mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-24 10:35:16 +00:00
393 lines
15 KiB
C#
393 lines
15 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace NaughtyBezierCurves
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{
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public class BezierCurve3D : MonoBehaviour
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{
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// Serializable Fields
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[SerializeField]
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[Tooltip("The color used to render the curve")]
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private Color curveColor = Color.green;
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[SerializeField]
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[Tooltip("The color used to render the start point of the curve")]
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private Color startPointColor = Color.red;
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[SerializeField]
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[Tooltip("The color used to render the end point of the curve")]
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private Color endPointColor = Color.blue;
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[SerializeField]
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[Tooltip("The number of segments that the curve has. Affects calculations and performance")]
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private int sampling = 25;
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[SerializeField]
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[HideInInspector]
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private List<BezierPoint3D> keyPoints = new List<BezierPoint3D>();
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[SerializeField]
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[Range(0f, 1f)]
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float normalizedTime = 0.5f;
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// Properties
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public int Sampling
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{
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get
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{
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return this.sampling;
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}
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set
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{
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this.sampling = value;
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}
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}
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public List<BezierPoint3D> KeyPoints
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{
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get
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{
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return this.keyPoints;
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}
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}
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public int KeyPointsCount
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{
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get
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{
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return this.KeyPoints.Count;
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}
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}
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// Public Methods
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/// <summary>
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/// Adds a key point at the end of the curve
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/// </summary>
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/// <returns>The new key point</returns>
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public BezierPoint3D AddKeyPoint()
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{
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return this.AddKeyPointAt(this.KeyPointsCount);
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}
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/// <summary>
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/// Add a key point at a specified index
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/// </summary>
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/// <param name="index">The index at which the key point will be added</param>
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/// <returns>The new key point</returns>
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public BezierPoint3D AddKeyPointAt(int index)
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{
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BezierPoint3D newPoint = new GameObject("Point " + this.KeyPoints.Count, typeof(BezierPoint3D)).GetComponent<BezierPoint3D>();
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newPoint.Curve = this;
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newPoint.transform.parent = this.transform;
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newPoint.transform.localRotation = Quaternion.identity;
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if (this.KeyPointsCount == 0 || this.KeyPointsCount == 1)
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{
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newPoint.LocalPosition = Vector3.zero;
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}
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else
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{
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if (index == 0)
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{
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newPoint.Position = (this.KeyPoints[0].Position - this.KeyPoints[1].Position).normalized + this.KeyPoints[0].Position;
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}
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else if (index == this.KeyPointsCount)
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{
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newPoint.Position = (this.KeyPoints[index - 1].Position - this.KeyPoints[index - 2].Position).normalized + this.KeyPoints[index - 1].Position;
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}
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else
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{
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newPoint.Position = BezierCurve3D.GetPointOnCubicCurve(0.5f, this.KeyPoints[index - 1], this.KeyPoints[index]);
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}
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}
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this.KeyPoints.Insert(index, newPoint);
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return newPoint;
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}
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/// <summary>
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/// Removes a key point at a specified index
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/// </summary>
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/// <param name="index">The index of the key point that will be removed</param>
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/// <returns>true - if the point was removed, false - otherwise</returns>
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public bool RemoveKeyPointAt(int index)
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{
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if (this.KeyPointsCount < 2)
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{
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return false;
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}
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var point = this.KeyPoints[index];
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this.KeyPoints.RemoveAt(index);
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Destroy(point.gameObject);
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return true;
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}
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/// <summary>
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/// Evaluates a position along the curve at a specified normalized time [0, 1]
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/// </summary>
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/// <param name="time">The normalized length at which we want to get a position [0, 1]</param>
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/// <returns>The evaluated Vector3 position</returns>
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public Vector3 GetPoint(float time)
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{
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// The evaluated points is between these two points
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BezierPoint3D startPoint;
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BezierPoint3D endPoint;
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float timeRelativeToSegment;
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this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);
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return BezierCurve3D.GetPointOnCubicCurve(timeRelativeToSegment, startPoint, endPoint);
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}
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public Quaternion GetRotation(float time, Vector3 up)
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{
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BezierPoint3D startPoint;
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BezierPoint3D endPoint;
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float timeRelativeToSegment;
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this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);
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return BezierCurve3D.GetRotationOnCubicCurve(timeRelativeToSegment, up, startPoint, endPoint);
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}
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public Vector3 GetTangent(float time)
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{
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BezierPoint3D startPoint;
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BezierPoint3D endPoint;
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float timeRelativeToSegment;
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this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);
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return BezierCurve3D.GetTangentOnCubicCurve(timeRelativeToSegment, startPoint, endPoint);
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}
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public Vector3 GetBinormal(float time, Vector3 up)
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{
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BezierPoint3D startPoint;
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BezierPoint3D endPoint;
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float timeRelativeToSegment;
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this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);
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return BezierCurve3D.GetBinormalOnCubicCurve(timeRelativeToSegment, up, startPoint, endPoint);
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}
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public Vector3 GetNormal(float time, Vector3 up)
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{
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BezierPoint3D startPoint;
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BezierPoint3D endPoint;
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float timeRelativeToSegment;
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this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);
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return BezierCurve3D.GetNormalOnCubicCurve(timeRelativeToSegment, up, startPoint, endPoint);
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}
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public float GetApproximateLength()
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{
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float length = 0;
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int subCurveSampling = (this.Sampling / (this.KeyPointsCount - 1)) + 1;
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for (int i = 0; i < this.KeyPointsCount - 1; i++)
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{
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length += BezierCurve3D.GetApproximateLengthOfCubicCurve(this.KeyPoints[i], this.KeyPoints[i + 1], subCurveSampling);
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}
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return length;
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}
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public void GetCubicSegment(float time, out BezierPoint3D startPoint, out BezierPoint3D endPoint, out float timeRelativeToSegment)
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{
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startPoint = null;
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endPoint = null;
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timeRelativeToSegment = 0f;
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float subCurvePercent = 0f;
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float totalPercent = 0f;
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float approximateLength = this.GetApproximateLength();
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int subCurveSampling = (this.Sampling / (this.KeyPointsCount - 1)) + 1;
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for (int i = 0; i < this.KeyPointsCount - 1; i++)
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{
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subCurvePercent = BezierCurve3D.GetApproximateLengthOfCubicCurve(this.KeyPoints[i], this.KeyPoints[i + 1], subCurveSampling) / approximateLength;
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if (subCurvePercent + totalPercent > time)
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{
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startPoint = this.KeyPoints[i];
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endPoint = this.KeyPoints[i + 1];
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break;
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}
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totalPercent += subCurvePercent;
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}
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if (endPoint == null)
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{
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// If the evaluated point is very near to the end of the curve we are in the last segment
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startPoint = this.KeyPoints[this.KeyPointsCount - 2];
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endPoint = this.KeyPoints[this.KeyPointsCount - 1];
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// We remove the percentage of the last sub-curve
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totalPercent -= subCurvePercent;
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}
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timeRelativeToSegment = (time - totalPercent) / subCurvePercent;
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}
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public static Vector3 GetPointOnCubicCurve(float time, BezierPoint3D startPoint, BezierPoint3D endPoint)
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{
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return GetPointOnCubicCurve(time, startPoint.Position, endPoint.Position, startPoint.RightHandlePosition, endPoint.LeftHandlePosition);
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}
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public static Vector3 GetPointOnCubicCurve(float time, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent)
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{
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float t = time;
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float u = 1f - t;
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float t2 = t * t;
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float u2 = u * u;
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float u3 = u2 * u;
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float t3 = t2 * t;
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Vector3 result =
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(u3) * startPosition +
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(3f * u2 * t) * startTangent +
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(3f * u * t2) * endTangent +
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(t3) * endPosition;
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return result;
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}
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public static Quaternion GetRotationOnCubicCurve(float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint)
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{
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return GetRotationOnCubicCurve(time, up, startPoint.Position, endPoint.Position, startPoint.RightHandlePosition, endPoint.LeftHandlePosition);
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}
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public static Quaternion GetRotationOnCubicCurve(float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent)
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{
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Vector3 tangent = GetTangentOnCubicCurve(time, startPosition, endPosition, startTangent, endTangent);
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Vector3 normal = GetNormalOnCubicCurve(time, up, startPosition, endPosition, startTangent, endTangent);
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return Quaternion.LookRotation(tangent, normal);
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}
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public static Vector3 GetTangentOnCubicCurve(float time, BezierPoint3D startPoint, BezierPoint3D endPoint)
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{
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return GetTangentOnCubicCurve(time, startPoint.Position, endPoint.Position, startPoint.RightHandlePosition, endPoint.LeftHandlePosition);
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}
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public static Vector3 GetTangentOnCubicCurve(float time, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent)
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{
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float t = time;
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float u = 1f - t;
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float u2 = u * u;
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float t2 = t * t;
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Vector3 tangent =
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(-u2) * startPosition +
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(u * (u - 2f * t)) * startTangent -
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(t * (t - 2f * u)) * endTangent +
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(t2) * endPosition;
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return tangent.normalized;
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}
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public static Vector3 GetBinormalOnCubicCurve(float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint)
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{
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return GetBinormalOnCubicCurve(time, up, startPoint.Position, endPoint.Position, startPoint.RightHandlePosition, endPoint.LeftHandlePosition);
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}
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public static Vector3 GetBinormalOnCubicCurve(float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent)
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{
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Vector3 tangent = GetTangentOnCubicCurve(time, startPosition, endPosition, startTangent, endTangent);
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Vector3 binormal = Vector3.Cross(up, tangent);
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return binormal.normalized;
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}
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public static Vector3 GetNormalOnCubicCurve(float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint)
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{
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return GetNormalOnCubicCurve(time, up, startPoint.Position, endPoint.Position, startPoint.RightHandlePosition, endPoint.LeftHandlePosition);
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}
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public static Vector3 GetNormalOnCubicCurve(float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent)
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{
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Vector3 tangent = GetTangentOnCubicCurve(time, startPosition, endPosition, startTangent, endTangent);
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Vector3 binormal = GetBinormalOnCubicCurve(time, up, startPosition, endPosition, startTangent, endTangent);
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Vector3 normal = Vector3.Cross(tangent, binormal);
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return normal.normalized;
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}
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public static float GetApproximateLengthOfCubicCurve(BezierPoint3D startPoint, BezierPoint3D endPoint, int sampling)
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{
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return GetApproximateLengthOfCubicCurve(startPoint.Position, endPoint.Position, startPoint.RightHandlePosition, endPoint.LeftHandlePosition, sampling);
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}
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public static float GetApproximateLengthOfCubicCurve(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int sampling)
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{
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float length = 0f;
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Vector3 fromPoint = GetPointOnCubicCurve(0f, startPosition, endPosition, startTangent, endTangent);
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for (int i = 0; i < sampling; i++)
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{
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float time = (i + 1) / (float)sampling;
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Vector3 toPoint = GetPointOnCubicCurve(time, startPosition, endPosition, startTangent, endTangent);
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length += Vector3.Distance(fromPoint, toPoint);
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fromPoint = toPoint;
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}
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return length;
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}
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// Protected Methods
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protected virtual void OnDrawGizmos()
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{
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if (this.KeyPointsCount > 1)
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{
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// Draw the curve
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Vector3 fromPoint = this.GetPoint(0f);
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for (int i = 0; i < this.Sampling; i++)
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{
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float time = (i + 1) / (float)this.Sampling;
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Vector3 toPoint = this.GetPoint(time);
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// Draw segment
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Gizmos.color = this.curveColor;
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Gizmos.DrawLine(fromPoint, toPoint);
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fromPoint = toPoint;
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}
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// Draw the start and the end of the curve indicators
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Gizmos.color = this.startPointColor;
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Gizmos.DrawSphere(this.KeyPoints[0].Position, 0.05f);
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Gizmos.color = this.endPointColor;
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Gizmos.DrawSphere(this.KeyPoints[this.KeyPointsCount - 1].Position, 0.05f);
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// Draw the point at the normalized time
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Vector3 point = this.GetPoint(this.normalizedTime);
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Gizmos.color = Color.yellow;
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Gizmos.DrawSphere(point, 0.025f);
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Vector3 tangent = this.GetTangent(this.normalizedTime);
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Gizmos.color = Color.blue;
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Gizmos.DrawLine(point, point + tangent / 2f);
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Vector3 binormal = this.GetBinormal(this.normalizedTime, Vector3.up);
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Gizmos.color = Color.red;
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Gizmos.DrawLine(point, point + binormal / 2f);
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Vector3 normal = this.GetNormal(this.normalizedTime, Vector3.up);
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Gizmos.color = Color.green;
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Gizmos.DrawLine(point, point + normal / 2f);
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}
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}
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}
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}
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