Beispiel #1
0
        private float3 GetWorldPosition(int index, float fractionAlongPath)
        {
            float3 p0, p1, p2, p3;

            GetSplineSectionInternal(index, out p0, out p1, out p2, out p3);

            return(CatmullRom.GetPosition(p0, p1, p2, p3, fractionAlongPath) + new float3(transform.position));
        }
Beispiel #2
0
    private void CatmullRomTest(MyVector3 posA, MyVector3 posB, MyVector3 handleA, MyVector3 handleB)
    {
        CatmullRom catmullRomCurve = new CatmullRom(posA, posB, handleA, handleB);

        //Store the interpolated values so we later can display them
        List <Vector3> positions = new List <Vector3>();
        List <Vector3> tangents  = new List <Vector3>();
        List <float>   tValues   = new List <float>();

        //Loop between 0 and 1 in steps, where 1 step is minimum
        //So if steps is 5 then the line will be cut in 5 sections
        int steps = 5;

        float stepSize = 1f / (float)steps;

        float t = 0f;

        //+1 becuase wa also have to include the first point
        for (int i = 0; i < steps + 1; i++)
        {
            //Debug.Log(t);

            MyVector3 interpolatedPos = CatmullRom.GetPosition(posA, posB, handleA, handleB, t);

            positions.Add(interpolatedPos.ToVector3());

            MyVector3 interpolatedTangent = CatmullRom.GetTangent(posA, posB, handleA, handleB, t);

            tangents.Add(interpolatedTangent.ToVector3());

            tValues.Add(t);

            t += stepSize;
        }


        List <InterpolationTransform> transforms = InterpolationTransform.GetTransforms_RotationMinimisingFrame(catmullRomCurve, tValues, MyVector3.Up);


        //Display
        //DisplayInterpolation.DisplayCurve(positions, useRandomColor: true);
        DisplayInterpolation.DisplayCurve(positions, Color.black);

        //The actual curve for comparison
        DisplayInterpolation.DisplayCurve(catmullRomCurve, Color.gray);

        //The control points
        //The start and end values and the handle points
        DisplayInterpolation.DisplayHandle(handleA.ToVector3(), posA.ToVector3());
        DisplayInterpolation.DisplayHandle(handleB.ToVector3(), posB.ToVector3());

        //Other stuff
        //DisplayInterpolation.DisplayDirections(positions, tangents, 1f, Color.blue);

        DisplayInterpolation.DisplayOrientations(transforms, 1f);
    }
            public void Execute(ref VehiclePathing p, ref VehicleTargetPosition pos, [ReadOnly] ref VehiclePhysicsState physicsState)
            {
                var rs = RoadSections[p.RoadIndex];

                float3 c0 = CatmullRom.GetPosition(rs.p0, rs.p1, rs.p2, rs.p3, p.curvePos);
                float3 c1 = CatmullRom.GetTangent(rs.p0, rs.p1, rs.p2, rs.p3, p.curvePos);
                float3 c2 = CatmullRom.GetConcavity(rs.p0, rs.p1, rs.p2, rs.p3, p.curvePos);

                float curveSpeed = length(c1);

                pos.IdealPosition = c0;
                pos.IdealSpeed    = p.speed;

                if (lengthsq(physicsState.Position - c0) < kMaxTetherSquared)
                {
                    p.curvePos += Constants.VehicleSpeedFudge / rs.arcLength * p.speed / curveSpeed * DeltaTimeSeconds;
                }
            }