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156 lines
3.5 KiB
C#

1 month ago
/*
http://www.cgsoso.com/forum-211-1.html
CG Unity3d Unity3d VIP
CGSOSO CG
daily assets update for try.
U should buy the asset from home store if u use it in your project!
*/
using UnityEngine;
public class LTBezierPath
{
public Vector3[] pts;
public float length;
public bool orientToPath;
public bool orientToPath2d;
private LTBezier[] beziers;
private float[] lengthRatio;
private int currentBezier;
private int previousBezier;
public float distance => length;
public LTBezierPath()
{
}
public LTBezierPath(Vector3[] pts_)
{
setPoints(pts_);
}
public void setPoints(Vector3[] pts_)
{
if (pts_.Length < 4)
{
LeanTween.logError("LeanTween - When passing values for a vector path, you must pass four or more values!");
}
if (pts_.Length % 4 != 0)
{
LeanTween.logError("LeanTween - When passing values for a vector path, they must be in sets of four: controlPoint1, controlPoint2, endPoint2, controlPoint2, controlPoint2...");
}
pts = pts_;
int num = 0;
beziers = new LTBezier[pts.Length / 4];
lengthRatio = new float[beziers.Length];
length = 0f;
for (int i = 0; i < pts.Length; i += 4)
{
beziers[num] = new LTBezier(pts[i], pts[i + 2], pts[i + 1], pts[i + 3], 0.05f);
length += beziers[num].length;
num++;
}
for (int i = 0; i < beziers.Length; i++)
{
lengthRatio[i] = beziers[i].length / length;
}
}
public Vector3 point(float ratio)
{
float num = 0f;
for (int i = 0; i < lengthRatio.Length; i++)
{
num += lengthRatio[i];
if (num >= ratio)
{
return beziers[i].point((ratio - (num - lengthRatio[i])) / lengthRatio[i]);
}
}
return beziers[lengthRatio.Length - 1].point(1f);
}
public void place2d(Transform transform, float ratio)
{
transform.position = point(ratio);
ratio += 0.001f;
if (ratio <= 1f)
{
Vector3 vector = point(ratio) - transform.position;
float z = Mathf.Atan2(vector.y, vector.x) * 57.29578f;
transform.eulerAngles = new Vector3(0f, 0f, z);
}
}
public void placeLocal2d(Transform transform, float ratio)
{
transform.localPosition = point(ratio);
ratio += 0.001f;
if (ratio <= 1f)
{
Vector3 vector = point(ratio) - transform.localPosition;
float z = Mathf.Atan2(vector.y, vector.x) * 57.29578f;
transform.localEulerAngles = new Vector3(0f, 0f, z);
}
}
public void place(Transform transform, float ratio)
{
place(transform, ratio, Vector3.up);
}
public void place(Transform transform, float ratio, Vector3 worldUp)
{
transform.position = point(ratio);
ratio += 0.001f;
if (ratio <= 1f)
{
transform.LookAt(point(ratio), worldUp);
}
}
public void placeLocal(Transform transform, float ratio)
{
placeLocal(transform, ratio, Vector3.up);
}
public void placeLocal(Transform transform, float ratio, Vector3 worldUp)
{
ratio = Mathf.Clamp01(ratio);
transform.localPosition = point(ratio);
ratio = Mathf.Clamp01(ratio + 0.001f);
if (ratio <= 1f)
{
transform.LookAt(transform.parent.TransformPoint(point(ratio)), worldUp);
}
}
public void gizmoDraw(float t = -1f)
{
Vector3 to = point(0f);
for (int i = 1; i <= 120; i++)
{
float ratio = (float)i / 120f;
Vector3 vector = point(ratio);
Gizmos.color = ((previousBezier != currentBezier) ? Color.grey : Color.magenta);
Gizmos.DrawLine(vector, to);
to = vector;
previousBezier = currentBezier;
}
}
}