RoboticArms/Library/PackageCache/com.unity.splines@d3e1e500c9a0/Runtime/BezierKnot.cs
2025-11-17 15:16:36 +07:00

195 lines
8.4 KiB
C#

using System;
using Unity.Mathematics;
namespace UnityEngine.Splines
{
/// <summary>
/// This struct contains position and tangent data for a knot. The position is a scalar point and the tangents are vectors.
/// The <see cref="Spline"/> class stores a collection of BezierKnot that form a series of connected
/// <see cref="BezierCurve"/>. Each knot contains a Position, Tangent In, and Tangent Out. When a spline is not
/// closed, the first and last knots will contain an extraneous tangent (in and out, respectively).
/// </summary>
[Serializable]
public struct BezierKnot : ISerializationCallbackReceiver, IEquatable<BezierKnot>
{
/// <summary>
/// The position of the knot. On a cubic Bezier curve, this is equivalent to <see cref="BezierCurve.P0"/> or
/// <see cref="BezierCurve.P3"/>, depending on whether this knot is forming the first or second control point
/// of the curve.
/// </summary>
public float3 Position;
/// <summary>
/// The tangent vector that leads into this knot. On a cubic Bezier curve, this value is used to calculate
/// <see cref="BezierCurve.P2"/> when used as the second knot in a curve.
/// </summary>
public float3 TangentIn;
/// <summary>
/// The tangent vector that follows this knot. On a cubic Bezier curve, this value is used to calculate
/// <see cref="BezierCurve.P1"/> when used as the first knot in a curve.
/// </summary>
public float3 TangentOut;
/// <summary>
/// Rotation of the knot.
/// </summary>
public quaternion Rotation;
/// <summary>
/// Create a new BezierKnot struct.
/// </summary>
/// <param name="position">The position of the knot relative to the spline.</param>
public BezierKnot(float3 position): this(position, 0f, 0f, quaternion.identity)
{
}
/// <summary>
/// Creates a new <see cref="BezierKnot"/> struct.
/// </summary>
/// <param name="position">The position of the knot relative to the spline.</param>
/// <param name="tangentIn">The leading tangent to this knot.</param>
/// <param name="tangentOut">The following tangent to this knot.</param>
public BezierKnot(float3 position, float3 tangentIn, float3 tangentOut)
: this(position, tangentIn, tangentOut, quaternion.identity)
{
}
/// <summary>
/// Create a new BezierKnot struct.
/// </summary>
/// <param name="position">The position of the knot relative to the spline.</param>
/// <param name="tangentIn">The leading tangent to this knot.</param>
/// <param name="tangentOut">The following tangent to this knot.</param>
/// <param name="rotation">The rotation of the knot relative to the spline.</param>
public BezierKnot(float3 position, float3 tangentIn, float3 tangentOut, quaternion rotation)
{
Position = position;
TangentIn = tangentIn;
TangentOut = tangentOut;
Rotation = rotation;
}
/// <summary>
/// Multiply the position and tangents by a matrix.
/// </summary>
/// <param name="matrix">The matrix to multiply.</param>
/// <returns>A new BezierKnot multiplied by matrix.</returns>
public BezierKnot Transform(float4x4 matrix)
{
var rotation = math.mul(new quaternion(matrix), Rotation);
var invRotation = math.inverse(rotation);
// Tangents need to be scaled, so rotation should be applied to them.
// No need however to use the translation as this is only a direction.
return new BezierKnot(
math.transform(matrix, Position),
math.rotate(invRotation, math.rotate(matrix, math.rotate(Rotation,TangentIn))),
math.rotate(invRotation, math.rotate(matrix, math.rotate(Rotation,TangentOut))),
rotation);
}
/// <summary>
/// Knot position addition. This operation only applies to the position, tangents and rotation are unmodified.
/// </summary>
/// <param name="knot">The target knot.</param>
/// <param name="rhs">The value to add.</param>
/// <returns>A new BezierKnot where position is the sum of knot.position and rhs.</returns>
public static BezierKnot operator +(BezierKnot knot, float3 rhs)
{
return new BezierKnot(knot.Position + rhs, knot.TangentIn, knot.TangentOut, knot.Rotation);
}
/// <summary>
/// Knot position subtraction. This operation only applies to the position, tangents and rotation are unmodified.
/// </summary>
/// <param name="knot">The target knot.</param>
/// <param name="rhs">The value to subtract.</param>
/// <returns>A new BezierKnot where position is the sum of knot.position minus rhs.</returns>
public static BezierKnot operator -(BezierKnot knot, float3 rhs)
{
return new BezierKnot(knot.Position - rhs, knot.TangentIn, knot.TangentOut, knot.Rotation);
}
internal BezierKnot BakeTangentDirectionToRotation(bool mirrored, BezierTangent main = BezierTangent.Out)
{
if (mirrored)
{
float lead = math.length(main == BezierTangent.In ? TangentIn : TangentOut);
return new BezierKnot(Position,
new float3(0f, 0f, -lead),
new float3(0f, 0f, lead),
SplineUtility.GetKnotRotation(
math.mul(Rotation, main == BezierTangent.In ? -TangentIn : TangentOut),
math.mul(Rotation, math.up())));
}
return new BezierKnot(Position,
new float3(0, 0, -math.length(TangentIn)),
new float3(0, 0, math.length(TangentOut)),
Rotation = SplineUtility.GetKnotRotation(
math.mul(Rotation, main == BezierTangent.In ? -TangentIn : TangentOut),
math.mul(Rotation, math.up())));
}
/// <summary>
/// See ISerializationCallbackReceiver.
/// </summary>
public void OnBeforeSerialize() {}
/// <summary>
/// See ISerializationCallbackReceiver.
/// </summary>
public void OnAfterDeserialize()
{
// Ensures that when adding the first knot via Unity inspector
// or when deserializing knot that did not have the rotation field prior,
// rotation is deserialized to identity instead of (0, 0, 0, 0) which does not represent a valid rotation.
if (math.lengthsq(Rotation) == 0f)
Rotation = quaternion.identity;
}
/// <summary>
/// Create a string with the values of this knot.
/// </summary>
/// <returns>A summary of the values contained by this knot.</returns>
public override string ToString() => $"{{{Position}, {TangentIn}, {TangentOut}, {Rotation}}}";
/// <summary>
/// Compare two knots for equality.
/// </summary>
/// <param name="other">The knot to compare against.</param>
/// <returns>Returns true when the position, tangents, and rotation of each knot are identical.</returns>
public bool Equals(BezierKnot other)
{
return Position.Equals(other.Position)
&& TangentIn.Equals(other.TangentIn)
&& TangentOut.Equals(other.TangentOut)
&& Rotation.Equals(other.Rotation);
}
/// <summary>
/// Compare against an object for equality.
/// </summary>
/// <param name="obj">The object to compare against.</param>
/// <returns>
/// Returns true when <paramref name="obj"/> is a <see cref="BezierKnot"/> and the values of each knot are
/// identical.
/// </returns>
public override bool Equals(object obj)
{
return obj is BezierKnot other && Equals(other);
}
/// <summary>
/// Calculate a hash code for this knot.
/// </summary>
/// <returns>
/// A hash code for the knot.
/// </returns>
public override int GetHashCode()
{
return HashCode.Combine(Position, TangentIn, TangentOut, Rotation);
}
}
}