Exemplo n.º 1
0
    private void BezierCubicTest(MyVector3 posA, MyVector3 posB, MyVector3 handleA, MyVector3 handleB)
    {
        //Store the interpolated values so we later can display them
        List <Vector3> interpolatedValues = new List <Vector3>();

        //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 = 20;

        float t_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 = BezierCubic.GetPosition(posA, posB, handleA, handleB, t);

            interpolatedValues.Add(interpolatedPos.ToVector3());

            t += t_stepSize;
        }


        //The curve
        DisplayInterpolation.DisplayCurve(interpolatedValues, useRandomColor: true);

        //The start and end values and the handle points
        DisplayInterpolation.DisplayHandle(handleA.ToVector3(), posA.ToVector3());
        DisplayInterpolation.DisplayHandle(handleB.ToVector3(), posB.ToVector3());
    }
Exemplo n.º 2
0
    private void BezierLinearTest(MyVector3 posA, MyVector3 posB)
    {
        //Store the interpolated values so we later can display them
        List <Vector3> interpolatedValues = new List <Vector3>();

        //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 interpolatedValue = BezierLinear.GetPosition(posA, posB, t);

            interpolatedValues.Add(interpolatedValue.ToVector3());

            t += stepSize;
        }


        DisplayInterpolation.DisplayCurve(interpolatedValues, useRandomColor: true);
    }
Exemplo n.º 3
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 public bool DeepEquals(StatGroupScaledStat other)
 {
     return(other != null &&
            DisplayAsNumeric == other.DisplayAsNumeric &&
            DisplayInterpolation.DeepEqualsReadOnlyCollections(other.DisplayInterpolation) &&
            MaximumValue == other.MaximumValue &&
            Stat.DeepEquals(other.Stat));
 }
Exemplo n.º 4
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);
    }
Exemplo n.º 5
0
    //Interpolation between values
    private void OtherInterpolations(MyVector3 a, MyVector3 b)
    {
        //Store the interpolated values so we later can display them
        List <Vector3> interpolatedValues = new List <Vector3>();

        //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 = 10;

        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);

            //Ease out
            //float interpolatedValueX = _Interpolation.Sinerp(a.x, b.x, t);
            //float interpolatedValueZ = _Interpolation.Sinerp(a.z, b.z, t);


            //Ease in
            //float interpolatedValueX = _Interpolation.Coserp(a.x, b.x, t);
            //float interpolatedValueZ = _Interpolation.Coserp(a.z, b.z, t);


            //Exponential
            //float interpolatedValueX = _Interpolation.Eerp(a.x, b.x, t);
            //float interpolatedValueZ = _Interpolation.Eerp(a.z, b.z, t);


            //Smoothstep and Smootherstep
            float interpolatedValueX = _Interpolation.Smoothersteperp(a.x, b.x, t);
            float interpolatedValueZ = _Interpolation.Smoothersteperp(a.z, b.z, t);


            //Similar to bezier cubic
            //float handleA = 0f;
            //float handleB = 0.5f;
            //float interpolatedValueX = _Interpolation.CubicBezierErp(a.x, b.x, handleA, handleB, t);
            //float interpolatedValueZ = _Interpolation.CubicBezierErp(a.z, b.z, handleA, handleB, t);

            Vector3 interpolatedPos = new Vector3(interpolatedValueX, 0f, interpolatedValueZ);

            interpolatedValues.Add(interpolatedPos);

            t += stepSize;
        }


        DisplayInterpolation.DisplayCurve(interpolatedValues, useRandomColor: true);
    }
Exemplo n.º 6
0
    private void BezierQuadraticTest(MyVector3 posA, MyVector3 posB, MyVector3 handle)
    {
        //Store the interpolated values so we later can display them
        List <Vector3> interpolatedValues = new List <Vector3>();

        //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 = 10;

        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 interpolatedValue = BezierQuadratic.GetPosition(posA, posB, handle, t);

            interpolatedValues.Add(interpolatedValue.ToVector3());

            t += stepSize;
        }


        //Display the curve
        DisplayInterpolation.DisplayCurve(interpolatedValues, useRandomColor: true);

        //Display the start and end values and the handle points
        DisplayInterpolation.DisplayHandle(handle.ToVector3(), posA.ToVector3());
        DisplayInterpolation.DisplayHandle(handle.ToVector3(), posB.ToVector3());



        //Display other related data
        //Get the forwrd dir of the point at t and display it
        MyVector3 forwardDir = BezierQuadratic.GetTangent(posA, posB, handle, tSliderValue);

        MyVector3 slidePos = BezierQuadratic.GetPosition(posA, posB, handle, tSliderValue);

        Gizmos.color = Color.blue;

        Gizmos.DrawRay(slidePos.ToVector3(), forwardDir.ToVector3());

        Gizmos.color = Color.red;

        Gizmos.DrawWireSphere(slidePos.ToVector3(), 0.15f);
    }
Exemplo n.º 7
0
    //Uses transforms as start and end position, the length of the handles is determines by the z scale of each transform
    private void BezierCubicTest_Transform(InterpolationTransform transA, InterpolationTransform transB, float scaleA, float scaleB)
    {
        MyVector3 posA = transA.position;
        MyVector3 posB = transB.position;

        //The forward vector should move along from a to b
        MyVector3 handleA = posA + transA.Forward * scaleA;
        MyVector3 handleB = posB + -transB.Forward * scaleB;

        BezierCubic curve = new BezierCubic(posA, posB, handleA, handleB);

        //The interpolated values
        List <Vector3> positions = 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 = 30;

        float t_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 = BezierCubic.GetPosition(posA, posB, handleA, handleB, t);

            positions.Add(interpolatedPos.ToVector3());

            tValues.Add(t);

            t += t_stepSize;
        }

        //Different orientation algorithms
        List <InterpolationTransform> transforms = InterpolationTransform.GetTransforms_InterpolateBetweenUpVectors(curve, tValues, transA.Up, transB.Up);

        //List<InterpolationTransform> transforms = InterpolationTransform.GetTransforms_UpRef(curve, tValues, transA.Up);

        //List<InterpolationTransform> transforms = InterpolationTransform.GetTransforms_FrenetNormal(curve, tValues);

        //List<InterpolationTransform> transforms = InterpolationTransform.GetTransforms_RotationMinimisingFrame(curve, tValues, transA.Up);


        //The curve
        DisplayInterpolation.DisplayCurve(positions, useRandomColor: true);

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

        //Display transform
        DisplayInterpolation.DisplayOrientations(transforms, 1f);

        //Mesh
        Mesh extrudedMesh = ExtrudeMeshAlongCurve.GenerateMesh(transforms, meshProfile, 0.25f);

        if (extrudedMesh != null && displayMeshFilter != null)
        {
            displayMeshFilter.sharedMesh = extrudedMesh;
        }
    }
Exemplo n.º 8
0
    private void BezierCubicTest_EqualSteps(MyVector3 posA, MyVector3 posB, MyVector3 handleA, MyVector3 handleB)
    {
        //Create a curve which is the data structure used in the following calculations
        BezierCubic bezierCubic = new BezierCubic(posA, posB, handleA, handleB);


        //Step 1. Calculate the length of the entire curve
        //This is needed so we know for how long we should walk each step
        float lengthNaive = InterpolationHelpMethods.GetLength_Naive(bezierCubic, steps: 20, tEnd: 1f);

        float lengthExact = InterpolationHelpMethods.GetLength_SimpsonsRule(bezierCubic, tStart: 0f, tEnd: 1f);

        //Debug.Log("Naive length: " + lengthNaive + " Exact length: " + lengthExact);


        //Step 2. Convert the t's to be percentage along the curve
        //Save the accurate t at each position on the curve
        List <float> accurateTs = new List <float>();

        //The number of sections we want to divide the curve into
        int steps = 20;

        //Important not to confuse this with the step size we use to iterate t
        //This step size is distance in m
        float curveLength = lengthNaive;

        float curveLength_stepSize = curveLength / (float)steps;

        float t_stepSize = 1f / (float)steps;

        float t = 0f;

        float distanceTravelled = 0f;

        for (int i = 0; i < steps + 1; i++)
        {
            //MyVector3 inaccuratePos = bezierCubic.GetPosition(t);

            //Calculate the t needed to get to this distance along the curve
            //Method 1
            //float accurateT = InterpolationHelpMethods.Find_t_FromDistance_Iterative(bezierCubic, distanceTravelled, length);
            //Method 2
            float accurateT = InterpolationHelpMethods.Find_t_FromDistance_Lookup(bezierCubic, distanceTravelled, accumulatedDistances: null);

            accurateTs.Add(accurateT);

            //Debug.Log(accurateT);


            //Test that the derivative calculations are working
            //float dEst = InterpolationHelpMethods.EstimateDerivative(bezierCubic, t);
            //float dAct = bezierCubic.ExactDerivative(t);

            //Debug.Log("Estimated derivative: " + dEst + " Actual derivative: " + dAct);

            //Debug.Log("Distance " + distanceTravelled);


            //Move on to next iteration
            distanceTravelled += curveLength_stepSize;

            t += t_stepSize;
        }


        //Step3. Use the new t's to get information from the curve

        //The interpolated positions
        List <Vector3> actualPositions = new List <Vector3>();
        //Save the tangent at each position on the curve
        List <Vector3> tangents = new List <Vector3>();

        //Save the orientation, which includes the tangent
        //List<InterpolationTransform> orientations = new List<InterpolationTransform>();

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

            //Position on the curve
            MyVector3 actualPos = bezierCubic.GetPosition(accurateT);

            actualPositions.Add(actualPos.ToVector3());

            //Tangent at each position
            MyVector3 tangentDir = BezierCubic.GetTangent(posA, posB, handleA, handleB, accurateT);

            tangents.Add(tangentDir.ToVector3());

            //Orientation, which includes both position and tangent
            //InterpolationTransform orientation = InterpolationTransform.GetTransform(bezierCubic, accurateT);

            //orientations.Add(orientation);
        }


        //The orientation at each t position
        MyVector3 startUpRef = MyVector3.Up;

        List <InterpolationTransform> orientationsFrames = InterpolationTransform.GetTransforms_RotationMinimisingFrame(bezierCubic, accurateTs, startUpRef);


        //Display stuff

        //The curve which is split into steps
        //DisplayInterpolation.DisplayCurve(actualPositions, useRandomColor: true);
        DisplayInterpolation.DisplayCurve(actualPositions, Color.gray);

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

        //The actual Bezier cubic for reference
        DisplayInterpolation.DisplayCurve(bezierCubic, Color.black);
        //Handles.DrawBezier(posA.ToVector3(), posB.ToVector3(), handleA.ToVector3(), handleB.ToVector3(), Color.black, EditorGUIUtility.whiteTexture, 1f);

        //The tangents
        //DisplayInterpolation.DisplayDirections(actualPositions, tangents, 1f, Color.red);

        //The orientation
        //DisplayInterpolation.DisplayOrientations(orientations, 1f);
        DisplayInterpolation.DisplayOrientations(orientationsFrames, 1f);

        //Extrude mesh along the curve
        //InterpolationTransform testTrans = orientationsFrames[1];

        //MyVector3 pos = testTrans.LocalToWorld(MyVector3.Up * 2f);
        //MyVector3 pos = testTrans.LocalToWorld(MyVector3.Right * 2f);

        //Gizmos.DrawSphere(pos.ToVector3(), 0.1f);

        //DisplayInterpolation.DisplayExtrudedMesh(orientationsFrames, meshProfile);
    }
Exemplo n.º 9
0
    private void BezierQuadraticTest_EqualSteps(MyVector3 posA, MyVector3 posB, MyVector3 handle)
    {
        //Create a curve which is the data structure used in the following calculations
        BezierQuadratic bezierQuadratic = new BezierQuadratic(posA, posB, handle);


        //Step 1. Calculate the length of the entire curve
        //This is needed to so we know how long we should walk each step
        float lengthNaive = InterpolationHelpMethods.GetLength_Naive(bezierQuadratic, steps: 20, tEnd: 1f);

        float lengthExact = InterpolationHelpMethods.GetLength_SimpsonsRule(bezierQuadratic, tStart: 0f, tEnd: 1f);

        //Debug.Log("Naive length: " + lengthNaive + " Exact length: " + lengthExact);


        //Step 2. Convert the t's to be percentage along the curve
        //Save the accurate t at each position on the curve
        List <float> accurateTs = new List <float>();

        int steps = 5;

        //Important not to confuse this with the step size we use to iterate t
        //This step size is distance in m
        float length = lengthNaive;

        float lengthStepSize = length / (float)steps;

        float stepSize = 1f / (float)steps;

        float t = 0f;

        float distanceTravelled = 0f;

        for (int i = 0; i < steps + 1; i++)
        {
            //MyVector3 inaccuratePos = bezierCubic.GetInterpolatedValue(t);

            //Calculate t to get to this distance
            //Method 1
            //float accurateT = InterpolationHelpMethods.Find_t_FromDistance_Iterative(bezierQuadratic, distanceTravelled, length);
            //Method 2
            float accurateT = InterpolationHelpMethods.Find_t_FromDistance_Lookup(bezierQuadratic, distanceTravelled, accumulatedDistances: null);

            accurateTs.Add(accurateT);

            //Test that the derivative calculations are working
            //float dEst = InterpolationHelpMethods.EstimateDerivative(bezierQuadratic, t);
            //float dAct = bezierQuadratic.GetDerivative(t);

            //Debug.Log("Estimated derivative: " + dEst + " Actual derivative: " + dAct);



            //Debug.Log("Distance " + distanceTravelled);

            //Move on to next iteration
            distanceTravelled += lengthStepSize;

            t += stepSize;
        }


        //Get the data we want from the curve

        //Store the interpolated values so we later can display them
        List <Vector3> actualPositions = new List <Vector3>();
        //
        List <Vector3> tangents = new List <Vector3>();
        //Orientation, which includes the tangent and position
        List <InterpolationTransform> orientations = new List <InterpolationTransform>();

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

            MyVector3 actualPos = bezierQuadratic.GetPosition(accurateT);

            actualPositions.Add(actualPos.ToVector3());


            MyVector3 tangent = bezierQuadratic.GetTangent(accurateT);

            tangents.Add(tangent.ToVector3());


            //Orientation, which includes both position and tangent
            InterpolationTransform orientation = InterpolationTransform.GetTransform_UpRef(bezierQuadratic, accurateT, MyVector3.Up);

            orientations.Add(orientation);
        }



        //Display

        //Unity doesnt have a built-in method to display an accurate Qudratic bezier, so we have to create our own
        //DisplayInterpolation.DisplayBezierQuadratic(bezierQuadratic, Color.black);
        DisplayInterpolation.DisplayCurve(bezierQuadratic, Color.black);

        //DisplayInterpolation.DisplayCurve(actualPositions, useRandomColor: true);
        DisplayInterpolation.DisplayCurve(actualPositions, Color.gray);

        //Display the start and end values and the handle points
        DisplayInterpolation.DisplayHandle(handle.ToVector3(), posA.ToVector3());
        DisplayInterpolation.DisplayHandle(handle.ToVector3(), posB.ToVector3());


        //Stuff on the curve
        //DisplayInterpolation.DisplayDirections(actualPositions, tangents, 1f, Color.red);

        DisplayInterpolation.DisplayOrientations(orientations, 1f);
    }