_xiaofang/xiaofang/Assets/Obi/Scripts/RopeAndRod/DataStructures/Path/ObiPathFrame.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

171 lines
6.2 KiB
C#

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