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