コード例 #1
0
ファイル: CurvySplineGroup.cs プロジェクト: Kaiymu/OOS_Tools
    /// <summary>
    /// Gets the normalized tangent for a certain TF using a linear approximation
    /// </summary>
    /// <param name="tf">TF value identifying position in the group (0..1)</param>
    /// <returns>a tangent vector</returns>
    public override Vector3 GetTangentFast(float tf)
    {
        float       localTF;
        CurvySpline spl = TFToSpline(tf, out localTF);

        return(spl.GetTangentFast(localTF));
    }
コード例 #2
0
        void FixedUpdate()
        {
            if (Spline)
            {
                var v = Input.GetAxis("Vertical") * VSpeed;
                var h = Input.GetAxis("Horizontal") * HSpeed;

                Vector3 p;
                // get nearest TF and point on spline
                mTF = Spline.GetNearestPointTF(transform.localPosition, out p);
                // apply forward thrust along spline direction (tangent)
                if (v != 0)
                {
                    mRigidBody.AddForce(Spline.GetTangentFast(mTF) * v, ForceMode.Force);
                }
                // apply side thrust to left/right from the spline's "forward" vector
                if (h != 0)
                {
                    Vector3 offset = Spline.GetExtrusionPointFast(mTF, 1, 90);
                    Vector3 hdir   = p - offset;
                    mRigidBody.AddForce(hdir * h, ForceMode.Force);
                }
                if (Input.GetKeyDown(KeyCode.Space))
                {
                    mRigidBody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
                }

                // continously drag toward the spline to add some magic gravity
                mRigidBody.AddForce((Spline.Interpolate(mTF) - transform.localPosition) * CenterDrag, ForceMode.VelocityChange);
            }
        }
コード例 #3
0
ファイル: PlayerCarLines.cs プロジェクト: anto1192/TesiOk
    IEnumerator NavigationLine(float waitTime)
    {
        while (true)
        {
            yield return(new WaitForSeconds(waitTime));

            CurvySpline curvySpline = pathEnhanced.GetComponent <CurvySpline>();
            segmentsToSearch.Add(curSegment);
            segmentsToSearch.Add(curvySpline[curSegment.SegmentIndex + 1].GetComponent <CurvySplineSegment>());
            segmentsToSearch.Add(curvySpline[curSegment.SegmentIndex - 1].GetComponent <CurvySplineSegment>());

            //float carTf = curvySpline.GetNearestPointTFExt(transform.position, segmentsToSearch.ToArray());
            float carTf = curvySpline.GetNearestPointTF(transform.position);

            Lane lane = MonitorLane(curvySpline.GetTangentFast(carTf));
            if (lane == Lane.RIGHT)
            {
                linesUtilsAlt.DrawLine(gameObject, curvySpline, carTf);
            }
            else
            {
                linesUtilsAlt.LineRend.positionCount = 0; //delete the LineRenderer
            }
            curSegment = curvySpline.TFToSegment(carTf);
            segmentsToSearch.Clear();
        }
    }
コード例 #4
0
ファイル: PlayerCarLines.cs プロジェクト: anto1192/TesiOk
    IEnumerator LaneKeeping(float waitTime)
    {
        while (true)
        {
            yield return(new WaitForSeconds(waitTime));

            RaycastHit  hit;
            CurvySpline curvySpline             = null;
            CurvySpline pathEnhancedCurvySpline = null;
            if (Physics.Raycast(rayCastPos.position, rayCastPos.TransformDirection(-Vector3.up), out hit, 10.0f, 1 << LayerMask.NameToLayer("Graphics")))
            {
                curvySpline             = hit.collider.gameObject.GetComponent <CurvySpline>();
                pathEnhancedCurvySpline = pathEnhanced.GetComponent <CurvySpline>();
                if (curvySpline.IsInitialized && pathEnhancedCurvySpline.IsInitialized)
                {
                    float carTf  = curvySpline.GetNearestPointTF(transform.position); //determine the nearest t of the car with respect to the centerLine
                    float carTf2 = pathEnhancedCurvySpline.GetNearestPointTF(transform.position);
                    float dist   = Vector3.Distance(transform.position, curvySpline.Interpolate(carTf));
                    Lane  lane   = MonitorLane(pathEnhancedCurvySpline.GetTangentFast(carTf2)); //this is to understand if I am partially in the oncoming lane
                    if (dist < 4.0f && lane == Lane.RIGHT)
                    {
                        linesUtilsAlt.CenterLineColor = linesUtilsAlt.ChangeMatByDistance(dist / 4.0f);
                        SetDashBoardColor(dist, 4.0f);
                    }

                    else if (dist >= 4.0f && lane == Lane.RIGHT)
                    {
                        linesUtilsAlt.CenterLineColor = new Color32(0x00, 0xFF, 0x00, 0x00);
                        laneState = LaneState.GREEN;
                    }

                    else if (lane == Lane.OPPOSITE)
                    {
                        linesUtilsAlt.CenterLineColor = new Color32(0xFF, 0x00, 0x00, 0xFF);
                        laneState = LaneState.RED;
                    }

                    linesUtilsAlt.DrawCenterLine(carTf, MonitorLane(curvySpline.GetTangentFast(carTf)), curvySpline, ResourceHandler.instance.sprites[33].texture);
                }
            }
            else
            {
                laneState = LaneState.GREEN;
            }
        }
    }
コード例 #5
0
        protected CGData GetSplineData(CurvySpline spline, bool fullPath, CGDataRequestRasterization raster, CGDataRequestMetaCGOptions options)
        {
            if (spline == null || spline.Count == 0)
            {
                return(null);
            }
            List <ControlPointOption> optionsSegs = new List <ControlPointOption>();
            int   materialID = 0;
            float maxStep    = float.MaxValue;

            var data = (fullPath) ? new CGPath() : new CGShape();
            // calc start & end point (distance)
            float startDist;
            float endDist;

            getRange(spline, raster, out startDist, out endDist);

            float stepDist = (endDist - startDist) / (raster.Resolution - 1);

            data.Length = endDist - startDist;

            // initialize with start TF
            float tf      = spline.DistanceToTF(startDist);
            float startTF = tf;
            float endTF   = (endDist > spline.Length && spline.Closed) ? spline.DistanceToTF(endDist - spline.Length) + 1 : spline.DistanceToTF(endDist);

            // Set properties
            data.SourceIsManaged = IsManagedResource(spline);
            data.Closed          = spline.Closed;
            data.Seamless        = spline.Closed && raster.Length == 1;


            if (data.Length == 0)
            {
                return(data);
            }

            // Scan input spline and fetch a list of control points that provide special options (Hard Edge, MaterialID etc...)
            if (options)
            {
                optionsSegs = CGUtility.GetControlPointsWithOptions(options,
                                                                    spline,
                                                                    startDist,
                                                                    endDist,
                                                                    raster.Mode == CGDataRequestRasterization.ModeEnum.Optimized,
                                                                    out materialID,
                                                                    out maxStep);
            }

            // Setup vars
            List <SamplePointUData> extendedUVData = new List <SamplePointUData>();
            List <Vector3>          pos            = new List <Vector3>();
            List <float>            relF           = new List <float>();
            List <float>            sourceF        = new List <float>();
            List <Vector3>          tan            = new List <Vector3>();
            List <Vector3>          up             = new List <Vector3>();
            float      curDist = startDist;
            Vector3    curPos;
            float      curF;
            Vector3    curTan    = Vector3.zero;
            Vector3    curUp     = Vector3.zero;
            List <int> softEdges = new List <int>();



            int dead = 100000;

            raster.Resolution = Mathf.Max(raster.Resolution, 2);
            switch (raster.Mode)
            {
            case CGDataRequestRasterization.ModeEnum.Even:
                #region --- Even ---
                // we advance the spline using a fixed distance

                bool dupe = false;
                // we have at least one Material Group
                SamplePointsMaterialGroup grp = new SamplePointsMaterialGroup(materialID);
                // and at least one patch within that group
                SamplePointsPatch patch = new SamplePointsPatch(0);
                var clampMode           = (data.Closed) ? CurvyClamping.Loop : CurvyClamping.Clamp;

                while (curDist <= endDist && --dead > 0)
                {
                    tf     = spline.DistanceToTF(spline.ClampDistance(curDist, clampMode));
                    curPos = (UseCache) ? spline.InterpolateFast(tf) : spline.Interpolate(tf);
                    curF   = (curDist - startDist) / data.Length;//curDist / endDist;
                    if (Mathf.Approximately(1, curF))
                    {
                        curF = 1;
                    }

                    pos.Add(curPos);
                    relF.Add(curF);
                    sourceF.Add(curDist / spline.Length);
                    if (fullPath)     // add path values
                    {
                        curTan = (UseCache) ? spline.GetTangentFast(tf) : spline.GetTangent(tf, curPos);
                        curUp  = spline.GetOrientationUpFast(tf);
                        tan.Add(curTan);
                        up.Add(curUp);
                    }
                    if (dupe)     // HardEdge, IncludeCP, MaterialID changes etc. need an extra vertex
                    {
                        pos.Add(curPos);
                        relF.Add(curF);
                        sourceF.Add(curDist / spline.Length);
                        if (fullPath)
                        {
                            tan.Add(curTan);
                            up.Add(curUp);
                        }
                        dupe = false;
                    }
                    // Advance
                    curDist += stepDist;

                    // Check next Sample Point's options. If the next point would be past a CP with options
                    if (optionsSegs.Count > 0 && curDist >= optionsSegs[0].Distance)
                    {
                        if (optionsSegs[0].UVEdge || optionsSegs[0].UVShift)
                        {
                            extendedUVData.Add(new SamplePointUData(pos.Count, optionsSegs[0].UVEdge, optionsSegs[0].FirstU, optionsSegs[0].SecondU));
                        }
                        // clamp point at CP and maybe duplicate the next sample point
                        curDist = optionsSegs[0].Distance;
                        dupe    = optionsSegs[0].HardEdge || optionsSegs[0].MaterialID != grp.MaterialID || (options.CheckExtendedUV && optionsSegs[0].UVEdge);
                        // end the current patch...
                        if (dupe)
                        {
                            patch.End = pos.Count;
                            grp.Patches.Add(patch);
                            // if MaterialID changes, we start a new MaterialGroup
                            if (grp.MaterialID != optionsSegs[0].MaterialID)
                            {
                                data.MaterialGroups.Add(grp);
                                grp = new SamplePointsMaterialGroup(optionsSegs[0].MaterialID);
                            }
                            // in any case we start a new patch
                            patch = new SamplePointsPatch(pos.Count + 1);
                            if (!optionsSegs[0].HardEdge)
                            {
                                softEdges.Add(pos.Count + 1);
                            }
                            // Extended UV
                            if (optionsSegs[0].UVEdge || optionsSegs[0].UVShift)
                            {
                                extendedUVData.Add(new SamplePointUData(pos.Count + 1, optionsSegs[0].UVEdge, optionsSegs[0].FirstU, optionsSegs[0].SecondU));
                            }
                        }
                        // and remove the CP from the options
                        optionsSegs.RemoveAt(0);
                    }

                    // Ensure last sample point position is at the desired end distance
                    if (curDist > endDist && curF < 1)     // next loop curF will be 1
                    {
                        curDist = endDist;
                    }
                }
                if (dead <= 0)
                {
                    Debug.LogError("[Curvy] He's dead, Jim! Deadloop in SplineInputModuleBase.GetSplineData (Even)! Please send a bug report!");
                }
                // store the last open patch
                patch.End = pos.Count - 1;
                grp.Patches.Add(patch);
                // ExplicitU on last Vertex?
                //if (optionsSegs.Count > 0 && optionsSegs[0].UVShift)
                //    extendedUVData.Add(new SamplePointUData(pos.Count - 1, optionsSegs[0].UVEdge, optionsSegs[0].FirstU, optionsSegs[0].SecondU));
                // if path is closed and no hard edges involved, we need to smooth first normal
                if (data.Closed && !spline[0].GetMetadata <MetaCGOptions>(true).HardEdge)
                {
                    softEdges.Add(0);
                }
                data.MaterialGroups.Add(grp);
                // fill data
                data.SourceF  = sourceF.ToArray();
                data.F        = relF.ToArray();
                data.Position = pos.ToArray();
                if (fullPath)
                {
                    ((CGPath)data).Direction = tan.ToArray();
                    data.Normal = up.ToArray();
                }
                #endregion
                break;

            case CGDataRequestRasterization.ModeEnum.Optimized:
                #region --- Optimized ---
                dupe = false;
                // we have at least one Material Group
                grp = new SamplePointsMaterialGroup(materialID);
                // and at least one patch within that group
                patch = new SamplePointsPatch(0);
                float stepSizeTF = stepDist / spline.Length;

                float maxAngle = raster.AngleThreshold;
                float stopAt;
                bool  atStopPoint;
                curPos = spline.Interpolate(tf);
                curTan = spline.GetTangent(tf, curPos);

                var addPoint = new System.Action <float>((float f) =>
                {
                    sourceF.Add(curDist / spline.Length);
                    pos.Add(curPos);
                    relF.Add((curDist - startDist) / data.Length);
                    if (fullPath)
                    {
                        tan.Add(curTan);
                        up.Add(spline.GetOrientationUpFast(f));
                    }
                });

                while (tf < endTF && dead-- > 0)
                {
                    addPoint(tf % 1);

                    // Advance
                    stopAt = (optionsSegs.Count > 0) ? optionsSegs[0].TF : endTF;

                    atStopPoint = spline.MoveByAngleExtINTERNAL(ref tf, Generator.MinDistance, maxStep, maxAngle, out curPos, out curTan, out stepDist, stopAt, data.Closed, stepSizeTF);
                    curDist    += stepDist;
                    if (Mathf.Approximately(tf, endTF) || tf > endTF)
                    {
                        curDist = endDist;
                        endTF   = (data.Closed) ? DTMath.Repeat(endTF, 1) : Mathf.Clamp01(endTF);
                        curPos  = spline.Interpolate(endTF);
                        if (fullPath)
                        {
                            curTan = spline.GetTangent(endTF, curPos);
                        }
                        addPoint(endTF);
                        break;
                    }
                    if (atStopPoint)
                    {
                        if (optionsSegs.Count > 0)
                        {
                            if (optionsSegs[0].UVEdge || optionsSegs[0].UVShift)
                            {
                                extendedUVData.Add(new SamplePointUData(pos.Count, optionsSegs[0].UVEdge, optionsSegs[0].FirstU, optionsSegs[0].SecondU));
                            }
                            // clamp point at CP and maybe duplicate the next sample point
                            curDist = optionsSegs[0].Distance;
                            maxStep = (optionsSegs[0].MaxStepDistance);
                            dupe    = optionsSegs[0].HardEdge || optionsSegs[0].MaterialID != grp.MaterialID || (options.CheckExtendedUV && optionsSegs[0].UVEdge);
                            if (dupe)
                            {
                                // end the current patch...
                                patch.End = pos.Count;
                                grp.Patches.Add(patch);
                                // if MaterialID changes, we start a new MaterialGroup
                                if (grp.MaterialID != optionsSegs[0].MaterialID)
                                {
                                    data.MaterialGroups.Add(grp);
                                    grp = new SamplePointsMaterialGroup(optionsSegs[0].MaterialID);
                                }


                                // in any case we start a new patch
                                patch = new SamplePointsPatch(pos.Count + 1);
                                if (!optionsSegs[0].HardEdge)
                                {
                                    softEdges.Add(pos.Count + 1);
                                }
                                // Extended UV
                                if (optionsSegs[0].UVEdge || optionsSegs[0].UVShift)
                                {
                                    extendedUVData.Add(new SamplePointUData(pos.Count + 1, optionsSegs[0].UVEdge, optionsSegs[0].FirstU, optionsSegs[0].SecondU));
                                }
                                addPoint(tf);
                            }
                            // and remove the CP from the options
                            optionsSegs.RemoveAt(0);
                        }
                        else
                        {
                            addPoint(tf);
                            break;
                        }
                    }
                }
                if (dead <= 0)
                {
                    Debug.LogError("[Curvy] He's dead, Jim! Deadloop in SplineInputModuleBase.GetSplineData (Optimized)! Please send a bug report!");
                }
                // store the last open patch
                patch.End = pos.Count - 1;
                grp.Patches.Add(patch);
                // ExplicitU on last Vertex?
                if (optionsSegs.Count > 0 && optionsSegs[0].UVShift)
                {
                    extendedUVData.Add(new SamplePointUData(pos.Count - 1, optionsSegs[0].UVEdge, optionsSegs[0].FirstU, optionsSegs[0].SecondU));
                }
                // if path is closed and no hard edges involved, we need to smooth first normal
                if (data.Closed && !spline[0].GetMetadata <MetaCGOptions>(true).HardEdge)
                {
                    softEdges.Add(0);
                }
                data.MaterialGroups.Add(grp);
                // fill data
                data.SourceF  = sourceF.ToArray();
                data.F        = relF.ToArray();
                data.Position = pos.ToArray();
                data.Bounds   = spline.Bounds;

                if (fullPath)
                {
                    ((CGPath)data).Direction = tan.ToArray();
                    data.Normal = up.ToArray();
                }
                #endregion
                break;
            }
            data.Map = (float[])data.F.Clone();
            if (!fullPath)
            {
                data.RecalculateNormals(softEdges);
                if (options && options.CheckExtendedUV)
                {
                    CalculateExtendedUV(spline, startTF, endTF, extendedUVData, data);
                }
            }
            return(data);
        }