Squid, dildos and bezier curves

This commit is contained in:
2016-05-21 18:28:41 +02:00
parent ef12b2fbf0
commit 3ed120f4a3
41 changed files with 1721 additions and 22 deletions
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using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomEditor(typeof(BezierCurve))]
public class BezierCurveEditor : Editor
{
BezierCurve curve;
SerializedProperty resolutionProp;
SerializedProperty closeProp;
SerializedProperty pointsProp;
SerializedProperty colorProp;
private static bool showPoints = true;
void OnEnable()
{
curve = (BezierCurve)target;
resolutionProp = serializedObject.FindProperty("resolution");
closeProp = serializedObject.FindProperty("_close");
pointsProp = serializedObject.FindProperty("points");
colorProp = serializedObject.FindProperty("drawColor");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(resolutionProp);
EditorGUILayout.PropertyField(closeProp);
EditorGUILayout.PropertyField(colorProp);
showPoints = EditorGUILayout.Foldout(showPoints, "Points");
if(showPoints)
{
int pointCount = pointsProp.arraySize;
for(int i = 0; i < pointCount; i++)
{
DrawPointInspector(curve[i], i);
}
if(GUILayout.Button("Add Point"))
{
Undo.RegisterSceneUndo("Add Point");
GameObject pointObject = new GameObject("Point "+pointsProp.arraySize);
pointObject.transform.parent = curve.transform;
pointObject.transform.localPosition = Vector3.zero;
BezierPoint newPoint = pointObject.AddComponent<BezierPoint>();
newPoint.curve = curve;
newPoint.handle1 = Vector3.right*0.1f;
newPoint.handle2 = -Vector3.right*0.1f;
pointsProp.InsertArrayElementAtIndex(pointsProp.arraySize);
pointsProp.GetArrayElementAtIndex(pointsProp.arraySize - 1).objectReferenceValue = newPoint;
}
}
if(GUI.changed)
{
serializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(target);
}
}
void OnSceneGUI()
{
for(int i = 0; i < curve.pointCount; i++)
{
DrawPointSceneGUI(curve[i]);
}
}
void DrawPointInspector(BezierPoint point, int index)
{
SerializedObject serObj = new SerializedObject(point);
SerializedProperty handleStyleProp = serObj.FindProperty("handleStyle");
SerializedProperty handle1Prop = serObj.FindProperty("_handle1");
SerializedProperty handle2Prop = serObj.FindProperty("_handle2");
EditorGUILayout.BeginHorizontal();
if(GUILayout.Button("X", GUILayout.Width(20)))
{
Undo.RegisterSceneUndo("Remove Point");
pointsProp.MoveArrayElement(curve.GetPointIndex(point), curve.pointCount - 1);
pointsProp.arraySize--;
DestroyImmediate(point.gameObject);
return;
}
EditorGUILayout.ObjectField(point.gameObject, typeof(GameObject), true);
if(index != 0 && GUILayout.Button(@"/\", GUILayout.Width(25)))
{
UnityEngine.Object other = pointsProp.GetArrayElementAtIndex(index - 1).objectReferenceValue;
pointsProp.GetArrayElementAtIndex(index - 1).objectReferenceValue = point;
pointsProp.GetArrayElementAtIndex(index).objectReferenceValue = other;
}
if(index != pointsProp.arraySize - 1 && GUILayout.Button(@"\/", GUILayout.Width(25)))
{
UnityEngine.Object other = pointsProp.GetArrayElementAtIndex(index + 1).objectReferenceValue;
pointsProp.GetArrayElementAtIndex(index + 1).objectReferenceValue = point;
pointsProp.GetArrayElementAtIndex(index).objectReferenceValue = other;
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
EditorGUI.indentLevel++;
int newType = (int)((object)EditorGUILayout.EnumPopup("Handle Type", (BezierPoint.HandleStyle)handleStyleProp.enumValueIndex));
if(newType != handleStyleProp.enumValueIndex)
{
handleStyleProp.enumValueIndex = newType;
if(newType == 0)
{
if(handle1Prop.vector3Value != Vector3.zero) handle2Prop.vector3Value = -handle1Prop.vector3Value;
else if(handle2Prop.vector3Value != Vector3.zero) handle1Prop.vector3Value = -handle2Prop.vector3Value;
else
{
handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
}
}
else if(newType == 1)
{
if(handle1Prop.vector3Value == Vector3.zero && handle2Prop.vector3Value == Vector3.zero)
{
handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
}
}
else if(newType == 2)
{
handle1Prop.vector3Value = Vector3.zero;
handle2Prop.vector3Value = Vector3.zero;
}
}
Vector3 newPointPos = EditorGUILayout.Vector3Field("Position : ", point.transform.localPosition);
if(newPointPos != point.transform.localPosition)
{
Undo.RegisterUndo(point.transform, "Move Bezier Point");
point.transform.localPosition = newPointPos;
}
if(handleStyleProp.enumValueIndex == 0)
{
Vector3 newPosition;
newPosition = EditorGUILayout.Vector3Field("Handle 1", handle1Prop.vector3Value);
if(newPosition != handle1Prop.vector3Value)
{
handle1Prop.vector3Value = newPosition;
handle2Prop.vector3Value = -newPosition;
}
newPosition = EditorGUILayout.Vector3Field("Handle 2", handle2Prop.vector3Value);
if(newPosition != handle2Prop.vector3Value)
{
handle1Prop.vector3Value = -newPosition;
handle2Prop.vector3Value = newPosition;
}
}
else if(handleStyleProp.enumValueIndex == 1)
{
EditorGUILayout.PropertyField(handle1Prop);
EditorGUILayout.PropertyField(handle2Prop);
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
if(GUI.changed)
{
serObj.ApplyModifiedProperties();
EditorUtility.SetDirty(serObj.targetObject);
}
}
static void DrawPointSceneGUI(BezierPoint point)
{
Handles.Label(point.position + new Vector3(0, HandleUtility.GetHandleSize(point.position) * 0.4f, 0), point.gameObject.name);
Handles.color = Color.green;
Vector3 newPosition = Handles.FreeMoveHandle(point.position, point.transform.rotation, HandleUtility.GetHandleSize(point.position)*0.1f, Vector3.zero, Handles.RectangleCap);
if(newPosition != point.position)
{
Undo.RegisterUndo(point.transform, "Move Point");
point.transform.position = newPosition;
}
if(point.handleStyle != BezierPoint.HandleStyle.None)
{
Handles.color = Color.cyan;
Vector3 newGlobal1 = Handles.FreeMoveHandle(point.globalHandle1, point.transform.rotation, HandleUtility.GetHandleSize(point.globalHandle1)*0.075f, Vector3.zero, Handles.CircleCap);
if(point.globalHandle1 != newGlobal1)
{
Undo.RegisterUndo(point, "Move Handle");
point.globalHandle1 = newGlobal1;
if(point.handleStyle == BezierPoint.HandleStyle.Connected) point.globalHandle2 = -(newGlobal1 - point.position) + point.position;
}
Vector3 newGlobal2 = Handles.FreeMoveHandle(point.globalHandle2, point.transform.rotation, HandleUtility.GetHandleSize(point.globalHandle2)*0.075f, Vector3.zero, Handles.CircleCap);
if(point.globalHandle2 != newGlobal2)
{
Undo.RegisterUndo(point, "Move Handle");
point.globalHandle2 = newGlobal2;
if(point.handleStyle == BezierPoint.HandleStyle.Connected) point.globalHandle1 = -(newGlobal2 - point.position) + point.position;
}
Handles.color = Color.yellow;
Handles.DrawLine(point.position, point.globalHandle1);
Handles.DrawLine(point.position, point.globalHandle2);
}
}
public static void DrawOtherPoints(BezierCurve curve, BezierPoint caller)
{
foreach(BezierPoint p in curve.GetAnchorPoints())
{
if(p != caller) DrawPointSceneGUI(p);
}
}
[MenuItem("GameObject/Create Other/Bezier Curve")]
public static void CreateCurve(MenuCommand command)
{
GameObject curveObject = new GameObject("BezierCurve");
Undo.RegisterUndo(curveObject, "Undo Create Curve");
BezierCurve curve = curveObject.AddComponent<BezierCurve>();
BezierPoint p1 = curve.AddPointAt(Vector3.forward * 0.5f);
p1.handleStyle = BezierPoint.HandleStyle.Connected;
p1.handle1 = new Vector3(-0.28f, 0, 0);
BezierPoint p2 = curve.AddPointAt(Vector3.right * 0.5f);
p2.handleStyle = BezierPoint.HandleStyle.Connected;
p2.handle1 = new Vector3(0, 0, 0.28f);
BezierPoint p3 = curve.AddPointAt(-Vector3.forward * 0.5f);
p3.handleStyle = BezierPoint.HandleStyle.Connected;
p3.handle1 = new Vector3(0.28f, 0, 0);
BezierPoint p4 = curve.AddPointAt(-Vector3.right * 0.5f);
p4.handleStyle = BezierPoint.HandleStyle.Connected;
p4.handle1 = new Vector3(0, 0, -0.28f);
curve.close = true;
}
}
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using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomEditor(typeof(BezierPoint))]
[CanEditMultipleObjects]
public class BezierPointEditor : Editor {
BezierPoint point;
SerializedProperty handleTypeProp;
SerializedProperty handle1Prop;
SerializedProperty handle2Prop;
private delegate void HandleFunction(BezierPoint p);
private HandleFunction[] handlers = new HandleFunction[] { HandleConnected, HandleBroken, HandleAbsent };
void OnEnable(){
point = (BezierPoint)target;
handleTypeProp = serializedObject.FindProperty("handleStyle");
handle1Prop = serializedObject.FindProperty("_handle1");
handle2Prop = serializedObject.FindProperty("_handle2");
}
public override void OnInspectorGUI (){
serializedObject.Update();
BezierPoint.HandleStyle newHandleType = (BezierPoint.HandleStyle)EditorGUILayout.EnumPopup("Handle Type", (BezierPoint.HandleStyle)handleTypeProp.intValue);
if(newHandleType != (BezierPoint.HandleStyle)handleTypeProp.intValue)
{
handleTypeProp.intValue = (int)newHandleType;
if((int)newHandleType == 0)
{
if(handle1Prop.vector3Value != Vector3.zero) handle2Prop.vector3Value = -handle1Prop.vector3Value;
else if(handle2Prop.vector3Value != Vector3.zero) handle1Prop.vector3Value = -handle2Prop.vector3Value;
else
{
handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
}
}
else if((int)newHandleType == 1)
{
if(handle1Prop.vector3Value == Vector3.zero && handle2Prop.vector3Value == Vector3.zero)
{
handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
}
}
else if((int)newHandleType == 2)
{
handle1Prop.vector3Value = Vector3.zero;
handle2Prop.vector3Value = Vector3.zero;
}
}
if(handleTypeProp.intValue != 2)
{
Vector3 newHandle1 = EditorGUILayout.Vector3Field("Handle 1", handle1Prop.vector3Value);
Vector3 newHandle2 = EditorGUILayout.Vector3Field("Handle 2", handle2Prop.vector3Value);
if(handleTypeProp.intValue == 0){
if(newHandle1 != handle1Prop.vector3Value){
handle1Prop.vector3Value = newHandle1;
handle2Prop.vector3Value = -newHandle1;
}
else if(newHandle2 != handle2Prop.vector3Value){
handle1Prop.vector3Value = -newHandle2;
handle2Prop.vector3Value = newHandle2;
}
}
else{
handle1Prop.vector3Value = newHandle1;
handle2Prop.vector3Value = newHandle2;
}
}
if(GUI.changed){
serializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(target);
}
}
void OnSceneGUI()
{
Handles.color = Color.green;
Vector3 newPosition = Handles.FreeMoveHandle(point.position, point.transform.rotation, HandleUtility.GetHandleSize(point.position)*0.2f, Vector3.zero, Handles.CubeCap);
if(point.position != newPosition) point.position = newPosition;
handlers[(int)point.handleStyle](point);
Handles.color = Color.yellow;
Handles.DrawLine(point.position, point.globalHandle1);
Handles.DrawLine(point.position, point.globalHandle2);
BezierCurveEditor.DrawOtherPoints(point.curve, point);
}
private static void HandleConnected(BezierPoint p){
Handles.color = Color.cyan;
Vector3 newGlobal1 = Handles.FreeMoveHandle(p.globalHandle1, p.transform.rotation, HandleUtility.GetHandleSize(p.globalHandle1)*0.15f, Vector3.zero, Handles.SphereCap);
if(newGlobal1 != p.globalHandle1){
Undo.RegisterUndo(p, "Move Handle");
p.globalHandle1 = newGlobal1;
p.globalHandle2 = -(newGlobal1 - p.position) + p.position;
}
Vector3 newGlobal2 = Handles.FreeMoveHandle(p.globalHandle2, p.transform.rotation, HandleUtility.GetHandleSize(p.globalHandle2)*0.15f, Vector3.zero, Handles.SphereCap);
if(newGlobal2 != p.globalHandle2){
Undo.RegisterUndo(p, "Move Handle");
p.globalHandle1 = -(newGlobal2 - p.position) + p.position;
p.globalHandle2 = newGlobal2;
}
}
private static void HandleBroken(BezierPoint p){
Handles.color = Color.cyan;
Vector3 newGlobal1 = Handles.FreeMoveHandle(p.globalHandle1, Quaternion.identity, HandleUtility.GetHandleSize(p.globalHandle1)*0.15f, Vector3.zero, Handles.SphereCap);
Vector3 newGlobal2 = Handles.FreeMoveHandle(p.globalHandle2, Quaternion.identity, HandleUtility.GetHandleSize(p.globalHandle2)*0.15f, Vector3.zero, Handles.SphereCap);
if(newGlobal1 != p.globalHandle1)
{
Undo.RegisterUndo(p, "Move Handle");
p.globalHandle1 = newGlobal1;
}
if(newGlobal2 != p.globalHandle2)
{
Undo.RegisterUndo(p, "Move Handle");
p.globalHandle2 = newGlobal2;
}
}
private static void HandleAbsent(BezierPoint p)
{
p.handle1 = Vector3.zero;
p.handle2 = Vector3.zero;
}
}
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#region UsingStatements
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
#endregion
/// <summary>
/// - Class for describing and drawing Bezier Curves
/// - Efficiently handles approximate length calculation through 'dirty' system
/// - Has static functions for getting points on curves constructed by Vector3 parameters (GetPoint, GetCubicPoint, GetQuadraticPoint, and GetLinearPoint)
/// </summary>
[ExecuteInEditMode]
[Serializable]
public class BezierCurve : MonoBehaviour {
#region PublicVariables
/// <summary>
/// - the number of mid-points calculated for each pair of bezier points
/// - used for drawing the curve in the editor
/// - used for calculating the "length" variable
/// </summary>
public int resolution = 30;
/// <summary>
/// Gets or sets a value indicating whether this <see cref="BezierCurve"/> is dirty.
/// </summary>
/// <value>
/// <c>true</c> if dirty; otherwise, <c>false</c>.
/// </value>
public bool dirty { get; private set; }
/// <summary>
/// - color this curve will be drawn with in the editor
/// - set in the editor
/// </summary>
public Color drawColor = Color.white;
#endregion
#region PublicProperties
/// <summary>
/// - set in the editor
/// - used to determine if the curve should be drawn as "closed" in the editor
/// - used to determine if the curve's length should include the curve between the first and the last points in "points" array
/// - setting this value will cause the curve to become dirty
/// </summary>
[SerializeField] private bool _close;
public bool close
{
get { return _close; }
set
{
if(_close == value) return;
_close = value;
dirty = true;
}
}
/// <summary>
/// - set internally
/// - gets point corresponding to "index" in "points" array
/// - does not allow direct set
/// </summary>
/// <param name='index'>
/// - the index
/// </param>
public BezierPoint this[int index]
{
get { return points[index]; }
}
/// <summary>
/// - number of points stored in 'points' variable
/// - set internally
/// - does not include "handles"
/// </summary>
/// <value>
/// - The point count
/// </value>
public int pointCount
{
get { return points.Length; }
}
/// <summary>
/// - The approximate length of the curve
/// - recalculates if the curve is "dirty"
/// </summary>
private float _length;
public float length
{
get
{
if(dirty)
{
_length = 0;
for(int i = 0; i < points.Length - 1; i++){
_length += ApproximateLength(points[i], points[i + 1], resolution);
}
//if(close) _length += ApproximateLength(points[points.Length - 1], points[0], resolution);
dirty = false;
}
return _length;
}
}
#endregion
#region PrivateVariables
/// <summary>
/// - Array of point objects that make up this curve
/// - Populated through editor
/// </summary>
[SerializeField] private BezierPoint[] points = new BezierPoint[0];
#endregion
#region UnityFunctions
void OnDrawGizmos () {
Gizmos.color = drawColor;
if(points.Length > 1){
for(int i = 0; i < points.Length - 1; i++){
DrawCurve(points[i], points[i+1], resolution);
}
if (close) DrawCurve(points[points.Length - 1], points[0], resolution);
}
}
void Awake(){
dirty = true;
}
#endregion
#region PublicFunctions
/// <summary>
/// - Adds the given point to the end of the curve ("points" array)
/// </summary>
/// <param name='point'>
/// - The point to add.
/// </param>
public void AddPoint(BezierPoint point)
{
List<BezierPoint> tempArray = new List<BezierPoint>(points);
tempArray.Add(point);
points = tempArray.ToArray();
dirty = true;
}
/// <summary>
/// - Adds a point at position
/// </summary>
/// <returns>
/// - The point object
/// </returns>
/// <param name='position'>
/// - Where to add the point
/// </param>
public BezierPoint AddPointAt(Vector3 position)
{
GameObject pointObject = new GameObject("Point "+pointCount);
pointObject.transform.parent = transform;
pointObject.transform.position = position;
BezierPoint newPoint = pointObject.AddComponent<BezierPoint>();
newPoint.curve = this;
return newPoint;
}
/// <summary>
/// - Removes the given point from the curve ("points" array)
/// </summary>
/// <param name='point'>
/// - The point to remove
/// </param>
public void RemovePoint(BezierPoint point)
{
List<BezierPoint> tempArray = new List<BezierPoint>(points);
tempArray.Remove(point);
points = tempArray.ToArray();
dirty = false;
}
/// <summary>
/// - Gets a copy of the bezier point array used to define this curve
/// </summary>
/// <returns>
/// - The cloned array of points
/// </returns>
public BezierPoint[] GetAnchorPoints()
{
return (BezierPoint[])points.Clone();
}
/// <summary>
/// - Gets the point at 't' percent along this curve
/// </summary>
/// <returns>
/// - Returns the point at 't' percent
/// </returns>
/// <param name='t'>
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
/// </param>
public Vector3 GetPointAt(float t)
{
if(t <= 0) return points[0].position;
else if (t >= 1) return points[points.Length - 1].position;
float totalPercent = 0;
float curvePercent = 0;
BezierPoint p1 = null;
BezierPoint p2 = null;
for(int i = 0; i < points.Length - 1; i++)
{
curvePercent = ApproximateLength(points[i], points[i + 1], 10) / length;
if(totalPercent + curvePercent > t)
{
p1 = points[i];
p2 = points[i + 1];
break;
}
else totalPercent += curvePercent;
}
if(close && p1 == null)
{
p1 = points[points.Length - 1];
p2 = points[0];
}
t -= totalPercent;
return GetPoint(p1, p2, t / curvePercent);
}
/// <summary>
/// - Get the index of the given point in this curve
/// </summary>
/// <returns>
/// - The index, or -1 if the point is not found
/// </returns>
/// <param name='point'>
/// - Point to search for
/// </param>
public int GetPointIndex(BezierPoint point)
{
int result = -1;
for(int i = 0; i < points.Length; i++)
{
if(points[i] == point)
{
result = i;
break;
}
}
return result;
}
/// <summary>
/// - Sets this curve to 'dirty'
/// - Forces the curve to recalculate its length
/// </summary>
public void SetDirty()
{
dirty = true;
}
#endregion
#region PublicStaticFunctions
/// <summary>
/// - Draws the curve in the Editor
/// </summary>
/// <param name='p1'>
/// - The bezier point at the beginning of the curve
/// </param>
/// <param name='p2'>
/// - The bezier point at the end of the curve
/// </param>
/// <param name='resolution'>
/// - The number of segments along the curve to draw
/// </param>
public static void DrawCurve(BezierPoint p1, BezierPoint p2, int resolution)
{
int limit = resolution+1;
float _res = resolution;
Vector3 lastPoint = p1.position;
Vector3 currentPoint = Vector3.zero;
for(int i = 1; i < limit; i++){
currentPoint = GetPoint(p1, p2, i/_res);
Gizmos.DrawLine(lastPoint, currentPoint);
lastPoint = currentPoint;
}
}
/// <summary>
/// - Gets the point 't' percent along a curve
/// - Automatically calculates for the number of relevant points
/// </summary>
/// <returns>
/// - The point 't' percent along the curve
/// </returns>
/// <param name='p1'>
/// - The bezier point at the beginning of the curve
/// </param>
/// <param name='p2'>
/// - The bezier point at the end of the curve
/// </param>
/// <param name='t'>
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
/// </param>
public static Vector3 GetPoint(BezierPoint p1, BezierPoint p2, float t)
{
if(p1.handle2 != Vector3.zero)
{
if(p2.handle1 != Vector3.zero) return GetCubicCurvePoint(p1.position, p1.globalHandle2, p2.globalHandle1, p2.position, t);
else return GetQuadraticCurvePoint(p1.position, p1.globalHandle2, p2.position, t);
}
else
{
if(p2.handle1 != Vector3.zero) return GetQuadraticCurvePoint(p1.position, p2.globalHandle1, p2.position, t);
else return GetLinearPoint(p1.position, p2.position, t);
}
}
/// <summary>
/// - Gets the point 't' percent along a third-order curve
/// </summary>
/// <returns>
/// - The point 't' percent along the curve
/// </returns>
/// <param name='p1'>
/// - The point at the beginning of the curve
/// </param>
/// <param name='p2'>
/// - The second point along the curve
/// </param>
/// <param name='p3'>
/// - The third point along the curve
/// </param>
/// <param name='p4'>
/// - The point at the end of the curve
/// </param>
/// <param name='t'>
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
/// </param>
public static Vector3 GetCubicCurvePoint(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, float t)
{
t = Mathf.Clamp01(t);
Vector3 part1 = Mathf.Pow(1 - t, 3) * p1;
Vector3 part2 = 3 * Mathf.Pow(1 - t, 2) * t * p2;
Vector3 part3 = 3 * (1 - t) * Mathf.Pow(t, 2) * p3;
Vector3 part4 = Mathf.Pow(t, 3) * p4;
return part1 + part2 + part3 + part4;
}
/// <summary>
/// - Gets the point 't' percent along a second-order curve
/// </summary>
/// <returns>
/// - The point 't' percent along the curve
/// </returns>
/// <param name='p1'>
/// - The point at the beginning of the curve
/// </param>
/// <param name='p2'>
/// - The second point along the curve
/// </param>
/// <param name='p3'>
/// - The point at the end of the curve
/// </param>
/// <param name='t'>
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
/// </param>
public static Vector3 GetQuadraticCurvePoint(Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
t = Mathf.Clamp01(t);
Vector3 part1 = Mathf.Pow(1 - t, 2) * p1;
Vector3 part2 = 2 * (1 - t) * t * p2;
Vector3 part3 = Mathf.Pow(t, 2) * p3;
return part1 + part2 + part3;
}
/// <summary>
/// - Gets point 't' percent along a linear "curve" (line)
/// - This is exactly equivalent to Vector3.Lerp
/// </summary>
/// <returns>
/// - The point 't' percent along the curve
/// </returns>
/// <param name='p1'>
/// - The point at the beginning of the line
/// </param>
/// <param name='p2'>
/// - The point at the end of the line
/// </param>
/// <param name='t'>
/// - Value between 0 and 1 representing the percent along the line (0 = 0%, 1 = 100%)
/// </param>
public static Vector3 GetLinearPoint(Vector3 p1, Vector3 p2, float t)
{
return p1 + ((p2 - p1) * t);
}
/// <summary>
/// - Gets point 't' percent along n-order curve
/// </summary>
/// <returns>
/// - The point 't' percent along the curve
/// </returns>
/// <param name='t'>
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
/// </param>
/// <param name='points'>
/// - The points used to define the curve
/// </param>
public static Vector3 GetPoint(float t, params Vector3[] points){
t = Mathf.Clamp01(t);
int order = points.Length-1;
Vector3 point = Vector3.zero;
Vector3 vectorToAdd;
for(int i = 0; i < points.Length; i++){
vectorToAdd = points[points.Length-i-1] * (BinomialCoefficient(i, order) * Mathf.Pow(t, order-i) * Mathf.Pow((1-t), i));
point += vectorToAdd;
}
return point;
}
/// <summary>
/// - Approximates the length
/// </summary>
/// <returns>
/// - The approximate length
/// </returns>
/// <param name='p1'>
/// - The bezier point at the start of the curve
/// </param>
/// <param name='p2'>
/// - The bezier point at the end of the curve
/// </param>
/// <param name='resolution'>
/// - The number of points along the curve used to create measurable segments
/// </param>
public static float ApproximateLength(BezierPoint p1, BezierPoint p2, int resolution = 10)
{
float _res = resolution;
float total = 0;
Vector3 lastPosition = p1.position;
Vector3 currentPosition;
for(int i = 0; i < resolution + 1; i++)
{
currentPosition = GetPoint(p1, p2, i / _res);
total += (currentPosition - lastPosition).magnitude;
lastPosition = currentPosition;
}
return total;
}
#endregion
#region UtilityFunctions
private static int BinomialCoefficient(int i, int n){
return Factoral(n)/(Factoral(i)*Factoral(n-i));
}
private static int Factoral(int i){
if(i == 0) return 1;
int total = 1;
while(i-1 >= 0){
total *= i;
i--;
}
return total;
}
#endregion
public Vector3 GetPointAtDistance(float distance)
{
if(close)
{
if(distance < 0) while(distance < 0) { distance += length; }
else if(distance > length) while(distance > length) { distance -= length; }
}
else
{
if(distance <= 0) return points[0].position;
else if(distance >= length) return points[points.Length - 1].position;
}
float totalLength = 0;
float curveLength = 0;
BezierPoint firstPoint = null;
BezierPoint secondPoint = null;
for(int i = 0; i < points.Length - 1; i++)
{
curveLength = ApproximateLength(points[i], points[i + 1], resolution);
if(totalLength + curveLength >= distance)
{
firstPoint = points[i];
secondPoint = points[i+1];
break;
}
else totalLength += curveLength;
}
if(firstPoint == null)
{
firstPoint = points[points.Length - 1];
secondPoint = points[0];
curveLength = ApproximateLength(firstPoint, secondPoint, resolution);
}
distance -= totalLength;
return GetPoint(firstPoint, secondPoint, distance / curveLength);
}
}
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#region UsingStatements
using UnityEngine;
using System;
using System.Collections;
#endregion
/// <summary>
/// - Helper class for storing and manipulating Bezier Point data
/// - Ensures that handles are in correct relation to one another
/// - Handles adding/removing self from curve point lists
/// - Calls SetDirty() on curve when edited
/// </summary>
[Serializable]
public class BezierPoint : MonoBehaviour{
#region PublicEnumerations
/// <summary>
/// - Enumeration describing the relationship between a point's handles
/// - Connected : The point's handles are mirrored across the point
/// - Broken : Each handle moves independently of the other
/// - None : This point has no handles (both handles are located ON the point)
/// </summary>
public enum HandleStyle
{
Connected,
Broken,
None,
}
#endregion
#region PublicProperties
/// <summary>
/// - Curve this point belongs to
/// - Changing this value will automatically remove this point from the current curve and add it to the new one
/// </summary>
[SerializeField]
private BezierCurve _curve;
public BezierCurve curve
{
get{return _curve;}
set
{
if(_curve) _curve.RemovePoint(this);
_curve = value;
_curve.AddPoint(this);
}
}
/// <summary>
/// - Value describing the relationship between this point's handles
/// </summary>
public HandleStyle handleStyle;
/// <summary>
/// - Shortcut to transform.position
/// </summary>
/// <value>
/// - The point's world position
/// </value>
public Vector3 position
{
get { return transform.position; }
set { transform.position = value; }
}
/// <summary>
/// - Shortcut to transform.localPosition
/// </summary>
/// <value>
/// - The point's local position.
/// </value>
public Vector3 localPosition
{
get { return transform.localPosition; }
set { transform.localPosition = value; }
}
/// <summary>
/// - Local position of the first handle
/// - Setting this value will cause the curve to become dirty
/// - This handle effects the curve generated from this point and the point proceeding it in curve.points
/// </summary>
[SerializeField]
private Vector3 _handle1;
public Vector3 handle1
{
get { return _handle1; }
set
{
if(_handle1 == value) return;
_handle1 = value;
if(handleStyle == HandleStyle.None) handleStyle = HandleStyle.Broken;
else if(handleStyle == HandleStyle.Connected) _handle2 = -value;
_curve.SetDirty();
}
}
/// <summary>
/// - Global position of the first handle
/// - Ultimately stored in the 'handle1' variable
/// - Setting this value will cause the curve to become dirty
/// - This handle effects the curve generated from this point and the point proceeding it in curve.points
/// </summary>
public Vector3 globalHandle1
{
get{return transform.TransformPoint(handle1);}
set{handle1 = transform.InverseTransformPoint(value);}
}
/// <summary>
/// - Local position of the second handle
/// - Setting this value will cause the curve to become dirty
/// - This handle effects the curve generated from this point and the point coming after it in curve.points
/// </summary>
[SerializeField]
private Vector3 _handle2;
public Vector3 handle2
{
get { return _handle2; }
set
{
if(_handle2 == value) return;
_handle2 = value;
if(handleStyle == HandleStyle.None) handleStyle = HandleStyle.Broken;
else if(handleStyle == HandleStyle.Connected) _handle1 = -value;
_curve.SetDirty();
}
}
/// <summary>
/// - Global position of the second handle
/// - Ultimately stored in the 'handle2' variable
/// - Setting this value will cause the curve to become dirty
/// - This handle effects the curve generated from this point and the point coming after it in curve.points
/// </summary>
public Vector3 globalHandle2
{
get{return transform.TransformPoint(handle2);}
set{handle2 = transform.InverseTransformPoint(value);}
}
#endregion
#region PrivateVariables
/// <summary>
/// - Used to determine if this point has moved since the last frame
/// </summary>
private Vector3 lastPosition;
#endregion
#region MonoBehaviourFunctions
void Update()
{
if(!_curve.dirty && transform.position != lastPosition)
{
_curve.SetDirty();
lastPosition = transform.position;
}
}
#endregion
}
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Product : Bezier Curve Editor Package
Studio : Arkham Interactive
Date : September 9th, 2013
Version : 1.0
Email : support@arkhaminteractive.com
How to use:
1) Add BezierCurve package to your Unity project
2a) Add BezierCurve.cs script from Assets/BezierCurves/Scripts to any object
2b) Alternatively, select GameObject/Create Other/Bezier Curve
3) Use "Add Point" button to add bezier points to the curve
4) Use "X" button to remove bezier points from the curve
5) Use "/\" or "\/" to move points up or down in the curve order
- The BezierCurve class also contains static functions used for getting points on first, second, and third order bezier curves.
- These functions take the positions of the anchor points as arguments.
- Instances of the BezierCurve object use these same functions to calculate positions.
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@@ -11,6 +11,10 @@ public class CameraFade : MonoBehaviour {
static Material blitMaterial;
public void SetFade(float alpha) {
this.alpha = alpha;
}
// Use this for initialization
void Start () {
if (!blitMaterial) {
@@ -20,8 +24,8 @@ public class CameraFade : MonoBehaviour {
// Update is called once per frame
void Update () {
int deviceIndex = 4;
alpha = SteamVR_Controller.Input(deviceIndex).GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x;
//int deviceIndex = 3;
//alpha = SteamVR_Controller.Input(deviceIndex).GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x;
}
void OnRenderImage(RenderTexture src, RenderTexture dest) {
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@@ -3,26 +3,63 @@ using System.Collections;
public class LeftController : MonoBehaviour {
public bool AlwaysCenter = false;
private Transform controllerRig;
private SteamVR_TrackedController trackedController;
private GameObject mainCamera;
private GameObject warehouseCamera;
private CameraFade cameraFade;
private SteamVR_Camera mainSteamVRCamera;
private bool inWarehouse = false;
// Use this for initialization
void Start () {
var trackedController = GetComponent<SteamVR_TrackedController>();
controllerRig = this.transform.parent;
trackedController = GetComponent<SteamVR_TrackedController>();
trackedController.TriggerClicked += TriggerClicked;
trackedController.Gripped += Gripped;
}
mainCamera = GameObject.Find("Main Camera (origin)");
warehouseCamera = GameObject.Find("Warehouse Camera (origin)");
cameraFade = mainCamera.GetComponentInChildren<CameraFade>();
mainSteamVRCamera = mainCamera.GetComponentInChildren<SteamVR_Camera>();
}
// Update is called once per frame
void Update () {
float alpha = SteamVR_Controller.Input((int)trackedController.controllerIndex).GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x;
if (alpha > 0.05) {
cameraFade.SetFade(alpha);
if (!inWarehouse) {
controllerRig.SetParent(warehouseCamera.transform, false);
if (AlwaysCenter) {
warehouseCamera.transform.localPosition = new Vector3(-mainSteamVRCamera.head.localPosition.x, warehouseCamera.transform.localPosition.y, -mainSteamVRCamera.head.localPosition.z);
}
inWarehouse = true;
}
} else {
cameraFade.SetFade(0.0f);
if (inWarehouse) {
controllerRig.SetParent(mainCamera.transform, false);
inWarehouse = false;
}
}
}
void TriggerClicked(object sender, ClickedEventArgs e) {
SteamVR_Fade.Start(Color.black, 2);
//var warehouseCamera = GameObject.FindWithTag("WarehouseCamera").GetComponent<SteamVR_Camera>();
//warehouseCamera.enabled = true;
Debug.Log("awd");
}
void Gripped(object sender, ClickedEventArgs e) {
var warehouseCamera = GameObject.FindWithTag("WarehouseCamera").GetComponent<SteamVR_Camera>();
warehouseCamera.enabled = false;
}
}
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@@ -422,6 +422,22 @@ public class SteamVR_Camera : MonoBehaviour
SteamVR_Utils.QueueEventOnRenderThread(eventID);
//}
Graphics.SetRenderTarget(dest);
SteamVR_Camera.blitMaterial.mainTexture = src;
GL.PushMatrix();
GL.LoadOrtho();
SteamVR_Camera.blitMaterial.SetPass(0);
GL.Begin(GL.QUADS);
GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1, 1, 0);
GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1, -1, 0);
GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
GL.End();
GL.PopMatrix();
Graphics.SetRenderTarget(null);
} else {
if (SteamVR_Render.eye == EVREye.Eye_Right) {
Graphics.Blit(src, RightEyeRenderTexture);
@@ -431,21 +447,7 @@ public class SteamVR_Camera : MonoBehaviour
}
}
//Graphics.SetRenderTarget(dest);
//SteamVR_Camera.blitMaterial.mainTexture = src;
//GL.PushMatrix();
//GL.LoadOrtho();
//SteamVR_Camera.blitMaterial.SetPass(0);
//GL.Begin(GL.QUADS);
//GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
//GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1, 1, 0);
//GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1, -1, 0);
//GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
//GL.End();
//GL.PopMatrix();
//Graphics.SetRenderTarget(null);
}
#endregion
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
[ExecuteInEditMode]
public class WarehouseRow : MonoBehaviour {
public GameObject[] Prefabs;
public bool ShowInEditor = false;
BezierCurve curve;
List<GameObject> furnitures;
float offset = 0;
// Use this for initialization
void Start() {
curve = GetComponent<BezierCurve>();
furnitures = new List<GameObject>();
#if UNITY_EDITOR
EditorApplication.playmodeStateChanged += StateChange;
#endif
spawnPrefabs();
}
public void OnEnable() {
spawnPrefabs();
}
void OnDisable() {
foreach (var item in furnitures) {
GameObject.DestroyImmediate(item);
}
furnitures.Clear();
}
void OnDestroy() {
foreach (var item in furnitures) {
GameObject.DestroyImmediate(item);
}
furnitures.Clear();
}
void StateChange() {
if (EditorApplication.isPlayingOrWillChangePlaymode && !EditorApplication.isPlaying) {
OnDisable();
}
}
void OnValidate() {
foreach (var item in furnitures) {
GameObject.DestroyImmediate(item);
}
furnitures.Clear();
spawnPrefabs();
}
void spawnPrefabs() {
if (furnitures.Count == 0) {
for (int i = 0; i < Prefabs.Length; i++) {
var prefab = Prefabs[i];
GameObject furniture = Instantiate(prefab);
furniture.transform.SetParent(transform);
furnitures.Add(furniture);
}
}
}
// Update is called once per frame
void Update() {
if (Application.isPlaying) {
offset += Time.deltaTime;
}
for (int i = 0; i < furnitures.Count; i++) {
var furniture = furnitures[i];
var distance = (float)i / (furnitures.Count - 1) * curve.length + offset;
distance = Mathf.Repeat(distance, curve.length);
var pos = curve.GetPointAtDistance(distance);
furniture.transform.position = pos;
}
}
}
+12
View File
@@ -0,0 +1,12 @@
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