171 lines
6.5 KiB
C#
171 lines
6.5 KiB
C#
#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
|
|
|