157 lines
3.9 KiB
C#
157 lines
3.9 KiB
C#
using System;
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using UnityEngine;
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namespace RoR2;
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public class BasicBezierSpline : MonoBehaviour, ISerializationCallbackReceiver
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{
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private struct KeyFrame
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{
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public CubicBezier3 curve;
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public float approximateLength;
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}
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public BasicBezierSplineControlPoint[] controlPoints = Array.Empty<BasicBezierSplineControlPoint>();
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public int samplesPerSegment = 20;
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private KeyFrame[] keyFrames = Array.Empty<KeyFrame>();
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private Vector3[] samplesBuffer = Array.Empty<Vector3>();
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private float totalLength;
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private bool keyFramesDirty = true;
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private void BuildKeyFrames()
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{
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totalLength = 0f;
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Array.Resize(ref keyFrames, controlPoints.Length);
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Array.Resize(ref samplesBuffer, samplesPerSegment);
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int i = 0;
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for (int num = controlPoints.Length - 1; i < num; i++)
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{
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BasicBezierSplineControlPoint basicBezierSplineControlPoint = controlPoints[i];
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BasicBezierSplineControlPoint basicBezierSplineControlPoint2 = controlPoints[i + 1];
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if (!basicBezierSplineControlPoint || !basicBezierSplineControlPoint2)
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{
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break;
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}
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CubicBezier3 curveSegment = GetCurveSegment(basicBezierSplineControlPoint, basicBezierSplineControlPoint2);
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float num2 = curveSegment.ApproximateLength(samplesPerSegment);
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keyFrames[i] = new KeyFrame
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{
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curve = curveSegment,
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approximateLength = num2
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};
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totalLength += num2;
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}
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}
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public Vector3 Evaluate(float normalizedPosition)
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{
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if (keyFramesDirty)
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{
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if (Application.isPlaying)
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{
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keyFramesDirty = false;
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}
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BuildKeyFrames();
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}
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float num = normalizedPosition * totalLength;
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float num2 = 0f;
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int i = 0;
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for (int num3 = keyFrames.Length; i < num3; i++)
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{
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ref KeyFrame reference = ref keyFrames[i];
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float a = num2;
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num2 += reference.approximateLength;
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if (num2 >= num)
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{
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float t = Mathf.InverseLerp(a, num2, num);
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return EvaluateKeyFrame(t, in reference);
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}
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}
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if (keyFrames.Length != 0)
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{
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return keyFrames[keyFrames.Length - 1].curve.p1;
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}
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return Vector3.zero;
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}
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private Vector3 EvaluateKeyFrame(float t, in KeyFrame keyFrame)
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{
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float num = t * keyFrame.approximateLength;
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keyFrame.curve.ToVertices(samplesBuffer);
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float a = 0f;
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float num2 = 0f;
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Vector3 vector = samplesBuffer[0];
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for (int i = 1; i < samplesBuffer.Length; i++)
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{
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Vector3 vector2 = samplesBuffer[i];
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float num3 = Vector3.Distance(vector2, vector);
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num2 += num3;
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if (num2 >= num)
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{
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return Vector3.Lerp(vector, vector2, Mathf.InverseLerp(a, num2, num));
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}
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vector = vector2;
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a = num2;
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}
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return keyFrame.curve.p1;
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}
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private void DrawKeyFrame(in KeyFrame keyFrame)
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{
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Gizmos.color = Color.Lerp(Color.green, Color.black, 0.5f);
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Gizmos.DrawRay(keyFrame.curve.p0, keyFrame.curve.v0);
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Gizmos.color = Color.Lerp(Color.red, Color.black, 0.5f);
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Gizmos.DrawRay(keyFrame.curve.p1, keyFrame.curve.v1);
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for (int i = 1; i <= 20; i++)
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{
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float num = (float)i * 0.05f;
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Gizmos.color = Color.Lerp(Color.red, Color.green, num);
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Vector3 vector = keyFrame.curve.Evaluate(num - 0.05f);
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Vector3 vector2 = keyFrame.curve.Evaluate(num);
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Gizmos.DrawRay(vector, vector2 - vector);
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}
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}
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public void OnDrawGizmos()
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{
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if (keyFramesDirty)
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{
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if (Application.isPlaying)
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{
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keyFramesDirty = false;
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}
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BuildKeyFrames();
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}
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for (int i = 0; i < keyFrames.Length; i++)
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{
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DrawKeyFrame(in keyFrames[i]);
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}
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}
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public static CubicBezier3 GetCurveSegment(BasicBezierSplineControlPoint startControlPoint, BasicBezierSplineControlPoint endControlPoint)
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{
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Transform obj = startControlPoint.transform;
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Transform transform = endControlPoint.transform;
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Vector3 position = obj.position;
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Vector3 v = obj.rotation * startControlPoint.forwardVelocity;
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Vector3 position2 = transform.position;
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Vector3 v2 = transform.rotation * endControlPoint.backwardVelocity;
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return CubicBezier3.FromVelocities(position, v, position2, v2);
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}
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public void OnBeforeSerialize()
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{
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}
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public void OnAfterDeserialize()
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{
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keyFramesDirty = true;
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}
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}
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