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using System.Collections.Generic;using UnityEngine;
namespace ARLocation{ public enum SplineType { CatmullromSpline, LinearSpline, }
public abstract class Spline {
/// <summary>
/// The points interpolated of the spline.
/// </summary>
public Vector3[] Points { get; protected set; }
/// <summary>
/// The CatmullRom curve-segments of the spline.
/// </summary>
protected Curve[] segments;
/// <summary>
/// The number of segments that make up the spline.
/// </summary>
protected int segmentCount = 0;
/// <summary>
/// The full (estimated) length of the spline.
/// </summary>
public float Length { get; protected set; }
protected float[] lengths;
/// <summary>
/// Calculate the catmull-rom segments. Also estimates the curve's length.
/// </summary>
/// <param name="n">The number sample points used to estimate each segment's length.</param>
public abstract void CalculateSegments(int n);
/// <summary>
/// Returns the point of the spline at a given arc-length.
/// </summary>
/// <param name="s">The arc-length.</param>
/// <returns></returns>
public Vector3 GetPointAtArcLength(float s) { s = Mathf.Clamp(s, 0, Length);
for (var i = 0; i < segmentCount; i++) { if (s <= lengths[i]) { var offset = i == 0 ? 0 : lengths[i - 1]; return segments[i].GetPointAtLength(s - offset); } } return segments[segmentCount - 1].GetPoint(1); }
/// <summary>
/// Returns a CurvePointData whith the point and tangent of the spline
/// at a given arc-length.
/// </summary>
/// <param name="s">The arc-length.</param>
/// <returns></returns>
public CurvePointData GetPointAndTangentAtArcLength(float s) { s = Mathf.Clamp(s, 0, Length);
for (var i = 0; i < segmentCount; i++) { if (s <= lengths[i]) { var offset = i == 0 ? 0 : lengths[i - 1]; return segments[i].GetPointAndTangentAtLength(s - offset); } } return segments[segmentCount - 1].GetPointAndTangentAtLength(1); }
/// <summary>
/// Draws the curve using a given LineRenderer, with points being processed by a given
/// function beforehand.
/// </summary>
/// <param name="renderer"></param>
/// <param name="func"></param>
/// <param name="n"></param>
public void DrawCurveWithLineRenderer(LineRenderer renderer, System.Func<Vector3, Vector3> func, int n = 100) { var points = new List<Vector3>();
float s = 0.0f; while (s <= Length) { var pointData = GetPointAndTangentAtArcLength(s); points.Add(func(pointData.point)); s += Length / (n + 1.0f); }
var arr = points.ToArray(); renderer.positionCount = arr.Length; renderer.SetPositions(arr); }
/// <summary>
/// Calculates a sample of (N+2) equidistant points along the spline.
/// </summary>
/// <param name="n">The number of points in the sample will be (N+2).</param>
/// <param name="func">A function that can be used to transform the sampled poins.</param>
/// <returns></returns>
public Vector3[] SamplePoints(int n, System.Func<Vector3, Vector3> func) { var sample = new Vector3[n + 2]; var delta = Length / (n + 1.0f);
var s = 0.0f; for (var i = 0; i < (n + 2); i++) { sample[i] = func(GetPointAtArcLength(s)); s += delta; }
return sample; }
/// <summary>
/// Calculates a sample of (N+2) equidistant points along the spline.
/// </summary>
/// <param name="n">The number of points in the sample will be (N+2).</param>
/// <returns></returns>
public Vector3[] SamplePoints(int n) { return SamplePoints(n, (p) => p); }
/// <summary>
/// Draw the curve and sample point using Gizmos.
/// </summary>
public void DrawGizmos() { DrawPointsGizmos(); DrawCurveLengthGizmos(); }
private void DrawPointsGizmos() { foreach (var p in Points) { Gizmos.color = Color.blue; Gizmos.DrawSphere(p, 0.1f); } }
private void DrawCurveLengthGizmos() { var p = GetPointAtArcLength(0f); float s = 0.0f; while (s <= Length) { Gizmos.color = Color.green; var pointData = GetPointAndTangentAtArcLength(s); Vector3 n = pointData.point; Gizmos.DrawLine(p, n); p = n; s += 0.1f; Gizmos.color = Color.magenta; var tan = pointData.tangent; Gizmos.color = Color.blue; Gizmos.DrawLine(n, n + tan); } } }}
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