mirror of
https://github.com/Cardidi/dotween-upm-fork.git
synced 2025-12-20 09:16:02 +08:00
Commit step for Cubic Bezier path decoder (under development and disabled for now)
This commit is contained in:
parent
f30937b6b6
commit
9beae472ee
@ -106,6 +106,7 @@
|
||||
<Compile Include="PathType.cs" />
|
||||
<Compile Include="Plugins\Color2Plugin.cs" />
|
||||
<Compile Include="Plugins\ColorWrapperPlugin.cs" />
|
||||
<Compile Include="Plugins\Core\PathCore\CubicBezierDecoder.cs" />
|
||||
<Compile Include="Plugins\Core\PathCore\ControlPoint.cs" />
|
||||
<Compile Include="Plugins\DoublePlugin.cs" />
|
||||
<Compile Include="Plugins\LongPlugin.cs" />
|
||||
|
||||
@ -14,6 +14,8 @@ namespace DG.Tweening
|
||||
/// <summary>Linear, composed of straight segments between each waypoint</summary>
|
||||
Linear,
|
||||
/// <summary>Curved path (which uses Catmull-Rom curves)</summary>
|
||||
CatmullRom
|
||||
CatmullRom,
|
||||
// /// <summary>Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)</summary>
|
||||
// CubicBezier // Under development
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,141 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/11/30 11:58
|
||||
// License Copyright (c) Daniele Giardini
|
||||
// This work is subject to the terms at http://dotween.demigiant.com/license.php
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DG.Tweening.Plugins.Core.PathCore
|
||||
{
|
||||
internal class CubicBezierDecoder : ABSPathDecoder
|
||||
{
|
||||
// wps must be in multiple of 3 (each waypoint has 2 control points), in this order:
|
||||
// - waypoint
|
||||
// - IN control point
|
||||
// - OUT control point
|
||||
internal override void FinalizePath(Path p, Vector3[] wps, bool isClosedPath)
|
||||
{
|
||||
int wpsLen = wps.Length;
|
||||
if (wpsLen < 6 || wpsLen % 3 != 0) {
|
||||
Debug.LogError("CubicBezier paths must contain waypoints in multiple of 3 (1: waypoint, 2: IN control point, 3: OUT control point)");
|
||||
return;
|
||||
}
|
||||
|
||||
int wpsOnlyLen = wpsLen / 3;
|
||||
// Store control points
|
||||
p.controlPoints = new ControlPoint[wpsOnlyLen];
|
||||
int cpIndex = 0;
|
||||
for (int i = 0; i < wpsLen; i+=3) {
|
||||
p.controlPoints[cpIndex] = new ControlPoint(wps[i+1], wps[i+2]);
|
||||
cpIndex++;
|
||||
}
|
||||
// Manage closed path
|
||||
if (isClosedPath) {
|
||||
// TODO Bezier Closed Path
|
||||
}
|
||||
// Store total subdivisions
|
||||
p.subdivisions = wpsOnlyLen * p.subdivisionsXSegment;
|
||||
// Store time to len tables
|
||||
SetTimeToLengthTables(p, p.subdivisions);
|
||||
// Store waypoints lengths
|
||||
SetWaypointsLengths(p, p.subdivisionsXSegment);
|
||||
|
||||
|
||||
// // Add starting and ending control points (uses only one vector per control point)
|
||||
// wpsLen = wps.Length;
|
||||
// if (p.controlPoints == null || p.controlPoints.Length != 2) p.controlPoints = new ControlPoint[2];
|
||||
// if (isClosedPath) {
|
||||
// p.controlPoints[0] = new ControlPoint(wps[wpsLen - 2], Vector3.zero);
|
||||
// p.controlPoints[1] = new ControlPoint(wps[1], Vector3.zero);
|
||||
// } else {
|
||||
// p.controlPoints[0] = new ControlPoint(wps[1], Vector3.zero);
|
||||
// Vector3 lastP = wps[wpsLen - 1];
|
||||
// Vector3 diffV = lastP - wps[wpsLen - 2];
|
||||
// p.controlPoints[1] = new ControlPoint(lastP + diffV, Vector3.zero);
|
||||
// }
|
||||
// // Store total subdivisions
|
||||
// p.subdivisions = wpsLen * p.subdivisionsXSegment;
|
||||
// // Store time to len tables
|
||||
// SetTimeToLengthTables(p, p.subdivisions);
|
||||
// // Store waypoints lengths
|
||||
// SetWaypointsLengths(p, p.subdivisionsXSegment);
|
||||
}
|
||||
|
||||
// controlPoints as a separate parameter so we can pass custom ones from SetWaypointsLengths
|
||||
internal override Vector3 GetPoint(float perc, Vector3[] wps, Path p, ControlPoint[] controlPoints)
|
||||
{
|
||||
int numSections = wps.Length - 1; // Considering also control points
|
||||
int tSec = (int)Math.Floor(perc * numSections);
|
||||
int currPt = numSections - 1;
|
||||
if (currPt > tSec) currPt = tSec;
|
||||
float u = perc * numSections - currPt;
|
||||
|
||||
Vector3 a = currPt == 0 ? controlPoints[0].a : wps[currPt - 1];
|
||||
Vector3 b = wps[currPt];
|
||||
Vector3 c = wps[currPt + 1];
|
||||
Vector3 d = currPt + 2 > wps.Length - 1 ? controlPoints[1].a : wps[currPt + 2];
|
||||
|
||||
return .5f * (
|
||||
(-a + 3f * b - 3f * c + d) * (u * u * u)
|
||||
+ (2f * a - 5f * b + 4f * c - d) * (u * u)
|
||||
+ (-a + c) * u
|
||||
+ 2f * b
|
||||
);
|
||||
}
|
||||
|
||||
internal void SetTimeToLengthTables(Path p, int subdivisions)
|
||||
{
|
||||
float pathLen = 0;
|
||||
float incr = 1f / subdivisions;
|
||||
float[] timesTable = new float[subdivisions];
|
||||
float[] lengthsTable = new float[subdivisions];
|
||||
Vector3 prevP = GetPoint(0, p.wps, p, p.controlPoints);
|
||||
for (int i = 1; i < subdivisions + 1; ++i) {
|
||||
float perc = incr * i;
|
||||
Vector3 currP = GetPoint(perc, p.wps, p, p.controlPoints);
|
||||
pathLen += Vector3.Distance(currP, prevP);
|
||||
prevP = currP;
|
||||
timesTable[i - 1] = perc;
|
||||
lengthsTable[i - 1] = pathLen;
|
||||
}
|
||||
|
||||
// Assign
|
||||
p.length = pathLen;
|
||||
p.timesTable = timesTable;
|
||||
p.lengthsTable = lengthsTable;
|
||||
}
|
||||
|
||||
internal void SetWaypointsLengths(Path p, int subdivisions)
|
||||
{
|
||||
// Create a relative path between each waypoint,
|
||||
// with its start and end control lines coinciding with the next/prev waypoints.
|
||||
int count = p.wps.Length;
|
||||
float[] wpLengths = new float[count];
|
||||
wpLengths[0] = 0;
|
||||
ControlPoint[] partialControlPs = new ControlPoint[2];
|
||||
Vector3[] partialWps = new Vector3[2];
|
||||
for (int i = 1; i < count; ++i) {
|
||||
// Create partial path
|
||||
partialControlPs[0].a = i == 1 ? p.controlPoints[0].a : p.wps[i - 2];
|
||||
partialWps[0] = p.wps[i - 1];
|
||||
partialWps[1] = p.wps[i];
|
||||
partialControlPs[1].a = i == count - 1 ? p.controlPoints[1].a : p.wps[i + 1];
|
||||
// Calculate length of partial path
|
||||
float partialLen = 0;
|
||||
float incr = 1f / subdivisions;
|
||||
Vector3 prevP = GetPoint(0, partialWps, p, partialControlPs);
|
||||
for (int c = 1; c < subdivisions + 1; ++c) {
|
||||
float perc = incr * c;
|
||||
Vector3 currP = GetPoint(perc, partialWps, p, partialControlPs);
|
||||
partialLen += Vector3.Distance(currP, prevP);
|
||||
prevP = currP;
|
||||
}
|
||||
wpLengths[i] = partialLen;
|
||||
}
|
||||
|
||||
// Assign
|
||||
p.wpLengths = wpLengths;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user