100 lines
4.0 KiB
C#
100 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Mathematics;
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namespace UnityEngine.Splines
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{
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/// <summary>
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/// A key-value pair associating a distance to interpolation ratio ('t') value. This is used when evaluating Spline
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/// attributes to ensure uniform distribution of sampling points.
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/// </summary>
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/// <seealso cref="CurveUtility.CalculateCurveLengths"/>
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[Serializable]
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public struct DistanceToInterpolation
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{
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/// <summary>
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/// Distance in Unity units.
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/// </summary>
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public float Distance;
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/// <summary>
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/// A normalized interpolation ratio ('t').
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/// </summary>
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public float T;
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internal static readonly DistanceToInterpolation Invalid = new () { Distance = -1f, T = -1f };
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}
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/// <summary>
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/// This interface defines a collection of knot indices that should be considered disconnected from the following
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/// knot indices when creating a <see cref="BezierCurve"/>.
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/// </summary>
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public interface IHasEmptyCurves
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{
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/// <summary>
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/// A collection of knot indices that should be considered degenerate curves for the purpose of creating a
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/// non-interpolated gap between curves.
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/// </summary>
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public IReadOnlyList<int> EmptyCurves { get; }
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}
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/// <summary>
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/// ISpline defines the interface from which Spline types inherit.
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/// </summary>
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public interface ISpline : IReadOnlyList<BezierKnot>
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{
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/// <summary>
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/// Whether the spline is open (has a start and end point) or closed (forms an unbroken loop).
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/// </summary>
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bool Closed { get; }
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/// <summary>
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/// Return the sum of all curve lengths, accounting for <see cref="Closed"/> state.
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/// </summary>
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/// <returns>
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/// Returns the sum length of all curves composing this spline, accounting for closed state.
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/// </returns>
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float GetLength();
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/// <summary>
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/// Get a <see cref="BezierCurve"/> from a knot index.
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/// </summary>
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/// <param name="index">The knot index that serves as the first control point for this curve.</param>
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/// <returns>
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/// A <see cref="BezierCurve"/> formed by the knot at index and the next knot.
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/// </returns>
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public BezierCurve GetCurve(int index);
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/// <summary>
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/// Return the length of a curve.
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/// </summary>
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/// <param name="index">The index of the curve for which the length needs to be retrieved.</param>
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/// <seealso cref="GetLength"/>
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/// <returns>
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/// Returns the length of the curve of index 'index' in the spline.
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/// </returns>
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public float GetCurveLength(int index);
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/// <summary>
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/// Return the up vector for a t ratio on the curve. Contrary to <see cref="SplineUtility.EvaluateUpVector"/>,
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/// this method uses cached values when possible for better performance when accessing
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/// these values regularly.
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/// </summary>
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/// <param name="index">The index of the curve for which the length needs to be retrieved.</param>
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/// <param name="t">A value between 0 and 1 representing the ratio along the curve.</param>
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/// <returns>
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/// Returns the up vector at the t ratio of the curve of index 'index'.
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/// </returns>
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public float3 GetCurveUpVector(int index, float t);
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/// <summary>
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/// Return the interpolation ratio (0 to 1) corresponding to a distance on a <see cref="BezierCurve"/>. Distance
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/// is relative to the curve.
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/// </summary>
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/// <param name="curveIndex"> The zero-based index of the curve.</param>
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/// <param name="curveDistance"> The distance (measuring from the knot at curveIndex) to convert to a normalized interpolation ratio.</param>
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/// <returns>The normalized interpolation ratio matching distance on the designated curve. </returns>
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public float GetCurveInterpolation(int curveIndex, float curveDistance);
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}
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}
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