//
        // Split a curve into sections with some resolution
        //

        //Steps is the number of sections we are going to split the curve in
        //So the number of interpolated values are steps + 1
        //tEnd is where we want to stop measuring if we dont want to split the entire curve, so tEnd is maximum of 1
        public static List <Vector3> SplitCurve(_Curve curve, int steps, float tEnd)
        {
            //Store the interpolated values so we later can display them
            List <Vector3> interpolatedPositions = new List <Vector3>();

            //Loop between 0 and tStop in steps. If tStop is 1 we loop through the entire curve
            //1 step is minimum, so if steps is 5 then the line will be cut in 5 sections
            float stepSize = tEnd / (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);

                Vector3 interpolatedValue = curve.GetPosition(t);

                interpolatedPositions.Add(interpolatedValue);

                t += stepSize;
            }

            return(interpolatedPositions);
        }
        //
        // Estimate the derivative at point t
        //
        //https://www.youtube.com/watch?v=pHMzNW8Agq4
        public static float EstimateDerivative(_Curve curve, float t)
        {
            //We can estimate the derivative by taking a step in each direction of the point we are interested in
            //Should be around this number
            float derivativeStepSize = 0.0001f;

            Vector3 valueMinus = curve.GetPosition(t - derivativeStepSize);
            Vector3 valuePlus  = curve.GetPosition(t + derivativeStepSize);

            //Have to multiply by two because we are taking a step in each direction
            Vector3 derivativeVector = (valuePlus - valueMinus) * (1f / (derivativeStepSize * 2f));


            float derivative = Vector3.Magnitude(derivativeVector);


            return(derivative);
        }
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        public static InterpolationTransform GetTransform_FrenetNormal(_Curve curve, float t)
        {
            //Position on the curve at point t
            Vector3 pos = curve.GetPosition(t);

            //Forward direction (tangent) on the curve at point t
            Vector3 forwardDir = curve.GetTangent(t);

            Vector3 secondDerivativeVec = curve.GetSecondDerivativeVec(t);

            MyQuaternion orientation = InterpolationTransform.GetOrientation_FrenetNormal(forwardDir, secondDerivativeVec);


            InterpolationTransform trans = new InterpolationTransform(pos, orientation);

            return(trans);
        }
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        //
        // Alternative 1.5. Similar to Alternative 1, but we know the up vector at both the start and end position
        //

        public static InterpolationTransform GetTransform_InterpolateBetweenUpVectors(
            _Curve curve, float t, Vector3 upRefStart, Vector3 upRefEnd)
        {
            //Position on the curve at point t
            Vector3 pos = curve.GetPosition(t);

            //Forward direction (tangent) on the curve at point t
            Vector3 forwardDir = curve.GetTangent(t);

            //Interpolate between the start and end up vector to get an up vector at a t position
            Vector3 interpolatedUpDir = Vector3.Normalize(BezierLinear.GetPosition(upRefStart, upRefEnd, t));

            MyQuaternion orientation = InterpolationTransform.GetOrientation_UpRef(forwardDir, interpolatedUpDir);

            InterpolationTransform trans = new InterpolationTransform(pos, orientation);

            return(trans);
        }
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        public static InterpolationTransform GetTransform_UpRef(_Curve curve, float t, Vector3 upRef)
        {
            //Position on the curve at point t
            Vector3 pos = curve.GetPosition(t);

            //Forward direction (tangent) on the curve at point t
            Vector3 forwardDir = curve.GetTangent(t);

            //A simple way to get the other directions is to use LookRotation with just forward dir as parameter
            //Then the up direction will always be the world up direction, and it calculates the right direction
            //This idea is not working for all possible curve orientations
            //MyQuaternion orientation = new MyQuaternion(forwardDir);

            //Your own reference up vector
            MyQuaternion orientation = InterpolationTransform.GetOrientation_UpRef(forwardDir, upRef);

            InterpolationTransform trans = new InterpolationTransform(pos, orientation);

            return(trans);
        }
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        //Not defined for a single point, you always need a previous transform
        //public static InterpolationTransform InterpolationTransform GetTransform_RotationMinimisingFrame()
        //{

        //}


        public static List <InterpolationTransform> GetTransforms_RotationMinimisingFrame(_Curve curve, List <float> tValues, Vector3 upRef)
        {
            List <InterpolationTransform> transforms = new List <InterpolationTransform>();

            for (int i = 0; i < tValues.Count; i++)
            {
                float t = tValues[i];

                //Position on the curve at point t
                Vector3 position = curve.GetPosition(t);

                //Forward direction (tangent) on the curve at point t
                Vector3 tangent = curve.GetTangent(t);

                //At first pos we dont have a previous transform
                if (i == 0)
                {
                    //Just use one of the other algorithms available to generate a transform at a single position
                    MyQuaternion orientation = InterpolationTransform.GetOrientation_UpRef(tangent, upRef);

                    InterpolationTransform transform = new InterpolationTransform(position, orientation);

                    transforms.Add(transform);
                }
                else
                {
                    //To calculate the orientation for this point, we need data from the previous point on the curve
                    InterpolationTransform previousTransform = transforms[i - 1];

                    MyQuaternion orientation = InterpolationTransform.GetOrientation_RotationFrame(position, tangent, previousTransform);

                    InterpolationTransform transform = new InterpolationTransform(position, orientation);

                    transforms.Add(transform);
                }
            }

            return(transforms);
        }