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mirror of https://github.com/originalnicodr/CinematicUnityExplorer.git synced 2025-07-18 17:38:01 +08:00

Fixed "copy cam pos" and "copy cam fov" buttons. Plus some cleaning.

This commit is contained in:
originalnicodr
2023-04-01 16:58:30 -03:00
parent 88c8a889dc
commit 5be48458a6
2 changed files with 189 additions and 397 deletions

View File

@ -136,16 +136,12 @@ namespace UnityExplorer
{
public Vector3 position;
public Quaternion rotation;
public Vector3 tangent;
public Vector3 normal;
public float fov;
public CatmullRomPoint(Vector3 position, Quaternion rotation, Vector3 tangent, Vector3 normal, float fov)
public CatmullRomPoint(Vector3 position, Quaternion rotation, float fov)
{
this.position = position;
this.rotation = rotation;
this.tangent = tangent;
this.normal = normal;
this.fov = fov;
}
}
@ -197,7 +193,7 @@ namespace UnityExplorer
this.controlPoints = controlPoints;
this.closedLoop = closedLoop;
GenerateSplinePoints2();
GenerateSplinePoints();
}
//Updates control points
@ -210,7 +206,7 @@ namespace UnityExplorer
this.controlPoints = controlPoints;
GenerateSplinePoints2();
GenerateSplinePoints();
}
//Updates closed loop values
@ -218,7 +214,7 @@ namespace UnityExplorer
{
this.closedLoop = closedLoop;
GenerateSplinePoints2();
GenerateSplinePoints();
}
//Draws a line between every point and the next.
@ -241,28 +237,6 @@ namespace UnityExplorer
}
}
public void DrawNormals(float extrusion, Color color)
{
if(ValidatePoints())
{
for(int i = 0; i < splinePoints.Length; i++)
{
Debug.DrawLine(splinePoints[i].position, splinePoints[i].position + splinePoints[i].normal * extrusion, color);
}
}
}
public void DrawTangents(float extrusion, Color color)
{
if(ValidatePoints())
{
for(int i = 0; i < splinePoints.Length; i++)
{
Debug.DrawLine(splinePoints[i].position, splinePoints[i].position + splinePoints[i].tangent * extrusion, color);
}
}
}
//Validates if splinePoints have been set already. Throws nullref exception.
private bool ValidatePoints()
{
@ -298,200 +272,6 @@ namespace UnityExplorer
splinePoints = new CatmullRomPoint[pointsToCreate];
}
//Math stuff to generate the spline points
private void GenerateSplinePoints()
{
InitializeProperties();
Vector3 p0, p1; //Start position, end position
Vector3 m0, m1; //Position Tangents
Vector4 r0, r1; //Start rotation, end rotation
Vector4 qm0, qm1; //Rotation Tangents
float fov0, fov1;
for(int i = 0; i < controlPoints.Length; i++){
if(i>0 && Dot(controlPoints[i - 1].rotation, controlPoints[i].rotation) < 0){
Quaternion q = controlPoints[i].rotation;
controlPoints[i].rotation = new Quaternion(- q.x, - q.y, - q.z, - q.w);
ExplorerCore.Log($"cambio orientacion n° {i}");
}
}
// First for loop goes through each individual control point and connects it to the next, so 0-1, 1-2, 2-3 and so on
int closedAdjustment = closedLoop ? 0 : 1;
int totalframes = 0;//count the total number of frames so we can save the points in the right splinePoints position
for (int currentPoint = 0; currentPoint < controlPoints.Length - closedAdjustment; currentPoint++)
{
bool closedLoopFinalPoint = (closedLoop && currentPoint == controlPoints.Length - 1);
p0 = controlPoints[currentPoint].position;
r0 = QuaternionToVector4(controlPoints[currentPoint].rotation);
fov0 = controlPoints[currentPoint].fov;
if(closedLoopFinalPoint)
{
p1 = controlPoints[0].position;
r1 = QuaternionToVector4(controlPoints[0].rotation);
//Check if we are using the shortest path on the rotation. If not, change r1 to represent that shortest path.
if (Vector4.Dot(r0, r1) < 0)
r1 = - r1;
fov1 = controlPoints[0].fov;
}
else
{
p1 = controlPoints[currentPoint + 1].position;
r1 = QuaternionToVector4(controlPoints[currentPoint + 1].rotation);
fov1 = controlPoints[currentPoint + 1].fov;
}
// m0, qm0
if (currentPoint == 0) // Tangent M[k] = (P[k+1] - P[k-1]) / 2
{
if(closedLoop)
{
m0 = p1 - controlPoints[controlPoints.Length - 1].position;
qm0 = r1 - QuaternionToVector4(controlPoints[controlPoints.Length - 1].rotation);
}
else
{
m0 = p1 - p0;
qm0 = r1 - r0;
}
}
else
{
m0 = p1 - controlPoints[currentPoint - 1].position;
qm0 = r1 - QuaternionToVector4(controlPoints[currentPoint - 1].rotation);
}
// m1, qm1
if (closedLoop)
{
if (currentPoint == controlPoints.Length - 1) //Last point case
{
m1 = controlPoints[(currentPoint + 2) % controlPoints.Length].position - p0;
qm1 = QuaternionToVector4(controlPoints[(currentPoint + 2) % controlPoints.Length].rotation) - r0;
}
else if (currentPoint == 0) //First point case
{
m1 = controlPoints[currentPoint + 2].position - p0;
qm1 = QuaternionToVector4(controlPoints[currentPoint + 2].rotation) - r0;
}
else
{
m1 = controlPoints[(currentPoint + 2) % controlPoints.Length].position - p0;
qm1 = QuaternionToVector4(controlPoints[(currentPoint + 2) % controlPoints.Length].rotation) - r0;
}
}
else
{
if (currentPoint < controlPoints.Length - 2)
{
m1 = controlPoints[(currentPoint + 2) % controlPoints.Length].position - p0;
qm1 = QuaternionToVector4(controlPoints[(currentPoint + 2) % controlPoints.Length].rotation) - r0;
}
else
{
m1 = p1 - p0;
qm1 = r1 - r0;
}
}
m0 *= 0.5f; //Doing this here instead of in every single above statement
m1 *= 0.5f;
qm0 *= 0.5f;
qm1 *= 0.5f;
int frames = controlPoints[currentPoint].frames; //resolution and time the node takes to get to the other node
float pointStep = 1.0f / frames;
if ((currentPoint == controlPoints.Length - 2 && !closedLoop) || closedLoopFinalPoint) //Final point
{
pointStep = 1.0f / (frames - 1); // last point of last segment should reach p1
}
// Creates [frames] points between this control point and the next
for (int tesselatedPoint = 0; tesselatedPoint < frames; tesselatedPoint++)
{
float t = tesselatedPoint * pointStep;
CatmullRomPoint point = Evaluate(p0, p1, m0, m1, r0, r1, qm0, qm1, fov0, fov1, t);
splinePoints[totalframes + tesselatedPoint] = point;
}
totalframes+=frames;
}
}
//Old games dont have a definition for a dot product between quaternions.
static float Dot(Quaternion a, Quaternion b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
static Vector4 QuaternionToVector4(Quaternion q){
return new Vector4(q.x, q.y, q.z, q.w);
}
//Evaluates curve at t[0, 1]. Returns point/rotation/normal/tan struct. [0, 1] means clamped between 0 and 1.
public static CatmullRomPoint Evaluate(Vector3 posStart, Vector3 posEnd, Vector3 tanPoint1, Vector3 tanPoint2, Vector4 rotStart, Vector4 rotEnd, Vector4 tanRot1, Vector4 tanRot2, float fovStart, float fovEnd, float t)
{
Vector3 position = CalculatePosition(posStart, posEnd, tanPoint1, tanPoint2, t);
Quaternion rotation = CalculateRotation(rotStart, rotEnd, tanRot1, tanRot2, t);
Vector3 tangent = CalculateTangent(posStart, posEnd, tanPoint1, tanPoint2, t);
Vector3 normal = NormalFromTangent(tangent);
float fov = Mathf.SmoothStep(fovStart, fovEnd, t);
return new CatmullRomPoint(position, rotation, tangent, normal, fov);
}
//Calculates curve position at t[0, 1]
public static Vector3 CalculatePosition(Vector3 start, Vector3 end, Vector3 tanPoint1, Vector3 tanPoint2, float t)
{
// Hermite curve formula:
// (2t^3 - 3t^2 + 1) * p0 + (t^3 - 2t^2 + t) * m0 + (-2t^3 + 3t^2) * p1 + (t^3 - t^2) * m1
Vector3 position = (2.0f * t * t * t - 3.0f * t * t + 1.0f) * start
+ (t * t * t - 2.0f * t * t + t) * tanPoint1
+ (-2.0f * t * t * t + 3.0f * t * t) * end
+ (t * t * t - t * t) * tanPoint2;
return position;
}
public static Quaternion CalculateRotation(Vector4 start, Vector4 end, Vector4 tanPoint1, Vector4 tanPoint2, float t)
{
// Hermite curve formula:
// (2t^3 - 3t^2 + 1) * p0 + (t^3 - 2t^2 + t) * m0 + (-2t^3 + 3t^2) * p1 + (t^3 - t^2) * m1
Vector4 rotation = (2.0f * t * t * t - 3.0f * t * t + 1.0f) * start
+ (t * t * t - 2.0f * t * t + t) * tanPoint1
+ (-2.0f * t * t * t + 3.0f * t * t) * end
+ (t * t * t - t * t) * tanPoint2;
return new Quaternion(rotation.x, rotation.y, rotation.z, rotation.w);
}
//Calculates tangent at t[0, 1]
public static Vector3 CalculateTangent(Vector3 start, Vector3 end, Vector3 tanPoint1, Vector3 tanPoint2, float t)
{
// Calculate tangents
// p'(t) = (6t² - 6t)p0 + (3t² - 4t + 1)m0 + (-6t² + 6t)p1 + (3t² - 2t)m1
Vector3 tangent = (6 * t * t - 6 * t) * start
+ (3 * t * t - 4 * t + 1) * tanPoint1
+ (-6 * t * t + 6 * t) * end
+ (3 * t * t - 2 * t) * tanPoint2;
return tangent.normalized;
}
//Calculates normal vector from tangent
public static Vector3 NormalFromTangent(Vector3 tangent)
{
return Vector3.Cross(tangent, Vector3.up).normalized / 2;
}
public void MaybeRunPath(){
if(playingPath){
if(ExplorerCore.CameraPathsManager != null && currentPoint < splinePoints.Length){
@ -528,6 +308,175 @@ namespace UnityExplorer
playingPath = true;
}
private void GenerateSplinePoints()
{
InitializeProperties();
Vector3 p0, p1, p2, p3; //Previous position, Start position, end position, Next position
Vector4 r0, r1, r2, r3; //Previous rotation, Start rotation, end rotation, Next rotation
float fov0, fov1;
//Fix rotation
/*
for(int i = 0; i < controlPoints.Length; i++){
if(i>0 && Dot(controlPoints[i - 1].rotation, controlPoints[i].rotation) < 0){
Quaternion q = controlPoints[i].rotation;
controlPoints[i].rotation = new Quaternion(- q.x, - q.y, - q.z, - q.w);
ExplorerCore.Log($"cambio orientacion n° {i}");
}
}
*/
// First for loop goes through each individual control point and connects it to the next, so 0-1, 1-2, 2-3 and so on
int closedAdjustment = closedLoop ? 0 : 1;
int totalframes = 0;//count the total number of frames so we can save the points in the right splinePoints position
for (int currentPoint = 0; currentPoint < controlPoints.Length - closedAdjustment; currentPoint++)
{
bool closedLoopFinalPoint = (closedLoop && currentPoint == controlPoints.Length - 1);
//Had tu add "controlPoints.Length" because C# mod doesnt work well with negative values
int previousPoint = closedLoop ? (currentPoint + controlPoints.Length - 1)%(controlPoints.Length) : System.Math.Max(currentPoint - 1, 0);
int endSegmentPoint = closedLoop ? (currentPoint + 1)%(controlPoints.Length) : System.Math.Min(currentPoint + 1, controlPoints.Length - 1);
int nextPoint = closedLoop ? (currentPoint + 2)%(controlPoints.Length) : System.Math.Min(currentPoint + 2, controlPoints.Length - 1);
p0 = controlPoints[previousPoint].position;
r0 = QuaternionToVector4(controlPoints[previousPoint].rotation);
p1 = controlPoints[currentPoint].position;
r1 = QuaternionToVector4(controlPoints[currentPoint].rotation);
p2 = controlPoints[endSegmentPoint].position;
r2 = QuaternionToVector4(controlPoints[endSegmentPoint].rotation);
p3 = controlPoints[nextPoint].position;
r3 = QuaternionToVector4(controlPoints[nextPoint].rotation);
//Check if we are using the shortest path on the rotation. If not, change r1 to represent that shortest path.
if (Vector4.Dot(r0, r1) < 0)
r1 = - r1;
if (Vector4.Dot(r1, r2) < 0)
r2 = - r2;
if (Vector4.Dot(r2, r3) < 0)
r3 = - r3;
fov0 = controlPoints[currentPoint].fov;
fov1 = controlPoints[endSegmentPoint].fov;
int frames = controlPoints[currentPoint].frames; //resolution and time the node takes to get to the other node
float pointStep = 1.0f / frames;
if ((currentPoint == controlPoints.Length - 2 && !closedLoop) || closedLoopFinalPoint) //Final point
{
pointStep = 1.0f / (frames - 1); // last point of last segment should reach p1
}
// Creates [frames] points between this control point and the next
for (int tesselatedPoint = 0; tesselatedPoint < frames; tesselatedPoint++)
{
float t = tesselatedPoint * pointStep;
CatmullRomPoint point = Evaluate(p0, p1, p2, p3, r0, r1, r2, r3, fov0, fov1, t);
splinePoints[totalframes + tesselatedPoint] = point;
}
totalframes+=frames;
}
}
static CatmullRomPoint Evaluate(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector4 r0, Vector4 r1, Vector4 r2, Vector4 r3, float fovStart, float fovEnd, float t)
{
Vector3 position = CatmullRomInterpolation(p0, p1, p2, p3, t);
Vector4 v4rot = CatmullRomInterpolation(r0, r1, r2, r3, t);
Quaternion rotation = new Quaternion(v4rot.x, v4rot.y, v4rot.z, v4rot.w);
float fov = Mathf.SmoothStep(fovStart, fovEnd, t);
return new CatmullRomPoint(position, rotation, fov);
}
//Implementation from: https://qroph.github.io/2018/07/30/smooth-paths-using-catmull-rom-splines.html
static Vector3 CatmullRomInterpolation(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t){
float tension = 0;
float alpha = 0.5f;
float t01 = (float) System.Math.Pow((double) Vector3.Distance(p0, p1), (double) alpha);
float t12 = (float) System.Math.Pow((double) Vector3.Distance(p1, p2), (double) alpha);
float t23 = (float) System.Math.Pow((double) Vector3.Distance(p2, p3), (double) alpha);
Vector3 v1 = t01 != 0 ? (p1 - p0) / t01 : new Vector3(0, 0, 0);
Vector3 v2 = t23 != 0 ? (p3 - p2) / t23 : new Vector3(0, 0, 0);
Vector3 m1 = (1.0f - tension) * (p2 - p1 + t12 * (v1 - (p2 -p0) / (t01 + t12)));
Vector3 m2 = (1.0f - tension) * (p2 - p1 + t12 * (v2 - (p3 -p1) / (t12 + t23)));
Vector3 a = 2.0f * (p1 - p2) + m1 + m2;
Vector3 b = -3.0f * (p1 - p2) - m1 - m1 - m2;
Vector3 c = m1;
Vector3 d = p1;
return a * t * t * t + b * t * t + c * t + d;
}
static Vector4 CatmullRomInterpolation(Vector4 r0, Vector4 r1, Vector4 r2, Vector4 r3, float t){
float tension = 0;
float alpha = 0.5f;
float t01 = (float) System.Math.Pow((double) Vector4.Distance(r0, r1), (double) alpha);
float t12 = (float) System.Math.Pow((double) Vector4.Distance(r1, r2), (double) alpha);
float t23 = (float) System.Math.Pow((double) Vector4.Distance(r2, r3), (double) alpha);
Vector4 v1 = t01 != 0 ? (r1 - r0) / t01 : new Vector4(0, 0, 0, 0);
Vector4 v2 = t23 != 0 ? (r3 - r2) / t23 : new Vector4(0, 0, 0, 0);
Vector4 m1 = (1.0f - tension) * (r2 - r1 + t12 * (v1 - (r2 -r0) / (t01 + t12)));
Vector4 m2 = (1.0f - tension) * (r2 - r1 + t12 * (v2 - (r3 -r1) / (t12 + t23)));
Vector4 a = 2.0f * (r1 - r2) + m1 + m2;
Vector4 b = -3.0f * (r1 - r2) - m1 - m1 - m2;
Vector4 c = m1;
Vector4 d = r1;
return a * t * t * t + b * t * t + c * t + d;
//return Vector4.Lerp(r1, r2, t);
}
static Vector3 CatmullRomAlt(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
Vector3 v0 = (p2 - p0) * 0.5f;
Vector3 v1 = (p3 - p1) * 0.5f;
float h1 = 2 * t3 - 3 * t2 + 1;
float h2 = -2 * t3 + 3 * t2;
float h3 = t3 - 2 * t2 + t;
float h4 = t3 - t2;
Vector3 interpolatedPoint = h1 * p1 + h2 * p2 + h3 * v0 + h4 * v1;
return interpolatedPoint;
}
static Vector4 CatmullRomAlt(Vector4 p0, Vector4 p1, Vector4 p2, Vector4 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
Vector4 v0 = (p2 - p0) * 0.5f;
Vector4 v1 = (p3 - p1) * 0.5f;
float h1 = 2 * t3 - 3 * t2 + 1;
float h2 = -2 * t3 + 3 * t2;
float h3 = t3 - 2 * t2 + t;
float h4 = t3 - t2;
Vector4 interpolatedPoint = h1 * p1 + h2 * p2 + h3 * v0 + h4 * v1;
return interpolatedPoint;
}
//Used for calculating path length for constant speed paths
public float[] GenerateSplinePointsByRes(int resolution = 3000) //resolution of each segment
{
List<float> splineSegmentDistances = new List<float>();
@ -630,170 +579,21 @@ namespace UnityExplorer
return splineSegmentDistances.ToArray();
}
private void GenerateSplinePoints2()
//Calculates curve position at t[0, 1]
public static Vector3 CalculatePosition(Vector3 start, Vector3 end, Vector3 tanPoint1, Vector3 tanPoint2, float t)
{
InitializeProperties();
// Hermite curve formula:
// (2t^3 - 3t^2 + 1) * p0 + (t^3 - 2t^2 + t) * m0 + (-2t^3 + 3t^2) * p1 + (t^3 - t^2) * m1
Vector3 position = (2.0f * t * t * t - 3.0f * t * t + 1.0f) * start
+ (t * t * t - 2.0f * t * t + t) * tanPoint1
+ (-2.0f * t * t * t + 3.0f * t * t) * end
+ (t * t * t - t * t) * tanPoint2;
Vector3 p0, p1, p2, p3; //Previous position, Start position, end position, Next position
Vector4 r0, r1, r2, r3; //Previous rotation, Start rotation, end rotation, Next rotation
float fov0, fov1;
//Fix rotation
for(int i = 0; i < controlPoints.Length; i++){
if(i>0 && Dot(controlPoints[i - 1].rotation, controlPoints[i].rotation) < 0){
Quaternion q = controlPoints[i].rotation;
controlPoints[i].rotation = new Quaternion(- q.x, - q.y, - q.z, - q.w);
ExplorerCore.Log($"cambio orientacion n° {i}");
}
}
// First for loop goes through each individual control point and connects it to the next, so 0-1, 1-2, 2-3 and so on
int closedAdjustment = closedLoop ? 0 : 1;
int totalframes = 0;//count the total number of frames so we can save the points in the right splinePoints position
for (int currentPoint = 0; currentPoint < controlPoints.Length - closedAdjustment; currentPoint++)
{
bool closedLoopFinalPoint = (closedLoop && currentPoint == controlPoints.Length - 1);
//Had tu add "controlPoints.Length" because C# mod doesnt work well with negative values
int previousPoint = closedLoop ? (currentPoint + controlPoints.Length - 1)%(controlPoints.Length) : System.Math.Max(currentPoint - 1, 0);
int endSegmentPoint = closedLoop ? (currentPoint + 1)%(controlPoints.Length) : System.Math.Min(currentPoint + 1, controlPoints.Length - 1);
int nextPoint = closedLoop ? (currentPoint + 2)%(controlPoints.Length) : System.Math.Min(currentPoint + 2, controlPoints.Length - 1);
p0 = controlPoints[previousPoint].position;
r0 = QuaternionToVector4(controlPoints[previousPoint].rotation);
p1 = controlPoints[currentPoint].position;
r1 = QuaternionToVector4(controlPoints[currentPoint].rotation);
p2 = controlPoints[endSegmentPoint].position;
r2 = QuaternionToVector4(controlPoints[endSegmentPoint].rotation);
p3 = controlPoints[nextPoint].position;
r3 = QuaternionToVector4(controlPoints[nextPoint].rotation);
//Check if we are using the shortest path on the rotation. If not, change r1 to represent that shortest path.
if (Vector4.Dot(r0, r1) < 0)
r1 = - r1;
if (Vector4.Dot(r1, r2) < 0)
r2 = - r2;
if (Vector4.Dot(r2, r3) < 0)
r3 = - r3;
fov0 = controlPoints[currentPoint].fov;
fov1 = controlPoints[endSegmentPoint].fov;
int frames = controlPoints[currentPoint].frames; //resolution and time the node takes to get to the other node
float pointStep = 1.0f / frames;
if ((currentPoint == controlPoints.Length - 2 && !closedLoop) || closedLoopFinalPoint) //Final point
{
pointStep = 1.0f / (frames - 1); // last point of last segment should reach p1
}
// Creates [frames] points between this control point and the next
for (int tesselatedPoint = 0; tesselatedPoint < frames; tesselatedPoint++)
{
float t = tesselatedPoint * pointStep;
CatmullRomPoint point = Evaluate2(p0, p1, p2, p3, r0, r1, r2, r3, fov0, fov1, t);
splinePoints[totalframes + tesselatedPoint] = point;
}
totalframes+=frames;
}
return position;
}
static Vector3 CatmullRomInterpolate(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
Vector3 v0 = (p2 - p0) * 0.5f;
Vector3 v1 = (p3 - p1) * 0.5f;
float h1 = 2 * t3 - 3 * t2 + 1;
float h2 = -2 * t3 + 3 * t2;
float h3 = t3 - 2 * t2 + t;
float h4 = t3 - t2;
Vector3 interpolatedPoint = h1 * p1 + h2 * p2 + h3 * v0 + h4 * v1;
return interpolatedPoint;
}
static Vector4 CatmullRomInterpolate(Vector4 p0, Vector4 p1, Vector4 p2, Vector4 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
Vector4 v0 = (p2 - p0) * 0.5f;
Vector4 v1 = (p3 - p1) * 0.5f;
float h1 = 2 * t3 - 3 * t2 + 1;
float h2 = -2 * t3 + 3 * t2;
float h3 = t3 - 2 * t2 + t;
float h4 = t3 - t2;
Vector4 interpolatedPoint = h1 * p1 + h2 * p2 + h3 * v0 + h4 * v1;
return interpolatedPoint;
}
//Implementation from: https://qroph.github.io/2018/07/30/smooth-paths-using-catmull-rom-splines.html
static Vector3 CatmullRom2(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t){
float tension = 0;
float alpha = 0.5f;
float t01 = (float) System.Math.Pow((double) Vector3.Distance(p0, p1), (double) alpha);
float t12 = (float) System.Math.Pow((double) Vector3.Distance(p1, p2), (double) alpha);
float t23 = (float) System.Math.Pow((double) Vector3.Distance(p2, p3), (double) alpha);
Vector3 v1 = t01 != 0 ? (p1 - p0) / t01 : new Vector3(0, 0, 0);
Vector3 v2 = t23 != 0 ? (p3 - p2) / t23 : new Vector3(0, 0, 0);
Vector3 m1 = (1.0f - tension) * (p2 - p1 + t12 * (v1 - (p2 -p0) / (t01 + t12)));
Vector3 m2 = (1.0f - tension) * (p2 - p1 + t12 * (v2 - (p3 -p1) / (t12 + t23)));
Vector3 a = 2.0f * (p1 - p2) + m1 + m2;
Vector3 b = -3.0f * (p1 - p2) - m1 - m1 - m2;
Vector3 c = m1;
Vector3 d = p1;
return a * t * t * t + b * t * t + c * t + d;
}
static Vector4 CatmullRom2(Vector4 r0, Vector4 r1, Vector4 r2, Vector4 r3, float t){
float tension = 0;
float alpha = 0.5f;
float t01 = (float) System.Math.Pow((double) Vector4.Distance(r0, r1), (double) alpha);
float t12 = (float) System.Math.Pow((double) Vector4.Distance(r1, r2), (double) alpha);
float t23 = (float) System.Math.Pow((double) Vector4.Distance(r2, r3), (double) alpha);
Vector4 v1 = t01 != 0 ? (r1 - r0) / t01 : new Vector4(0, 0, 0, 0);
Vector4 v2 = t23 != 0 ? (r3 - r2) / t23 : new Vector4(0, 0, 0, 0);
Vector4 m1 = (1.0f - tension) * (r2 - r1 + t12 * (v1 - (r2 -r0) / (t01 + t12)));
Vector4 m2 = (1.0f - tension) * (r2 - r1 + t12 * (v2 - (r3 -r1) / (t12 + t23)));
Vector4 a = 2.0f * (r1 - r2) + m1 + m2;
Vector4 b = -3.0f * (r1 - r2) - m1 - m1 - m2;
Vector4 c = m1;
Vector4 d = r1;
return a * t * t * t + b * t * t + c * t + d;
//return Vector4.Lerp(r1, r2, t);
}
static CatmullRomPoint Evaluate2(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector4 r0, Vector4 r1, Vector4 r2, Vector4 r3, float fovStart, float fovEnd, float t)
{
Vector3 position = CatmullRom2(p0, p1, p2, p3, t);
Vector4 v4rot = CatmullRom2(r0, r1, r2, r3, t);
Quaternion rotation = new Quaternion(v4rot.x, v4rot.y, v4rot.z, v4rot.w);
float fov = Mathf.SmoothStep(fovStart, fovEnd, t);
return new CatmullRomPoint(position, rotation, new Vector3(0,0,0), new Vector3(0,0,0), fov);
static Vector4 QuaternionToVector4(Quaternion q){
return new Vector4(q.x, q.y, q.z, q.w);
}
}
}

View File

@ -79,7 +79,7 @@ namespace UnityExplorer.UI.Panels
toggleConstantSpeedText.text = "Constant speed";
InputFieldRef CompletePathFramesInput = null;
AddInputField("Frames", "Complete path duration (in frames):", "Default: 2000", out CompletePathFramesInput, TotalFrames_OnEndEdit, false);
AddInputField("Frames", "Constant speed complete path duration (in frames):", "Default: 2000", out CompletePathFramesInput, TotalFrames_OnEndEdit, false);
CompletePathFramesInput.Text = pathTotalFrames.ToString();
}
@ -103,13 +103,13 @@ namespace UnityExplorer.UI.Panels
UINodes.Add(horiGroup);
//Move to Camera
ButtonRef moveToCameraButton = UIFactory.CreateButton(horiGroup, "Move Node to Camera", "Move Node to Camera");
ButtonRef moveToCameraButton = UIFactory.CreateButton(horiGroup, "Copy Camera pos and rot", "Copy Camera pos and rot");
UIFactory.SetLayoutElement(moveToCameraButton.GameObject, minWidth: 100, minHeight: 25, flexibleWidth: 9999);
moveToCameraButton.OnClick += () => {point.position = FreeCamPanel.ourCamera.transform.position; point.rotation = FreeCamPanel.ourCamera.transform.rotation;};
moveToCameraButton.OnClick += () => {point.position = FreeCamPanel.ourCamera.transform.position; point.rotation = FreeCamPanel.ourCamera.transform.rotation; controlPoints[index] = point;};
ButtonRef copyFovButton = UIFactory.CreateButton(horiGroup, "Copy Camera FoV", "Copy Camera FoV");
UIFactory.SetLayoutElement(copyFovButton.GameObject, minWidth: 100, minHeight: 25, flexibleWidth: 9999);
copyFovButton.OnClick += () => {point.fov = FreeCamPanel.ourCamera.fieldOfView;};
copyFovButton.OnClick += () => {point.fov = FreeCamPanel.ourCamera.fieldOfView; controlPoints[index] = point;};
ButtonRef moveToPointButton = UIFactory.CreateButton(horiGroup, "Move Cam to Node", "Move Cam to Node");
UIFactory.SetLayoutElement(moveToPointButton.GameObject, minWidth: 100, minHeight: 25, flexibleWidth: 9999);
@ -213,21 +213,13 @@ namespace UnityExplorer.UI.Panels
void UpdateNodeFramesConstantspeed(){
float[] d = ExplorerCore.CameraPathsManager.GenerateSplinePointsByRes(3000);
ExplorerCore.Log($"d.Length: {d.Length}");
float dTotal = d.Sum();
ExplorerCore.Log($"dTotal: {dTotal}");
int closedAdjustment = closedLoop ? 0 : 1;
for(int i = 0; i < controlPoints.Count - closedAdjustment; i++) {
CatmullRom.PathControlPoint point = controlPoints[i];
point.frames = (int)(pathTotalFrames *(d[i] / dTotal));
controlPoints[i] = point;
ExplorerCore.Log($"d[{i}]: {d[i]}");
ExplorerCore.Log(controlPoints[i].frames);
}
ExplorerCore.CameraPathsManager.Update(controlPoints.ToArray());