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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Bezier.cs" company="Exit Games GmbH">
// Part of: Photon Unity Networking Demos
// </copyright>
// <summary>
// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
// Used in SlotRacer Demo
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using System;
namespace Photon.Pun.Demo.SlotRacer.Utils
{
public class BezierSpline : MonoBehaviour
{
[SerializeField]
private Vector3[] points;
[SerializeField]
private float[] lengths;
[SerializeField]
private float[] lengthsTime;
public float TotalLength;
[SerializeField]
private BezierControlPointMode[] modes;
[SerializeField]
private bool loop;
public bool Loop
{
get {
return loop;
}
set {
loop = value;
if (value == true) {
modes[modes.Length - 1] = modes[0];
SetControlPoint(0, points[0]);
}
}
}
public int ControlPointCount
{
get {
return points.Length;
}
}
void Awake()
{
this.ComputeLengths();
}
public Vector3 GetControlPoint(int index)
{
return points[index];
}
public void SetControlPoint(int index, Vector3 point)
{
if (index % 3 == 0)
{
Vector3 delta = point - points[index];
if (loop)
{
if (index == 0)
{
points[1] += delta;
points[points.Length - 2] += delta;
points[points.Length - 1] = point;
}
else if (index == points.Length - 1)
{
points[0] = point;
points[1] += delta;
points[index - 1] += delta;
}
else
{
points[index - 1] += delta;
points[index + 1] += delta;
}
}
else
{
if (index > 0)
{
points[index - 1] += delta;
}
if (index + 1 < points.Length)
{
points[index + 1] += delta;
}
}
}
points[index] = point;
EnforceMode(index);
}
public BezierControlPointMode GetControlPointMode(int index)
{
return modes[(index + 1) / 3];
}
public void SetControlPointMode(int index, BezierControlPointMode mode)
{
int modeIndex = (index + 1) / 3;
modes[modeIndex] = mode;
if (loop)
{
if (modeIndex == 0) {
modes[modes.Length - 1] = mode;
}
else if (modeIndex == modes.Length - 1) {
modes[0] = mode;
}
}
EnforceMode(index);
}
private void EnforceMode(int index)
{
int modeIndex = (index + 1) / 3;
BezierControlPointMode mode = modes[modeIndex];
if (mode == BezierControlPointMode.Free || !loop && (modeIndex == 0 || modeIndex == modes.Length - 1))
{
return;
}
int middleIndex = modeIndex * 3;
int fixedIndex, enforcedIndex;
if (index <= middleIndex)
{
fixedIndex = middleIndex - 1;
if (fixedIndex < 0)
{
fixedIndex = points.Length - 2;
}
enforcedIndex = middleIndex + 1;
if (enforcedIndex >= points.Length)
{
enforcedIndex = 1;
}
}else
{
fixedIndex = middleIndex + 1;
if (fixedIndex >= points.Length)
{
fixedIndex = 1;
}
enforcedIndex = middleIndex - 1;
if (enforcedIndex < 0)
{
enforcedIndex = points.Length - 2;
}
}
Vector3 middle = points[middleIndex];
Vector3 enforcedTangent = middle - points[fixedIndex];
if (mode == BezierControlPointMode.Aligned)
{
enforcedTangent = enforcedTangent.normalized * Vector3.Distance(middle, points[enforcedIndex]);
}
points[enforcedIndex] = middle + enforcedTangent;
}
public int CurveCount
{
get {
return (points.Length - 1) / 3;
}
}
public Vector3 GetPoint(float t)
{
int i;
if (t >= 1f)
{
t = 1f;
i = points.Length - 4;
}
else
{
t = Mathf.Clamp01(t) * CurveCount;
i = (int)t;
t -= i;
i *= 3;
}
return transform.TransformPoint(Bezier.GetPoint(points[i], points[i + 1], points[i + 2], points[i + 3], t));
}
public Vector3 GetVelocity(float t)
{
int i;
if (t >= 1f)
{
t = 1f;
i = points.Length - 4;
}
else
{
t = Mathf.Clamp01(t) * CurveCount;
i = (int)t;
t -= i;
i *= 3;
}
return transform.TransformPoint(Bezier.GetFirstDerivative(points[i], points[i + 1], points[i + 2], points[i + 3], t)) - transform.position;
}
public Vector3 GetDirection(float t)
{
return GetVelocity(t).normalized;
}
public void AddCurve ()
{
Vector3 point = points[points.Length - 1];
Array.Resize(ref points, points.Length + 3);
point.x += 1f;
points[points.Length - 3] = point;
point.x += 1f;
points[points.Length - 2] = point;
point.x += 1f;
points[points.Length - 1] = point;
Array.Resize(ref modes, modes.Length + 1);
modes[modes.Length - 1] = modes[modes.Length - 2];
EnforceMode(points.Length - 4);
if (loop)
{
points[points.Length - 1] = points[0];
modes[modes.Length - 1] = modes[0];
EnforceMode(0);
}
}
public void Reset()
{
points = new Vector3[] {
new Vector3(1f, 0f, 0f),
new Vector3(2f, 0f, 0f),
new Vector3(3f, 0f, 0f),
new Vector3(4f, 0f, 0f)
};
modes = new BezierControlPointMode[] {
BezierControlPointMode.Free,
BezierControlPointMode.Free
};
}
public void ComputeLengths()
{
int subDivisions = 100;
int totalSamples = points.Length * subDivisions;
// lets create lengths for each control point.
this.lengths = new float[totalSamples];
this.lengthsTime = new float[totalSamples];
float totalDistance = 0;
float CurrentTime = 0f;
Vector3 pos;
Vector3 lastPos = this.GetPoint (0f);
// go from the first, to the second to last
for (var i = 0; i < totalSamples - 1; i++)
{
CurrentTime = (1f * i) / totalSamples;
pos = this.GetPoint (CurrentTime);
float _delta = (pos - lastPos).magnitude;
totalDistance += _delta ;
this.lengths [i] = totalDistance;
this.lengthsTime [i] = CurrentTime;
lastPos = pos;
}
this.TotalLength = totalDistance;
}
public Vector3 GetPositionAtDistance(float distance,bool reverse = false)
{
if (reverse)
{
distance = this.TotalLength - distance;
}
distance = Mathf.Repeat (distance, this.TotalLength);
// make sure that we are within the total distance of the points
if(distance <= 0) return points[0];
if(distance >= this.TotalLength) return points[points.Length - 1];
// lets find the first point that is below the distance
// but, who's next point is above the distance
var index = 0;
while (index < lengths.Length -1 && lengths[index] < distance)
index++;
// Debug.Log("Index ="+index);
// get the percentage of travel from the current length to the next
// where the distance is.
//var deltaAmount = Mathf.InverseLerp(lengths[index-1], lengths[index], distance);
float deltaDistanceRatio = (distance-lengths[index-1])/(lengths [index] - lengths [index - 1]) ;
float deltaTime = (lengthsTime [index] - lengthsTime [index - 1]) * deltaDistanceRatio;
//float splineDistance = (lengths [index - 1] + (lengths [index] - lengths [index - 1]) * amount) / this.TotalLength;
return GetPoint(this.lengthsTime[index]+deltaTime);
// we use that, to get the actual point
// return Vector3.Lerp(points[index-1], points[index], amount);
}
}
}