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- using UnityEngine;
- using System;
- using Cinemachine.Utility;
- namespace Cinemachine
- {
- /// <summary>Defines a world-space path, consisting of an array of waypoints,
- /// each of which has position, tangent, and roll settings. Bezier interpolation
- /// is performed between the waypoints, to get a smooth and continuous path.</summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [AddComponentMenu("Cinemachine/CinemachinePath")]
- [SaveDuringPlay]
- [DisallowMultipleComponent]
- [HelpURL(Documentation.BaseURL + "manual/CinemachinePath.html")]
- public class CinemachinePath : CinemachinePathBase
- {
- /// <summary>A waypoint along the path</summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [Serializable] public struct Waypoint
- {
- /// <summary>Position in path-local space</summary>
- [Tooltip("Position in path-local space")]
- public Vector3 position;
- /// <summary>Offset from the position, which defines the tangent of the curve at the waypoint.
- /// The length of the tangent encodes the strength of the bezier handle.
- /// The same handle is used symmetrically on both sides of the waypoint, to ensure smoothness.</summary>
- [Tooltip("Offset from the position, which defines the tangent of the curve at the waypoint. "
- + "The length of the tangent encodes the strength of the bezier handle. The same handle "
- + "is used symmetrically on both sides of the waypoint, to ensure smoothness.")]
- public Vector3 tangent;
- /// <summary>Defines the roll of the path at this waypoint.
- /// The other orientation axes are inferred from the tangent and world up.</summary>
- [Tooltip("Defines the roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up.")]
- public float roll;
- }
- /// <summary>If checked, then the path ends are joined to form a continuous loop</summary>
- [Tooltip("If checked, then the path ends are joined to form a continuous loop.")]
- public bool m_Looped;
- /// <summary>The waypoints that define the path.
- /// They will be interpolated using a bezier curve</summary>
- [Tooltip("The waypoints that define the path. They will be interpolated using a bezier curve.")]
- public Waypoint[] m_Waypoints = Array.Empty<Waypoint>();
- /// <summary>The minimum value for the path position</summary>
- public override float MinPos => 0;
- /// <summary>The maximum value for the path position</summary>
- public override float MaxPos
- {
- get
- {
- int count = m_Waypoints.Length - 1;
- if (count < 1)
- return 0;
- return m_Looped ? count + 1 : count;
- }
- }
- /// <summary>True if the path ends are joined to form a continuous loop</summary>
- public override bool Looped => m_Looped;
- private void Reset()
- {
- m_Looped = false;
- m_Waypoints = new Waypoint[2]
- {
- new Waypoint { position = new Vector3(0, 0, -5), tangent = new Vector3(1, 0, 0) },
- new Waypoint { position = new Vector3(0, 0, 5), tangent = new Vector3(1, 0, 0) }
- };
- m_Appearance = new Appearance();
- InvalidateDistanceCache();
- }
- private void OnValidate() { InvalidateDistanceCache(); }
- /// <summary>When calculating the distance cache, sample the path this many
- /// times between points</summary>
- public override int DistanceCacheSampleStepsPerSegment => m_Resolution;
- /// <summary>Returns normalized position</summary>
- float GetBoundingIndices(float pos, out int indexA, out int indexB)
- {
- pos = StandardizePos(pos);
- int rounded = Mathf.RoundToInt(pos);
- if (Mathf.Abs(pos - rounded) < UnityVectorExtensions.Epsilon)
- indexA = indexB = (rounded == m_Waypoints.Length) ? 0 : rounded;
- else
- {
- indexA = Mathf.FloorToInt(pos);
- if (indexA >= m_Waypoints.Length)
- {
- pos -= MaxPos;
- indexA = 0;
- }
- indexB = Mathf.CeilToInt(pos);
- if (indexB >= m_Waypoints.Length)
- indexB = 0;
- }
- return pos;
- }
- /// <summary>Get a worldspace position of a point along the path</summary>
- /// <param name="pos">Postion along the path. Need not be normalized.</param>
- /// <returns>Local-space position of the point along at path at pos</returns>
- public override Vector3 EvaluateLocalPosition(float pos)
- {
- var result = Vector3.zero;
- if (m_Waypoints.Length > 0)
- {
- pos = GetBoundingIndices(pos, out var indexA, out var indexB);
- if (indexA == indexB)
- result = m_Waypoints[indexA].position;
- else
- {
- // interpolate
- var wpA = m_Waypoints[indexA];
- var wpB = m_Waypoints[indexB];
- result = SplineHelpers.Bezier3(pos - indexA,
- m_Waypoints[indexA].position, wpA.position + wpA.tangent,
- wpB.position - wpB.tangent, wpB.position);
- }
- }
- return result;
- }
- /// <summary>Get the tangent of the curve at a point along the path.</summary>
- /// <param name="pos">Postion along the path. Need not be normalized.</param>
- /// <returns>Local-space direction of the path tangent.
- /// Length of the vector represents the tangent strength</returns>
- public override Vector3 EvaluateLocalTangent(float pos)
- {
- var result = Vector3.forward;
- if (m_Waypoints.Length > 0)
- {
- pos = GetBoundingIndices(pos, out var indexA, out var indexB);
- if (indexA == indexB)
- result = m_Waypoints[indexA].tangent;
- else
- {
- var wpA = m_Waypoints[indexA];
- var wpB = m_Waypoints[indexB];
- result = SplineHelpers.BezierTangent3(pos - indexA,
- m_Waypoints[indexA].position, wpA.position + wpA.tangent,
- wpB.position - wpB.tangent, wpB.position);
- }
- }
- return result;
- }
- /// <summary>Get the orientation the curve at a point along the path.</summary>
- /// <param name="pos">Postion along the path. Need not be normalized.</param>
- /// <returns>Local-space orientation of the path, as defined by tangent, up, and roll.</returns>
- public override Quaternion EvaluateLocalOrientation(float pos)
- {
- var result = Quaternion.identity;
- if (m_Waypoints.Length > 0)
- {
- pos = GetBoundingIndices(pos, out var indexA, out var indexB);
- var fwd = EvaluateLocalTangent(pos);
- if (!fwd.AlmostZero())
- result = Quaternion.LookRotation(fwd) * RollAroundForward(GetRoll(indexA, indexB, pos));
- }
- return result;
- }
- internal float GetRoll(int indexA, int indexB, float standardizedPos)
- {
- if (indexA == indexB)
- return m_Waypoints[indexA].roll;
- float rollA = m_Waypoints[indexA].roll;
- float rollB = m_Waypoints[indexB].roll;
- if (indexB == 0)
- {
- // Special handling at the wraparound - cancel the spins
- rollA %= 360;
- rollB %= 360;
- }
- return Mathf.Lerp(rollA, rollB, standardizedPos - indexA);
- }
- // same as Quaternion.AngleAxis(roll, Vector3.forward), just simplified
- static Quaternion RollAroundForward(float angle)
- {
- float halfAngle = angle * 0.5F * Mathf.Deg2Rad;
- return new Quaternion(0, 0, Mathf.Sin(halfAngle), Mathf.Cos(halfAngle));
- }
- }
- }
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