#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS) using System.Runtime.InteropServices; using UnityEngine; using Unity.Mathematics; namespace Obi { [StructLayout(LayoutKind.Sequential)] public struct BurstPathFrame { public enum Axis { X = 0, Y = 1, Z = 2 } public float3 position; public float3 tangent; public float3 normal; public float3 binormal; public float4 color; public float thickness; public BurstPathFrame(float3 position, float3 tangent, float3 normal, float3 binormal, float4 color, float thickness) { this.position = position; this.normal = normal; this.tangent = tangent; this.binormal = binormal; this.color = color; this.thickness = thickness; } public void Reset() { position = float3.zero; tangent = new float3(0, 0, 1); normal = new float3(0, 1, 0); binormal = new float3(1, 0, 0); color = new float4(1, 1, 1, 1); thickness = 0; } public static BurstPathFrame operator +(BurstPathFrame c1, BurstPathFrame c2) { return new BurstPathFrame(c1.position + c2.position, c1.tangent + c2.tangent, c1.normal + c2.normal, c1.binormal + c2.binormal, c1.color + c2.color, c1.thickness + c2.thickness); } public static BurstPathFrame operator *(float f, BurstPathFrame c) { return new BurstPathFrame(c.position * f, c.tangent * f, c.normal * f, c.binormal * f, c.color * f, c.thickness * f); } public static void WeightedSum(float w1, float w2, float w3, in BurstPathFrame c1, in BurstPathFrame c2, in BurstPathFrame c3, ref BurstPathFrame sum) { sum.position.x = c1.position.x * w1 + c2.position.x * w2 + c3.position.x * w3; sum.position.y = c1.position.y * w1 + c2.position.y * w2 + c3.position.y * w3; sum.position.z = c1.position.z * w1 + c2.position.z * w2 + c3.position.z * w3; sum.tangent.x = c1.tangent.x * w1 + c2.tangent.x * w2 + c3.tangent.x * w3; sum.tangent.y = c1.tangent.y * w1 + c2.tangent.y * w2 + c3.tangent.y * w3; sum.tangent.z = c1.tangent.z * w1 + c2.tangent.z * w2 + c3.tangent.z * w3; sum.normal.x = c1.normal.x * w1 + c2.normal.x * w2 + c3.normal.x * w3; sum.normal.y = c1.normal.y * w1 + c2.normal.y * w2 + c3.normal.y * w3; sum.normal.z = c1.normal.z * w1 + c2.normal.z * w2 + c3.normal.z * w3; sum.binormal.x = c1.binormal.x * w1 + c2.binormal.x * w2 + c3.binormal.x * w3; sum.binormal.y = c1.binormal.y * w1 + c2.binormal.y * w2 + c3.binormal.y * w3; sum.binormal.z = c1.binormal.z * w1 + c2.binormal.z * w2 + c3.binormal.z * w3; sum.color.x = c1.color.x * w1 + c2.color.x * w2 + c3.color.x * w3; sum.color.y = c1.color.y * w1 + c2.color.y * w2 + c3.color.y * w3; sum.color.z = c1.color.z * w1 + c2.color.z * w2 + c3.color.z * w3; sum.color.w = c1.color.w * w1 + c2.color.w * w2 + c3.color.w * w3; sum.thickness = c1.thickness * w1 + c2.thickness * w2 + c3.thickness * w3; } public void SetTwist(float twist) { quaternion twistQ = quaternion.AxisAngle(tangent, math.radians(twist)); normal = math.mul(twistQ, normal); binormal = math.mul(twistQ, binormal); } public static quaternion FromToRotation(float3 aFrom, float3 aTo) { float3 axis = math.cross(aFrom, aTo); float angle = math.acos(math.clamp(math.dot(math.normalize(aFrom), math.normalize(aTo)), -1f, 1f)); return quaternion.AxisAngle(math.normalize(axis), angle); } public void SetTwistAndTangent(float twist, float3 tangent) { this.tangent = tangent; normal = math.normalize(new float3(tangent.y, tangent.x, 0)); binormal = math.cross(normal, tangent); quaternion twistQ = quaternion.AxisAngle(tangent, math.radians(twist)); normal = math.mul(twistQ, normal); binormal = math.mul(twistQ, binormal); } public void Transport(in BurstPathFrame frame, float twist) { // Calculate delta rotation: quaternion rotQ = Quaternion.FromToRotation(tangent, frame.tangent); quaternion twistQ = quaternion.AxisAngle(frame.tangent, math.radians(twist)); quaternion finalQ = math.mul(twistQ, rotQ); // Rotate previous frame axes to obtain the new ones: normal = math.mul(finalQ, normal); binormal = math.mul(finalQ, binormal); tangent = frame.tangent; position = frame.position; thickness = frame.thickness; color = frame.color; } public void Transport(float3 newPosition, float3 newTangent, float twist) { // Calculate delta rotation: quaternion rotQ = Quaternion.FromToRotation(tangent, newTangent); quaternion twistQ = quaternion.AxisAngle(newTangent, math.radians(twist)); quaternion finalQ = math.mul(twistQ, rotQ); // Rotate previous frame axes to obtain the new ones: normal = math.mul(finalQ, normal); binormal = math.mul(finalQ, binormal); tangent = newTangent; position = newPosition; } // Transport, hinting the normal. public void Transport(float3 newPosition, float3 newTangent, float3 newNormal, float twist) { normal = math.mul(quaternion.AxisAngle(newTangent, math.radians(twist)), newNormal); tangent = newTangent; binormal = math.cross(normal, tangent); position = newPosition; } public float3x3 ToMatrix(int mainAxis) { float3x3 basis = new float3x3(); int xo = (mainAxis) % 3; int yo = (mainAxis + 1) % 3; int zo = (mainAxis + 2) % 3; basis[xo] = tangent; basis[yo] = binormal; basis[zo] = normal; return basis; } public void DebugDraw(float size) { Debug.DrawRay(position, binormal * size, Color.red); Debug.DrawRay(position, normal * size, Color.green); Debug.DrawRay(position, tangent * size, Color.blue); } } } #endif