Velocity() public static method

public static Velocity ( Vector3 pts, float t ) : Vector3
pts Vector3
t float
return Vector3
Beispiel #1
0
 public static Vector3 Velocity(Path pts, float t, Easing.EaseType easeType = Easing.EaseType.linear)
 {
     t = Easing.ease(easeType, t);
     if (pts.Length == 0)
     {
         return(Vector3.zero);
     }
     else if (pts.Length == 1)
     {
         return(pts[0]);
     }
     else if (pts.Length == 2)
     {
         return(Vector3.Lerp(pts[0], pts[1], t));
     }
     else if (pts.Length == 3)
     {
         return(QuadBez.Velocity(pts[0], pts[2], pts[1], t));
     }
     else if (pts.Length == 4)
     {
         return(CubicBez.Velocity(pts[0], pts[3], pts[1], pts[2], t));
     }
     else
     {
         return(CRSpline.Velocity(Wrap(pts), t));
     }
 }
Beispiel #2
0
 public static Vector3 Velocity(Path pts, float t, EasingType ease = EasingType.Linear, bool easeIn = true, bool easeOut = true)
 {
     t = Ease(t);
     if (pts.Length == 0)
     {
         return(Vector3.zero);
     }
     else if (pts.Length == 1)
     {
         return(pts[0]);
     }
     else if (pts.Length == 2)
     {
         return(Vector3.Lerp(pts[0], pts[1], t));
     }
     else if (pts.Length == 3)
     {
         return(QuadBez.Velocity(pts[0], pts[2], pts[1], t));
     }
     else if (pts.Length == 4)
     {
         return(CubicBez.Velocity(pts[0], pts[3], pts[1], pts[2], t));
     }
     else
     {
         return(CRSpline.Velocity(Wrap(pts), t));
     }
 }
Beispiel #3
0
    public static void GizmoDraw(Vector3[] pts, float t)
    {
        Gizmos.color = Color.white;
        Vector3 to = CRSpline.Interp(pts, 0f);

        for (int i = 1; i <= 20; i++)
        {
            float   t2     = (float)i / 20f;
            Vector3 vector = CRSpline.Interp(pts, t2);
            Gizmos.DrawLine(vector, to);
            to = vector;
        }
        Gizmos.color = Color.blue;
        Vector3 vector2 = CRSpline.Interp(pts, t);

        Gizmos.DrawLine(vector2, vector2 + CRSpline.Velocity(pts, t));
    }
Beispiel #4
0
	void generateMesh()
	{		
		if(meshPrefab==null)
			return;
		List<Vector3> vertices=new List<Vector3>();
		List<int>[] triangles=new List<int>[3];
		triangles[0]=new List<int>();
		triangles[1]=new List<int>();
		triangles[2]=new List<int>();
		List<Vector2> uv=new List<Vector2>();
		List<Vector3> normals=new List<Vector3>();
		List<Vector4> tangents=new List<Vector4>();
		
		CRSpline posSpline = new CRSpline( path.getPositions() );
		//CRSpline rotSpline = new CRSpline( path.getRotations() );
		
		Mesh[] mesh=new Mesh[3];
		mesh[0]=meshPrefab.FindChild("start").GetComponent<MeshFilter>().sharedMesh;
		mesh[1]=meshPrefab.FindChild("middle").GetComponent<MeshFilter>().sharedMesh;
		mesh[2]=meshPrefab.FindChild("end").GetComponent<MeshFilter>().sharedMesh;
		
		Vector3[][] meshVertices=new Vector3[3][];
		int[][] meshTriangles=new int[3][];
		Vector2[][] meshUv=new Vector2[3][];
		Vector3[][] meshNormals=new Vector3[3][];
		Vector4[][] meshTangents=new Vector4[3][];
		
		float[] max=new float[3];
		
		for(int i=0;i<3;i++)
		{
			meshVertices[i]=mesh[i].vertices;
			meshTriangles[i]=mesh[i].GetTriangles(0);
			meshUv[i]=mesh[i].uv;
			meshNormals[i]=mesh[i].normals;
			meshTangents[i]=mesh[i].tangents;
			
			for(int vi=0;vi<meshTriangles[i].Length;vi++)
			{
				if(meshVertices[i][meshTriangles[i][vi]].x>max[i])
					max[i]=meshVertices[i][meshTriangles[i][vi]].x;
			}
		}
		
		float cursor=0;
		int vertI=0;
		
		int meshI=0;
		if(path.round)
			meshI=1;
		bool last=false;
		//float scale=1;
		while(true)
		{
			if(meshI==2)
				break;
			if(getT(cursor+max[meshI])<1.0f || last)
			{
				if(last)
				{
					//scale=1.0f/(getT(cursor+max[meshI])-getT(cursor))*(1.0f-getT(cursor));
					
				}
				if(getT(cursor+max[meshI]+max[2])>1.0f && !path.round)
					meshI=2;
					
				for(int i=0;i<meshTriangles[meshI].Length;i++)
				{
					triangles[meshI].Add(vertI+meshTriangles[meshI][i]);
				}
				vertI+=mesh[meshI].vertexCount;
				
				for(int i=0;i<meshVertices[meshI].Length;i++)
				{
					float vertexCursor=cursor+Mathf.Max(meshVertices[meshI][i].x,0);
					float t=getT(vertexCursor);
					Vector3 vPos=posSpline.Interp(t);
					Vector3 look=posSpline.Velocity(t).normalized;
					
					Quaternion r=Quaternion.LookRotation(look);
					r=Quaternion.Euler(0,-90,0)*Quaternion.Euler(r.eulerAngles.z,(r.eulerAngles.y),-r.eulerAngles.x);
				
					Vector3 localVert=meshVertices[meshI][i];
					localVert.x=0;
					Vector3 vert=(r*localVert)+(vPos-transform.position);
					//vert.x-=middleVertices[i].x;
					
					//Debug.Log(t);
					vertices.Add(vert);
					
					uv.Add(meshUv[meshI][i]);
					normals.Add(r*meshNormals[meshI][i]);
					tangents.Add(r*meshTangents[meshI][i]);
				}
				//Debug.Log(max);
				cursor+=max[meshI];
				
				if(meshI==0)
					meshI=1;
					
				if(last)
					break;
			}
			else
			{
				if(!last)
					last=true;
				else
					break;
			}
			
		}
		
		Mesh finalMesh=new Mesh();
		finalMesh.vertices=vertices.ToArray();
		finalMesh.subMeshCount=3;
		finalMesh.SetTriangles(triangles[0].ToArray(),0);
		finalMesh.SetTriangles(triangles[1].ToArray(),1);
		finalMesh.SetTriangles(triangles[2].ToArray(),2);
		finalMesh.uv=uv.ToArray();
		finalMesh.normals=normals.ToArray();
		finalMesh.tangents=tangents.ToArray();
		GetComponent<MeshFilter>().sharedMesh=finalMesh;
		
		Material[] sharedMaterials=new Material[3];
		sharedMaterials[0]=meshPrefab.FindChild("start").GetComponent<MeshRenderer>().sharedMaterial;
		sharedMaterials[1]=meshPrefab.FindChild("middle").GetComponent<MeshRenderer>().sharedMaterial;
		sharedMaterials[2]=meshPrefab.FindChild("end").GetComponent<MeshRenderer>().sharedMaterial;
		
		GetComponent<Renderer>().sharedMaterials=sharedMaterials;
	}
Beispiel #5
0
	protected void easePath(  )
	{
		positionSpline = new CRSpline( path.getPositions() );
		rotationSpline = new CRSpline( path.getRotations() );
		
		float startI=(1.0f/(positionSpline.pts.Length-3))*(pathStartNode-1);
		float endI=(1.0f/(positionSpline.pts.Length-3))*(pathEndNode-1);
		
		float i=startI+ ((endI-startI)*normalizedTime);
		
		Vector3 newPos = positionSpline.Interp( i );
		if (transform==null)
		{
			Debug.Log("EasePath error: "+easingGroup + " " + animationCurveName);
			return;
		}
		if(space==Space.World)
			transform.position = newPos;
		else
			transform.localPosition = newPos;
		
		if( lookAtTransform!= null )
		{
			transform.LookAt( lookAtTransform, vectorUp );
		}
		else if( pathAlignWithSpeed )
		{
			Vector3 velVector = positionSpline.Velocity( i);
			if(space==Space.World)
				transform.rotation = Quaternion.LookRotation( velVector );
			else
				transform.localRotation = Quaternion.LookRotation( velVector );
		}
		else
		{
			Vector3 newRot = rotationSpline.Interp( i );
			if(space==Space.World)
				transform.rotation = Quaternion.Euler( newRot );
			else
				transform.localRotation = Quaternion.Euler( newRot );
		}	
		
	}