
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refCurves[0].ControlPoints[3] = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, bottomLeftPosRatio.y) - rectTrans.localPosition;
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refCurves[1].ControlPoints[0] = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, topRightPosRatio.y) - rectTrans.localPosition;
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refCurves[1].ControlPoints[3] = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, topRightPosRatio.y) - rectTrans.localPosition;
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// use two sample points from the reference curves to find the second and third controls points for this curves
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for (int c = 0; c < refCurves.Length; c++)
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{
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CUIBezierCurve curve = refCurves[c];
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float yTime = c == 0 ? bottomLeftPosRatio.y : topRightPosRatio.y;
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Vector3 leftPoint = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, yTime);
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Vector3 rightPoint = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, yTime);
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float quarter = 0.25f,
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threeQuarter = 0.75f;
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Vector3 quarterPoint = refCUIGraphic.GetBCurveSandwichSpacePoint((bottomLeftPosRatio.x * 0.75f + topRightPosRatio.x * 0.25f) / 1.0f, yTime);
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Vector3 threeQuaterPoint = refCUIGraphic.GetBCurveSandwichSpacePoint((bottomLeftPosRatio.x * 0.25f + topRightPosRatio.x * 0.75f) / 1.0f, yTime);
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float x_1 = 3 * threeQuarter * threeQuarter * quarter, // (1 - t)(1 - t)t
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y_1 = 3 * threeQuarter * quarter * quarter,
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x_2 = 3 * quarter * quarter * threeQuarter,
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y_2 = 3 * quarter * threeQuarter * threeQuarter;
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Vector3 contant_1 = quarterPoint - Mathf.Pow(threeQuarter, 3) * leftPoint - Mathf.Pow(quarter, 3) * rightPoint,
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contant_2 = threeQuaterPoint - Mathf.Pow(quarter, 3) * leftPoint - Mathf.Pow(threeQuarter, 3) * rightPoint,
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p1,
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p2;
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solveDoubleEquationWithVector(x_1, y_1, x_2, y_2, contant_1, contant_2, out p1, out p2);
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curve.ControlPoints[1] = p1 - rectTrans.localPosition;
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curve.ControlPoints[2] = p2 - rectTrans.localPosition;
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|
|
|
}
|
|
// use tangent and start and end time to derive control point 2 and 3
|
|
}
|
|
|
|
public override void ModifyMesh(Mesh _mesh)
|
|
{
|
|
|
|
if (!IsActive())
|
|
return;
|
|
|
|
using (VertexHelper vh = new VertexHelper(_mesh))
|
|
{
|
|
ModifyMesh(vh);
|
|
vh.FillMesh(_mesh);
|
|
}
|
|
|
|
}
|
|
|
|
public override void ModifyMesh(VertexHelper _vh)
|
|
{
|
|
|
|
if (!IsActive())
|
|
return;
|
|
|
|
List<UIVertex> vertexList = new List<UIVertex>();
|
|
_vh.GetUIVertexStream(vertexList);
|
|
|
|
modifyVertices(vertexList);
|
|
|
|
_vh.Clear();
|
|
_vh.AddUIVertexTriangleStream(vertexList);
|
|
}
|
|
|
|
protected virtual void modifyVertices(List<UIVertex> _verts)
|
|
{
|
|
if (!IsActive())
|
|
return;
|
|
|
|
tessellateGraphic(_verts);
|
|
|
|
if (!isCurved)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (int index = 0; index < _verts.Count; index++)
|
|
{
|
|
var uiVertex = _verts[index];
|
|
|
|
// finding the horizontal ratio position (0.0 - 1.0) of a vertex
|
|
float horRatio = (uiVertex.position.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width;
|
|
float verRatio = (uiVertex.position.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height;
|
|
|
|
//Vector3 pos = Vector3.Lerp(refCurves[0].GetPoint(horRatio), refCurves[1].GetPoint(horRatio), verRatio);
|
|
Vector3 pos = GetBCurveSandwichSpacePoint(horRatio, verRatio);
|
|
|
|
uiVertex.position.x = pos.x;
|
|
uiVertex.position.y = pos.y;
|
|
uiVertex.position.z = pos.z;
|
|
|
|
_verts[index] = uiVertex;
|
|
}
|
|
}
|
|
|
|
public void UpdateCurveControlPointPositions()
|
|
{
|
|
ReportSet();
|
|
|
|
for (int c = 0; c < refCurves.Length; c++)
|
|
{
|
|
CUIBezierCurve curve = refCurves[c];
|
|
|
|
#if UNITY_EDITOR
|
|
Undo.RecordObject(curve, "Move Rect");
|
|
#endif
|
|
|
|
for (int p = 0; p < refCurves[c].ControlPoints.Length; p++)
|
|
{
|
|
|
|
Vector3 newPt = refCurvesControlRatioPoints[c][p];
|
|
|
|
newPt.x = newPt.x * rectTrans.rect.width - rectTrans.rect.width * rectTrans.pivot.x;
|
|
newPt.y = newPt.y * rectTrans.rect.height - rectTrans.rect.height * rectTrans.pivot.y;
|
|
|
|
curve.ControlPoints[p] = newPt;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
// Methods that serves other objects
|
|
#region Services
|
|
|
|
public Vector3 GetBCurveSandwichSpacePoint(float _xTime, float _yTime)
|
|
{
|
|
//return Vector3.Lerp(refCurves[0].GetPoint(_xTime), refCurves[1].GetPoint(_xTime), _yTime);
|
|
return refCurves[0].GetPoint(_xTime) * (1 - _yTime) + refCurves[1].GetPoint(_xTime) * _yTime; // use a custom made lerp so that the value is not clamped between 0 and 1
|
|
}
|
|
|
|
public Vector3 GetBCurveSandwichSpaceTangent(float _xTime, float _yTime)
|
|
{
|
|
return refCurves[0].GetTangent(_xTime) * (1 - _yTime) + refCurves[1].GetTangent(_xTime) * _yTime;
|
|
}
|
|
|
|
#endregion
|
|
|
|
}
|
|
} |