171 lines
6.2 KiB
C#
171 lines
6.2 KiB
C#
using System;
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using UnityEngine;
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namespace Obi
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{
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public struct ObiPathFrame
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{
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public enum Axis
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{
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X = 0,
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Y = 1,
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Z = 2
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}
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public static ObiPathFrame Identity => new ObiPathFrame(Vector3.zero, Vector3.forward, Vector3.up, Vector3.right, Color.white, 0);
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public Vector3 position;
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public Vector3 tangent;
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public Vector3 normal;
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public Vector3 binormal;
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public Vector4 color;
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public float thickness;
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public ObiPathFrame(Vector3 position, Vector3 tangent, Vector3 normal, Vector3 binormal, Vector4 color, float thickness){
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this.position = position;
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this.normal = normal;
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this.tangent = tangent;
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this.binormal = binormal;
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this.color = color;
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this.thickness = thickness;
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}
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public void Reset()
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{
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position = Vector3.zero;
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tangent = Vector3.forward;
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normal = Vector3.up;
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binormal = Vector3.right;
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color = Color.white;
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thickness = 0;
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}
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public static ObiPathFrame operator +(ObiPathFrame c1, ObiPathFrame c2)
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{
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return new ObiPathFrame(c1.position + c2.position,c1.tangent + c2.tangent,c1.normal + c2.normal,c1.binormal + c2.binormal,c1.color + c2.color, c1.thickness + c2.thickness);
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}
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public static ObiPathFrame operator *(float f,ObiPathFrame c)
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{
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return new ObiPathFrame(c.position * f, c.tangent * f, c.normal * f, c.binormal * f,c.color * f, c.thickness * f);
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}
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public static void WeightedSum(float w1, float w2, float w3, in ObiPathFrame c1, in ObiPathFrame c2, in ObiPathFrame c3, ref ObiPathFrame sum)
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{
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sum.position.x = c1.position.x * w1 + c2.position.x * w2 + c3.position.x * w3;
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sum.position.y = c1.position.y * w1 + c2.position.y * w2 + c3.position.y * w3;
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sum.position.z = c1.position.z * w1 + c2.position.z * w2 + c3.position.z * w3;
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sum.tangent.x = c1.tangent.x * w1 + c2.tangent.x * w2 + c3.tangent.x * w3;
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sum.tangent.y = c1.tangent.y * w1 + c2.tangent.y * w2 + c3.tangent.y * w3;
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sum.tangent.z = c1.tangent.z * w1 + c2.tangent.z * w2 + c3.tangent.z * w3;
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sum.normal.x = c1.normal.x * w1 + c2.normal.x * w2 + c3.normal.x * w3;
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sum.normal.y = c1.normal.y * w1 + c2.normal.y * w2 + c3.normal.y * w3;
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sum.normal.z = c1.normal.z * w1 + c2.normal.z * w2 + c3.normal.z * w3;
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sum.binormal.x = c1.binormal.x * w1 + c2.binormal.x * w2 + c3.binormal.x * w3;
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sum.binormal.y = c1.binormal.y * w1 + c2.binormal.y * w2 + c3.binormal.y * w3;
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sum.binormal.z = c1.binormal.z * w1 + c2.binormal.z * w2 + c3.binormal.z * w3;
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sum.color.x = c1.color.x * w1 + c2.color.x * w2 + c3.color.x * w3;
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sum.color.y = c1.color.y * w1 + c2.color.y * w2 + c3.color.y * w3;
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sum.color.z = c1.color.z * w1 + c2.color.z * w2 + c3.color.z * w3;
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sum.color.w = c1.color.w * w1 + c2.color.w * w2 + c3.color.w * w3;
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sum.thickness = c1.thickness * w1 + c2.thickness * w2 + c3.thickness * w3;
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}
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public void SetTwist(float twist)
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{
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Quaternion twistQ = Quaternion.AngleAxis(twist, tangent);
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normal = twistQ * normal;
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binormal = twistQ * binormal;
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}
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public void SetTwistAndTangent(float twist, Vector3 tangent)
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{
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this.tangent = tangent;
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normal = new Vector3(tangent.y, tangent.x, 0).normalized;
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binormal = Vector3.Cross(normal, tangent);
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Quaternion twistQ = Quaternion.AngleAxis(twist, tangent);
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normal = twistQ * normal;
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binormal = twistQ * binormal;
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}
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public void Transport(ObiPathFrame frame, float twist)
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{
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// Calculate delta rotation:
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Quaternion rotQ = Quaternion.FromToRotation(tangent, frame.tangent);
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Quaternion twistQ = Quaternion.AngleAxis(twist, frame.tangent);
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Quaternion finalQ = twistQ * rotQ;
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// Rotate previous frame axes to obtain the new ones:
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normal = finalQ * normal;
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binormal = finalQ * binormal;
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tangent = frame.tangent;
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position = frame.position;
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thickness = frame.thickness;
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color = frame.color;
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}
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public void Transport(Vector3 newPosition, Vector3 newTangent, float twist)
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{
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// Calculate delta rotation:
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Quaternion rotQ = Quaternion.FromToRotation(tangent, newTangent);
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Quaternion twistQ = Quaternion.AngleAxis(twist, newTangent);
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Quaternion finalQ = twistQ * rotQ;
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// Rotate previous frame axes to obtain the new ones:
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normal = finalQ * normal;
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binormal = finalQ * binormal;
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tangent = newTangent;
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position = newPosition;
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}
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// Transport, hinting the normal.
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public void Transport(Vector3 newPosition, Vector3 newTangent, Vector3 newNormal, float twist)
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{
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normal = Quaternion.AngleAxis(twist, newTangent) * newNormal;
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tangent = newTangent;
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binormal = Vector3.Cross(normal, tangent);
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position = newPosition;
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}
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public Matrix4x4 ToMatrix(Axis mainAxis)
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{
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Matrix4x4 basis = new Matrix4x4();
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int xo = ((int)mainAxis) % 3 * 4;
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int yo = ((int)mainAxis + 1) % 3 * 4;
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int zo = ((int)mainAxis + 2) % 3 * 4;
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basis[xo] = tangent[0];
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basis[xo + 1] = tangent[1];
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basis[xo + 2] = tangent[2];
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basis[yo] = binormal[0];
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basis[yo + 1] = binormal[1];
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basis[yo + 2] = binormal[2];
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basis[zo] = normal[0];
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basis[zo + 1] = normal[1];
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basis[zo + 2] = normal[2];
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return basis;
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}
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public void DebugDraw(float size)
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{
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Debug.DrawRay(position, binormal * size, Color.red);
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Debug.DrawRay(position, normal * size, Color.green);
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Debug.DrawRay(position, tangent * size, Color.blue);
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}
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}
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}
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