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diff --git a/Unity/Assets/Bezier3D-master/Examples/SplineTrain.cs b/Unity/Assets/Bezier3D-master/Examples/SplineTrain.cs
new file mode 100644
index 0000000..d1d5461
--- /dev/null
+++ b/Unity/Assets/Bezier3D-master/Examples/SplineTrain.cs
@@ -0,0 +1,56 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SplineTrain : MonoBehaviour {
+
+ public bool distance = true;
+ public enum TrainType { Clamp, Loop, PingPong }
+ public Bezier3DSpline spline;
+ public TrainType trainType;
+ public float speed = 1;
+ public float startPos = 0;
+
+ [ContextMenu("TEST")]
+ void Test( ) {
+ for (int i = 0; i < 100000; i++) {
+ spline.GetForwardLocal(startPos);
+ }
+ for (int i = 0; i < 100000; i++) {
+ spline.GetForwardLocalFast(startPos);
+ }
+ }
+ void Start() {
+ if (!spline) Debug.LogWarning("Please assign a spline to SplineTrain", this);
+ }
+
+ void OnValidate() {
+ //if (trainType == TrainType.Clamp) startPos = Mathf.Clamp(startPos, 0, spline.totalLength);
+ if (spline != null) SetPos(startPos);
+ }
+ void Update () {
+ if (!spline) return;
+ SetPos((Time.time * speed) + startPos);
+ }
+
+ void SetPos(float pos) {
+ switch (trainType) {
+ case TrainType.Clamp:
+ break;
+ case TrainType.Loop:
+ pos = Mathf.Repeat(pos, distance ? spline.totalLength : 1);
+ break;
+ case TrainType.PingPong:
+ pos = Mathf.PingPong(pos, distance ? spline.totalLength : 1);
+ break;
+ }
+ if (distance) {
+ transform.position = spline.GetPoint(pos);
+ transform.rotation = spline.GetOrientation(pos);
+ }
+ else {
+ transform.position = spline.GetPoint(spline.DistanceToTime(pos));
+ transform.rotation = spline.GetOrientation(spline.DistanceToTime(pos));
+ }
+ }
+}
diff --git a/Unity/Assets/Bezier3D-master/Examples/SplineTrain.cs.meta b/Unity/Assets/Bezier3D-master/Examples/SplineTrain.cs.meta
new file mode 100644
index 0000000..25d1238
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diff --git a/Unity/Assets/Bezier3D-master/README.md b/Unity/Assets/Bezier3D-master/README.md
new file mode 100644
index 0000000..eb1c019
--- /dev/null
+++ b/Unity/Assets/Bezier3D-master/README.md
@@ -0,0 +1,13 @@
+### Bezier3D
+Core bezier implementation for Unity3D.
+Contains basic bezier functionality with distance interpolation and orientation anchors.
+
+**Highlighted Methods**
+* *GetPointDistance(float)* - Given distance, returns a point
+* *GetOrientationDistance(float)* - Given distance, returns orientation
+
+**Simple Editor**
+
+
+
+
diff --git a/Unity/Assets/Bezier3D-master/Scripts.meta b/Unity/Assets/Bezier3D-master/Scripts.meta
new file mode 100644
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diff --git a/Unity/Assets/Bezier3D-master/Scripts/Editor.meta b/Unity/Assets/Bezier3D-master/Scripts/Editor.meta
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diff --git a/Unity/Assets/JCMG Curves.meta b/Unity/Assets/JCMG Curves.meta
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diff --git a/Unity/Assets/JCMG Curves/Licenses.meta b/Unity/Assets/JCMG Curves/Licenses.meta
new file mode 100644
index 0000000..727213d
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+++ b/Unity/Assets/JCMG Curves/Licenses.meta
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diff --git a/Unity/Assets/JCMG Curves/Licenses/LICENSE.md b/Unity/Assets/JCMG Curves/Licenses/LICENSE.md
new file mode 100644
index 0000000..4356107
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Licenses/LICENSE.md
@@ -0,0 +1,9 @@
+MIT License
+
+Copyright (c) 2017 Thor Brigsted
+
+Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
diff --git a/Unity/Assets/JCMG Curves/Licenses/LICENSE.md.meta b/Unity/Assets/JCMG Curves/Licenses/LICENSE.md.meta
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diff --git a/Unity/Assets/JCMG Curves/Scripts/Bezier3DCurve.cs b/Unity/Assets/JCMG Curves/Scripts/Bezier3DCurve.cs
new file mode 100644
index 0000000..08450f5
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Bezier3DCurve.cs
@@ -0,0 +1,165 @@
+using UnityEngine;
+
+/// Immutable Bezier curve between two points
+[System.Serializable]
+public class Bezier3DCurve {
+
+
+ /// Start point
+ public Vector3 a { get { return _a; } }
+ [SerializeField] private Vector3 _a;
+ /// First handle. Local to start point
+ public Vector3 b { get { return _b; } }
+ [SerializeField] private Vector3 _b;
+ /// Second handle. Local to end point
+ public Vector3 c { get { return _c; } }
+ [SerializeField] private Vector3 _c;
+ /// End point
+ public Vector3 d { get { return _d; } }
+ [SerializeField] private Vector3 _d;
+
+ /// B and C in world coordinates
+ [SerializeField] private Vector3 _B, _C;
+ /// Total length of the curve
+ public float length { get { return _length; } }
+ [SerializeField] private float _length;
+ /// True if the curve is defined as a straight line
+ public bool isLinear { get { return _isLinear; } }
+ [SerializeField] private bool _isLinear;
+
+ public AnimationCurve cache { get { return _cache; } }
+ [SerializeField] private AnimationCurve _cache;
+ [SerializeField] private Bezier3D.Vector3AnimationCurve _tangentCache;
+
+ /// Constructor
+ /// Start point
+ /// First handle. Local to start point
+ /// Second handle. Local to end point
+ /// End point
+ public Bezier3DCurve(Vector3 a, Vector3 b, Vector3 c, Vector3 d, int steps) {
+ _a = a;
+ _b = b;
+ _c = c;
+ _d = d;
+ _B = a + b;
+ _C = d + c;
+ _isLinear = b.sqrMagnitude == 0f && c.sqrMagnitude == 0f;
+ _cache = GetDistanceCache(a,a+b,c+d,d,steps);
+ _tangentCache = GetTangentCache(a, a + b, c + d, d, steps);
+ _length = _cache.keys[_cache.keys.Length - 1].time;
+ }
+
+ #region Public methods
+ public Vector3 GetPoint(float t) {
+ return GetPoint(_a, _B, _C, _d, t);
+ }
+
+ public void GetPoint(float t, out Vector3 point)
+ {
+ GetPoint(ref _a, ref _B, ref _C, ref _d, t, out point);
+ }
+
+ public void GetForward(float t, out Vector3 forward)
+ {
+ GetForward(ref _a, ref _B, ref _C, ref _d, t, out forward);
+ }
+
+
+ public Vector3 GetForward(float t) {
+ return GetForward(_a, _B, _C, _d, t);
+ }
+
+ public Vector3 GetForwardFast(float t) {
+ return _tangentCache.Evaluate(t);
+ }
+
+ public float Dist2Time(float distance) {
+ return _cache.Evaluate(distance);
+ }
+ #endregion
+
+ #region Private methods
+ private static Bezier3D.Vector3AnimationCurve GetTangentCache(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int steps) {
+ Bezier3D.Vector3AnimationCurve curve = new Bezier3D.Vector3AnimationCurve(); //time = distance, value = time
+ float delta = 1f / steps;
+ for (int i = 0; i < steps+1; i++) {
+ curve.AddKey(delta * i, GetForward(p0, p1, p2, p3, delta * i).normalized);
+ }
+ return curve;
+ }
+
+ private static AnimationCurve GetDistanceCache(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int steps) {
+ AnimationCurve curve = new AnimationCurve(); //time = distance, value = time
+ Vector3 prevPos = Vector3.zero;
+ float totalLength = 0f;
+ for (int i = 0; i <= steps; i++) {
+ //Normalize i
+ float t = (float)i / (float)steps;
+ //Get position from t
+ Vector3 newPos = GetPoint(p0, p1, p2, p3, t);
+ //First step
+ if (i == 0) {
+ //Add point at (0,0)
+ prevPos = GetPoint(p0, p1, p2, p3, 0);
+ curve.AddKey(0, 0);
+ }
+ //Per step
+ else {
+ //Get distance from previous point
+ float segmentLength = Vector3.Distance(prevPos, newPos);
+ //Accumulate total distance traveled
+ totalLength += segmentLength;
+ //Save current position for next iteration
+ prevPos = newPos;
+ //Cache data
+ curve.AddKey(totalLength, t);
+ }
+ }
+ return curve;
+ }
+
+ public static Vector3 GetPoint(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
+ t = Mathf.Clamp01(t);
+ float oneMinusT = 1f - t;
+ return
+ oneMinusT * oneMinusT * oneMinusT * a +
+ 3f * oneMinusT * oneMinusT * t * b +
+ 3f * oneMinusT * t * t * c +
+ t * t * t * d;
+ }
+ private static Vector3 GetForward(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) { //Also known as first derivative
+ t = Mathf.Clamp01(t);
+ float oneMinusT = 1f - t;
+ return
+ 3f * oneMinusT * oneMinusT * (b - a) +
+ 6f * oneMinusT * t * (c - b) +
+ 3f * t * t * (d - c);
+ }
+
+ private static void GetForward(ref Vector3 a, ref Vector3 b, ref Vector3 c, ref Vector3 d, float t, out Vector3 result)
+ { //Also known as first derivative
+ float oneMinusT = 1f - t;
+ float baScale = 3f * oneMinusT * oneMinusT;
+ float cbScale = 6f * oneMinusT * t;
+ float dcScale = 3f * t * t;
+
+ result.x = baScale * (b.x - a.x) + cbScale * (c.x - b.x) + dcScale * (d.x - c.x);
+ result.y = baScale * (b.y - a.y) + cbScale * (c.y - b.y) + dcScale * (d.y - c.y);
+ result.z = baScale * (b.z - a.z) + cbScale * (c.z - b.z) + dcScale * (d.z - c.z);
+ }
+
+ private static void GetPoint(ref Vector3 a, ref Vector3 b, ref Vector3 c, ref Vector3 d, float t, out Vector3 result)
+ {
+ float oneMinusT = 1f - t;
+ float aScale = oneMinusT * oneMinusT * oneMinusT;
+ float bScale = 3f * oneMinusT * oneMinusT * t;
+ float cScale = 3f * oneMinusT * t * t;
+ float dScale = t * t * t;
+
+ result.x = aScale * a.x + bScale * b.x + cScale * c.x + dScale * d.x;
+ result.y = aScale * a.y + bScale * b.y + cScale * c.y + dScale * d.y;
+ result.z = aScale * a.z + bScale * b.z + cScale * c.z + dScale * d.z;
+ }
+
+ #endregion
+}
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+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Unity/Assets/JCMG Curves/Scripts/Bezier3DSpline.cs b/Unity/Assets/JCMG Curves/Scripts/Bezier3DSpline.cs
new file mode 100644
index 0000000..6cd92fe
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Bezier3DSpline.cs
@@ -0,0 +1,588 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+using System.Linq;
+using UnityEngine.Serialization;
+
+[AddComponentMenu("Miscellaneous/Bezier Spline")]
+public class Bezier3DSpline : MonoBehaviour{
+
+ public int KnotCount { get { return curves.Length+(closed?0:1); } }
+ public int CurveCount { get { return curves.Length; } }
+ /// Interpolation steps per curve
+ public int cacheDensity { get { return _cacheDensity; } }
+ [SerializeField] protected int _cacheDensity = 60;
+ /// Whether the end of the spline connects to the start of the spline
+ public bool closed { get { return _closed; } }
+ [SerializeField] protected bool _closed = false;
+ /// Sum of all curve lengths
+ public float totalLength { get { return _totalLength; } }
+ [SerializeField] protected float _totalLength = 2.370671f;
+ /// Curves of the spline
+ [SerializeField] protected Bezier3DCurve[] curves = new Bezier3DCurve[] { new Bezier3DCurve( new Vector3(-1,0,0), new Vector3(1,0,1), new Vector3(-1,0,-1), new Vector3(1,0,0), 60)};
+ /// Automatic knots don't have handles. Instead they have a percentage and adjust their handles accordingly. A percentage of 0 indicates that this is not automatic
+ [SerializeField] protected List autoKnot = new List() { 0, 0 };
+ [SerializeField] protected List orientations = new List() { new NullableQuaternion(null), new NullableQuaternion(null) };
+ [SerializeField] protected Vector3[] tangentCache = new Vector3[0];
+
+ #region Public methods
+
+ #region Public: get
+
+
+ public void GetOrientationRaw(int index, out Quaternion result)
+ {
+ for (int i = index; i < CurveCount; i++)
+ {
+ if (orientations[i].HasValue)
+ {
+ result = orientations[i].Value;
+ return;
+ }
+ }
+ for (int i = index-1; i >= 0; i++)
+ {
+ if (orientations[i].HasValue)
+ {
+ result = orientations[i].Value;
+ return;
+ }
+ }
+ result = Quaternion.identity;
+ }
+
+ public float DistanceToTime(float dist) {
+ float t = 0f;
+ for (int i = 0; i < CurveCount; i++) {
+ if (curves[i].length < dist) {
+ dist -= curves[i].length;
+ t += 1f / CurveCount;
+ }
+ else {
+ t += curves[i].Dist2Time(dist) / CurveCount;
+ return t;
+ }
+ }
+ return 1f;
+ }
+
+ /// Get by index
+ public Bezier3DCurve GetCurve(int i) {
+ if (i >= CurveCount || i < 0) throw new System.IndexOutOfRangeException("Cuve index " + i + " out of range");
+ return curves[i];
+ }
+
+ /// Return info in local coordinates
+ public Knot GetKnot(int i) {
+ if (i == 0) {
+ if (closed) return new Knot(curves[0].a, curves[CurveCount - 1].c, curves[0].b, autoKnot[i], orientations[i].NullableValue);
+ else return new Knot(curves[0].a, Vector3.zero, curves[0].b, autoKnot[i], orientations[i].NullableValue);
+ }
+ else if (i == CurveCount) {
+ return new Knot(curves[i - 1].d, curves[i - 1].c, Vector3.zero, autoKnot[i], orientations[i].NullableValue);
+ }
+ else {
+ return new Knot(curves[i].a, curves[i - 1].c, curves[i].b, autoKnot[i], orientations[i].NullableValue);
+ }
+ }
+
+ #region Public get: Forward
+ /// Return forward vector at set distance along the .
+ public Vector3 GetForward(float dist) {
+ return transform.TransformDirection(GetForwardLocal(dist));
+ }
+
+ /// Return forward vector at set distance along the in local coordinates.
+ public Vector3 GetForwardLocal(float dist) {
+ Bezier3DCurve curve = GetCurveDistance(dist, out dist);
+ return curve.GetForward(curve.Dist2Time(dist));
+ }
+
+ /// Return forward vector at set distance along the . Uses approximation.
+ public Vector3 GetForwardFast(float dist) {
+ return transform.TransformDirection(GetForwardLocalFast(dist));
+ }
+
+ /// Return forward vector at set distance along the in local coordinates. Uses approximation.
+ public Vector3 GetForwardLocalFast(float dist) {
+ Bezier3DCurve curve = GetCurveDistance(dist, out dist);
+ return curve.GetForwardFast(curve.Dist2Time(dist));
+ }
+ #endregion
+
+ #region Public get: Up
+ /// Return up vector at set distance along the .
+ public Vector3 GetUp(float dist) {
+ return GetUp(dist, GetForward(dist), false);
+ }
+
+ /// Return up vector at set distance along the in local coordinates.
+ public Vector3 GetUpLocal(float dist) {
+ return GetUp(dist, GetForward(dist), true);
+ }
+ #endregion
+
+ #region Public get: Point
+ /// Return up vector at set distance along the .
+ public Vector3 GetPoint(float dist) {
+ Bezier3DCurve curve = GetCurveDistance(dist, out dist);
+ return transform.TransformPoint(curve.GetPoint(curve.Dist2Time(dist)));
+ }
+
+ /// Return point at lerped position where 0 = start, 1 = end
+ public Vector3 GetPointLocal(float dist) {
+ Bezier3DCurve curve = GetCurveDistance(dist, out dist);
+ return curve.GetPoint(curve.Dist2Time(dist));
+ }
+ #endregion
+
+ #region Public get: Orientation
+ public Quaternion GetOrientation(float dist) {
+ Vector3 forward = GetForward(dist);
+ Vector3 up = GetUp(dist, forward, false);
+ if (forward.sqrMagnitude != 0) return Quaternion.LookRotation(forward, up);
+ else return Quaternion.identity;
+ }
+
+ public Quaternion GetOrientationFast(float dist) {
+ Vector3 forward = GetForwardFast(dist);
+ Vector3 up = GetUp(dist, forward, false);
+ if (forward.sqrMagnitude != 0) return Quaternion.LookRotation(forward, up);
+ else return Quaternion.identity;
+ }
+
+ public Quaternion GetOrientationLocal(float dist) {
+ Vector3 forward = GetForwardLocal(dist);
+ Vector3 up = GetUp(dist, forward, true);
+ if (forward.sqrMagnitude != 0) return Quaternion.LookRotation(forward, up);
+ else return Quaternion.identity;
+ }
+
+ public Quaternion GetOrientationLocalFast(float dist) {
+ Vector3 forward = GetForwardLocalFast(dist);
+ Vector3 up = GetUp(dist, forward, true);
+ if (forward.sqrMagnitude != 0) return Quaternion.LookRotation(forward, up);
+ else return Quaternion.identity;
+ }
+ #endregion
+
+ #endregion
+
+ #region Public: Set
+ /// Setting spline to closed will generate an extra curve, connecting end point to start point
+ public void SetClosed(bool closed) {
+ if (closed != _closed) {
+ _closed = closed;
+ if (closed) {
+ List curveList = new List(curves);
+ curveList.Add(new Bezier3DCurve(curves[CurveCount - 1].d, -curves[CurveCount - 1].c, -curves[0].b, curves[0].a, cacheDensity));
+ curves = curveList.ToArray();
+ }
+ else {
+ List curveList = new List(curves);
+ curveList.RemoveAt(CurveCount - 1);
+ curves = curveList.ToArray();
+ }
+ _totalLength = GetTotalLength();
+ }
+ }
+
+ /// Recache all individual curves with new step amount
+ /// Number of steps per curve
+ public void SetCacheDensity(int steps) {
+ _cacheDensity = steps;
+ for (int i = 0; i < CurveCount; i++) {
+ curves[i] = new Bezier3DCurve(curves[i].a, curves[i].b, curves[i].c, curves[i].d, _cacheDensity);
+ }
+ _totalLength = GetTotalLength();
+ }
+
+ public void RemoveKnot(int i) {
+ if (i == 0) {
+ Knot knot = GetKnot(1);
+
+ List curveList = new List(curves);
+ curveList.RemoveAt(0);
+ curves = curveList.ToArray();
+
+ autoKnot.RemoveAt(0);
+ orientations.RemoveAt(0);
+
+ SetKnot(0, knot);
+ }
+ else if (i == CurveCount) {
+
+ List curveList = new List(curves);
+ curveList.RemoveAt(i - 1);
+ curves = curveList.ToArray();
+
+ autoKnot.RemoveAt(i);
+ orientations.RemoveAt(i);
+
+ if (autoKnot[KnotCount - 1] != 0) SetKnot(KnotCount - 1, GetKnot(KnotCount - 1));
+ }
+ else {
+ int preCurveIndex, postCurveIndex;
+ GetCurveIndicesForKnot(i, out preCurveIndex, out postCurveIndex);
+
+ Bezier3DCurve curve = new Bezier3DCurve(curves[preCurveIndex].a, curves[preCurveIndex].b, curves[postCurveIndex].c, curves[postCurveIndex].d, cacheDensity);
+
+ curves[preCurveIndex] = curve;
+
+ List curveList = new List(curves);
+ curveList.RemoveAt(postCurveIndex);
+ curves = curveList.ToArray();
+
+ autoKnot.RemoveAt(i);
+ orientations.RemoveAt(i);
+
+ int preKnotIndex, postKnotIndex;
+ GetKnotIndicesForKnot(i, out preKnotIndex, out postKnotIndex);
+
+ SetKnot(preKnotIndex, GetKnot(preKnotIndex));
+ }
+ }
+
+ public void AddKnot(Knot knot) {
+ Bezier3DCurve curve = new Bezier3DCurve(curves[CurveCount - 1].d, -curves[CurveCount - 1].c, knot.handleIn, knot.position, cacheDensity);
+
+ List curveList = new List(curves);
+ curveList.Add(curve);
+ curves = curveList.ToArray();
+
+ autoKnot.Add(knot.auto);
+ orientations.Add(knot.orientation);
+ SetKnot(KnotCount - 1, knot);
+ }
+
+ public void InsertKnot(int i, Knot knot) {
+ Bezier3DCurve curve;
+ if (i == 0) curve = new Bezier3DCurve(knot.position, knot.handleOut, -curves[0].b, curves[0].a, cacheDensity);
+ else if (i == CurveCount) curve = GetCurve(i - 1);
+ else curve = GetCurve(i);
+
+ List curveList = new List(curves);
+ curveList.Insert(i, curve);
+ curves = curveList.ToArray();
+
+ autoKnot.Insert(i, knot.auto);
+ orientations.Insert(i, knot.orientation);
+ SetKnot(i, knot);
+ }
+
+ /// Set Knot info in local coordinates
+ public void SetKnot(int i, Knot knot) {
+ //If knot is set to auto, adjust handles accordingly
+ orientations[i] = knot.orientation;
+ autoKnot[i] = knot.auto;
+ if (knot.auto != 0) AutomateHandles(i, ref knot);
+
+ //Automate knots around this knot
+ int preKnotIndex, postKnotIndex;
+ GetKnotIndicesForKnot(i, out preKnotIndex, out postKnotIndex);
+
+ Knot preKnot = new Knot();
+ if (preKnotIndex != -1) {
+ preKnot = GetKnot(preKnotIndex);
+ if (preKnot.auto != 0) {
+ int preKnotPreCurveIndex, preKnotPostCurveIndex;
+ GetCurveIndicesForKnot(preKnotIndex, out preKnotPreCurveIndex, out preKnotPostCurveIndex);
+ if (preKnotPreCurveIndex != -1) {
+ AutomateHandles(preKnotIndex, ref preKnot, curves[preKnotPreCurveIndex].a, knot.position);
+ curves[preKnotPreCurveIndex] = new Bezier3DCurve(curves[preKnotPreCurveIndex].a, curves[preKnotPreCurveIndex].b, preKnot.handleIn, preKnot.position, cacheDensity);
+ }
+ else {
+ AutomateHandles(preKnotIndex, ref preKnot, Vector3.zero, knot.position);
+ }
+ }
+ }
+
+ Knot postKnot = new Knot();
+ if (postKnotIndex != -1) {
+ postKnot = GetKnot(postKnotIndex);
+ if (postKnot.auto != 0) {
+ int postKnotPreCurveIndex, postKnotPostCurveIndex;
+ GetCurveIndicesForKnot(postKnotIndex, out postKnotPreCurveIndex, out postKnotPostCurveIndex);
+ if (postKnotPostCurveIndex != -1) {
+ AutomateHandles(postKnotIndex, ref postKnot, knot.position, curves[postKnotPostCurveIndex].d);
+ curves[postKnotPostCurveIndex] = new Bezier3DCurve(postKnot.position, postKnot.handleOut, curves[postKnotPostCurveIndex].c, curves[postKnotPostCurveIndex].d, cacheDensity);
+ }
+ else {
+ AutomateHandles(postKnotIndex, ref postKnot, knot.position, Vector3.zero);
+ }
+ }
+ }
+
+ //Get the curve indices in direct contact with knot
+ int preCurveIndex, postCurveIndex;
+ GetCurveIndicesForKnot(i, out preCurveIndex, out postCurveIndex);
+
+ //Adjust curves in direct contact with the knot
+ if (preCurveIndex != -1) curves[preCurveIndex] = new Bezier3DCurve(preKnot.position, preKnot.handleOut, knot.handleIn, knot.position, cacheDensity);
+ if (postCurveIndex != -1) curves[postCurveIndex] = new Bezier3DCurve(knot.position, knot.handleOut, postKnot.handleIn, postKnot.position, cacheDensity);
+
+ _totalLength = GetTotalLength();
+
+ }
+
+ /// Flip the spline
+ public void Flip() {
+ Bezier3DCurve[] curves = new Bezier3DCurve[CurveCount];
+ for (int i = 0; i < CurveCount; i++) {
+ curves[CurveCount - 1 - i] = new Bezier3DCurve(this.curves[i].d, this.curves[i].c, this.curves[i].b, this.curves[i].a, cacheDensity);
+ }
+ this.curves = curves;
+ autoKnot.Reverse();
+ orientations.Reverse();
+ }
+ #endregion
+
+ #endregion
+
+ public struct Knot {
+ public Vector3 position;
+ public Vector3 handleIn;
+ public Vector3 handleOut;
+ public float auto;
+ public Quaternion? orientation;
+
+ /// Constructor
+ /// Position of the knot local to spline transform
+ /// Left handle position local to knot position
+ /// Right handle position local to knot position
+ /// Any value above 0 will result in an automatically configured knot (ignoring handle inputs)
+ public Knot(Vector3 position, Vector3 handleIn, Vector3 handleOut, float automatic = 0f, Quaternion? orientation = null) {
+ this.position = position;
+ this.handleIn = handleIn;
+ this.handleOut = handleOut;
+ this.auto = automatic;
+ this.orientation = orientation;
+ }
+ }
+
+ #region Private methods
+ private Vector3 GetUp(float dist, Vector3 tangent, bool local) {
+ float t = DistanceToTime(dist);
+ t *= CurveCount;
+
+ Quaternion rot_a = Quaternion.identity, rot_b = Quaternion.identity;
+ int t_a = 0, t_b = 0;
+
+ //Find preceding rotation
+ for (int i = Mathf.Min((int)t, CurveCount); i >= 0; i--) {
+ i = (int)Mathf.Repeat(i, KnotCount - 1);
+ if (orientations[i].HasValue) {
+ rot_a = orientations[i].Value;
+ rot_b = orientations[i].Value;
+ t_a = i;
+ t_b = i;
+ break;
+ }
+ }
+ //Find proceding rotation
+ for (int i = Mathf.Max((int)t + 1, 0); i < orientations.Count; i++) {
+ if (orientations[i].HasValue) {
+ rot_b = orientations[i].Value;
+ t_b = i;
+ break;
+ }
+ }
+ t = Mathf.InverseLerp(t_a, t_b, t);
+ Quaternion rot = Quaternion.Lerp(rot_a, rot_b, t);
+ if (!local) rot = transform.rotation * rot;
+ //Debug.Log(t_a + " / " + t_b + " / " + t);
+ return Vector3.ProjectOnPlane(rot * Vector3.up, tangent).normalized;
+ }
+
+ /// Get the curve indices in direct contact with knot
+ private void GetCurveIndicesForKnot(int knotIndex, out int preCurveIndex, out int postCurveIndex) {
+ //Get the curve index in direct contact with, before the knot
+ preCurveIndex = -1;
+ if (knotIndex != 0) preCurveIndex = knotIndex - 1;
+ else if (closed) preCurveIndex = CurveCount - 1;
+
+ //Get the curve index in direct contact with, after the knot
+ postCurveIndex = -1;
+ if (knotIndex != CurveCount) postCurveIndex = knotIndex;
+ else if (closed) postCurveIndex = 0;
+ }
+
+ /// Get the knot indices in direct contact with knot
+ private void GetKnotIndicesForKnot(int knotIndex, out int preKnotIndex, out int postKnotIndex) {
+ //Get the curve index in direct contact with, before the knot
+ preKnotIndex = -1;
+ if (knotIndex != 0) preKnotIndex = knotIndex - 1;
+ else if (closed) preKnotIndex = KnotCount - 1;
+
+ //Get the curve index in direct contact with, after the knot
+ postKnotIndex = -1;
+ if (knotIndex != KnotCount - 1) postKnotIndex = knotIndex + 1;
+ else if (closed) postKnotIndex = 0;
+ }
+
+ private Bezier3DCurve GetCurve(float splineT, out float curveT) {
+ splineT *= CurveCount;
+ for (int i = 0; i < CurveCount; i++) {
+ if (splineT > 1f) splineT -= 1f;
+ else {
+ curveT = splineT;
+ return curves[i];
+ }
+ }
+ curveT = 1f;
+ return curves[CurveCount - 1];
+ }
+
+ public Bezier3DCurve GetCurveIndexTime(float splineDist, out int index, out float curveTime)
+ {
+ Bezier3DCurve result;
+ for (int i = 0; i < CurveCount; i++)
+ {
+ result = curves[i];
+ if (result.length < splineDist) splineDist -= result.length;
+ else
+ {
+ index = i;
+ curveTime = result.Dist2Time(splineDist);
+ return result;
+ }
+ }
+ index = CurveCount - 1;
+ result = curves[index];
+ curveTime = 1f;
+ return result;
+ }
+
+ private Bezier3DCurve GetCurveDistance(float splineDist, out float curveDist) {
+ for (int i = 0; i < CurveCount; i++) {
+ if (curves[i].length < splineDist) splineDist -= curves[i].length;
+ else {
+ curveDist = splineDist;
+ return curves[i];
+ }
+ }
+ curveDist = curves[CurveCount -1].length;
+ return curves[CurveCount - 1];
+ }
+
+ /// Automate handles based on previous and next point positions
+ private void AutomateHandles(int i, ref Knot knot) {
+ //Terminology: Points are referred to as A B and C
+ //A = prev point, B = current point, C = next point
+
+ Vector3 prevPos;
+ if (i != 0) prevPos = curves[i - 1].a;
+ else if (closed) prevPos = curves[CurveCount - 1].a;
+ else prevPos = Vector3.zero;
+
+ Vector3 nextPos;
+ if (i != KnotCount - 1) nextPos = curves[i].d;
+ else if (closed) nextPos = curves[0].a;
+ else nextPos = Vector3.zero;
+
+ AutomateHandles(i, ref knot, prevPos, nextPos);
+ }
+
+ /// Automate handles based on previous and next point positions
+ private void AutomateHandles(int i, ref Knot knot, Vector3 prevPos, Vector3 nextPos) {
+ //Terminology: Points are referred to as A B and C
+ //A = prev point, B = current point, C = next point
+ float amount = knot.auto;
+
+ //Calculate directional vectors
+ Vector3 AB = knot.position - prevPos;
+ Vector3 CB = knot.position - nextPos;
+ //Calculate the across vector
+ Vector3 AB_CB = (CB.normalized - AB.normalized).normalized;
+
+ if (!closed) {
+ if (i == 0) {
+ knot.handleOut = CB * -amount;
+ }
+ else if (i == CurveCount) {
+ knot.handleIn = AB * -amount;
+ }
+ else {
+ knot.handleOut = -AB_CB * CB.magnitude * amount;
+ knot.handleIn = AB_CB * AB.magnitude * amount;
+ }
+ }
+ else {
+ if (KnotCount == 2) {
+ Vector3 left = new Vector3(AB.z, 0,-AB.x) * amount;
+ if (i == 0) {
+ knot.handleIn = left;
+ knot.handleOut = -left;
+ }
+ if (i == 1) {
+ knot.handleIn = left;
+ knot.handleOut = -left;
+ }
+ }
+ else {
+ knot.handleIn = AB_CB * AB.magnitude * amount;
+ knot.handleOut = -AB_CB * CB.magnitude * amount;
+ }
+ }
+ }
+
+ private float GetTotalLength() {
+ float length = 0f;
+ for (int i = 0; i < CurveCount; i++) {
+ length += curves[i].length;
+ }
+ return length;
+ }
+ #endregion
+
+ /// Unity doesn't support serialization of nullable types, so here's a custom struct that does exactly the same thing
+ [Serializable]
+ protected struct NullableQuaternion {
+ public Quaternion Value { get { return rotation; } }
+ public Quaternion? NullableValue { get { if (hasValue) return rotation; else return null; } }
+ public bool HasValue { get { return hasValue; } }
+
+ [SerializeField] private Quaternion rotation;
+ [SerializeField] private bool hasValue;
+
+ public NullableQuaternion(Quaternion? rot) {
+ rotation = rot.HasValue?rot.Value:Quaternion.identity;
+ hasValue = rot.HasValue;
+ }
+
+ // User-defined conversion from nullable type to NullableQuaternion
+ public static implicit operator NullableQuaternion(Quaternion? r) {
+ return new NullableQuaternion(r);
+ }
+ }
+#if UNITY_EDITOR
+ void OnDrawGizmos() {
+ //Set color depending on selection
+ if (Array.IndexOf(UnityEditor.Selection.gameObjects, gameObject) >= 0) {
+ Gizmos.color = Color.yellow;
+ } else Gizmos.color = new Color(1, 0.6f, 0f);
+
+ //Loop through each curve in spline
+ for (int i = 0; i < CurveCount; i++) {
+ Bezier3DCurve curve = GetCurve(i);
+
+ //Get curve in world space
+ Vector3 a, b, c, d;
+ a = transform.TransformPoint(curve.a);
+ b = transform.TransformPoint(curve.b + curve.a);
+ c = transform.TransformPoint(curve.c + curve.d);
+ d = transform.TransformPoint(curve.d);
+
+ int segments = 50;
+ float spacing = 1f / segments;
+ Vector3 prev = Bezier3DCurve.GetPoint(a, b, c, d, 0f);
+ for (int k = 0; k <= segments; k++) {
+ Vector3 cur = Bezier3DCurve.GetPoint(a, b, c, d, k * spacing);
+ Gizmos.DrawLine(prev, cur);
+ prev = cur;
+ }
+ }
+ }
+#endif
+}
diff --git a/Unity/Assets/JCMG Curves/Scripts/Bezier3DSpline.cs.meta b/Unity/Assets/JCMG Curves/Scripts/Bezier3DSpline.cs.meta
new file mode 100644
index 0000000..7283140
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Bezier3DSpline.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 50f6cb5b297175b42a8ae8a04b789fa4
+timeCreated: 1503304503
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Unity/Assets/JCMG Curves/Scripts/Editor.meta b/Unity/Assets/JCMG Curves/Scripts/Editor.meta
new file mode 100644
index 0000000..7eeaa1c
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: de73badbd2f40df47b9eddaae710f038
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplineEditor.cs b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplineEditor.cs
new file mode 100644
index 0000000..8af035d
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplineEditor.cs
@@ -0,0 +1,615 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using System;
+using System.Reflection;
+
+[CustomEditor(typeof(Bezier3DSpline))]
+public class Bezier3DSplineEditor : Editor {
+ public static Action onUpdateSpline;
+
+ public static bool mirror = true;
+ public static float handleSize = 0.1f;
+ public static Vector2 guiOffset = new Vector2(10, 10);
+ public static bool visualizeOrientation = true;
+ int activeKnot = -1;
+ List selectedKnots = new List();
+ static Bezier3DSpline spline;
+
+ [MenuItem("GameObject/BezierSpline", false, 10)]
+ static void CreateBezierSpline() {
+ new GameObject("BezierSpline").AddComponent();
+ }
+
+ void OnEnable() {
+ spline = target as Bezier3DSpline;
+ }
+
+ void OnDisable() {
+ Tools.hidden = false;
+ SelectKnot(-1, false);
+ }
+
+ override public void OnInspectorGUI() {
+ Bezier3DSpline spline = target as Bezier3DSpline;
+
+ ValidateSelected();
+
+ EditorGUILayout.LabelField("Spline settings");
+
+ EditorGUI.indentLevel = 1;
+
+ EditorGUI.BeginChangeCheck();
+ int steps = spline.cacheDensity;
+ steps = EditorGUILayout.DelayedIntField("Cache density", steps);
+ if (EditorGUI.EndChangeCheck()) {
+ spline.SetCacheDensity(steps);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+
+ EditorGUI.BeginChangeCheck();
+ bool closed = spline.closed;
+ closed = EditorGUILayout.Toggle(new GUIContent("Closed", "Generate an extra curve, connecting the final point to the first point."), closed);
+ if (EditorGUI.EndChangeCheck()) {
+ spline.SetClosed(closed);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+
+ Rect position = EditorGUILayout.GetControlRect(false, 19f, EditorStyles.numberField);
+ position.xMin += EditorGUIUtility.labelWidth;
+
+ Rect flipRect = new Rect(position.x, position.y, position.width, position.height);
+ if (GUI.Button(flipRect, new GUIContent("Flip", "Flip spline direction."))) {
+ spline.Flip();
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+
+
+ EditorGUI.indentLevel = 0;
+
+ EditorGUILayout.Space();
+ if (activeKnot != -1) {
+ EditorGUILayout.LabelField("Selected point");
+ EditorGUI.indentLevel = 1;
+ Bezier3DSpline.Knot knot = spline.GetKnot(activeKnot);
+
+ position = EditorGUILayout.GetControlRect(false, 19f, EditorStyles.numberField);
+ position.xMin += EditorGUIUtility.labelWidth;
+
+ EditorGUI.BeginChangeCheck();
+ bool orientation = knot.orientation != null;
+ Rect orientationRect = new Rect(position.x, position.y, position.height, position.height);
+ orientation = GUI.Toggle(orientationRect, orientation, new GUIContent("O", "Orientation Anchor"), "Button");
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Toggle Bezier Orientation Anchor");
+ if (orientation) knot.orientation = Quaternion.identity;
+ else knot.orientation = null;
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+
+ EditorGUI.BeginChangeCheck();
+ bool auto = knot.auto != 0f;
+ Rect autoRect = new Rect(position.x + position.height + 4, position.y, position.height, position.height);
+ auto = GUI.Toggle(autoRect, auto, new GUIContent("A", "Auto Handles"), "Button");
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Toggle Bezier Auto Handles");
+ if (auto) knot.auto = 0.33f;
+ else knot.auto = 0f;
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+
+
+ if (orientation) {
+ EditorGUILayout.Space();
+ EditorGUI.BeginChangeCheck();
+ Vector3 orientationEuler = knot.orientation.Value.eulerAngles;
+ orientationEuler = EditorGUILayout.Vector3Field("Orientation", orientationEuler);
+ if (EditorGUI.EndChangeCheck()) {
+ knot.orientation = Quaternion.Euler(orientationEuler);
+ spline.SetKnot(activeKnot, knot);
+ SceneView.RepaintAll();
+ }
+ }
+
+ if (auto) {
+ EditorGUILayout.Space();
+ EditorGUI.BeginChangeCheck();
+ knot.position = EditorGUILayout.Vector3Field("Position", knot.position);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Point");
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+ EditorGUI.BeginChangeCheck();
+ knot.auto = EditorGUILayout.FloatField("Distance", knot.auto);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Point");
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+ } else {
+ EditorGUILayout.Space();
+ EditorGUI.BeginChangeCheck();
+ knot.position = EditorGUILayout.Vector3Field("Position", knot.position);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Point");
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+ EditorGUI.BeginChangeCheck();
+ knot.handleIn = EditorGUILayout.Vector3Field("Handle in", knot.handleIn);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Handle");
+ if (mirror) knot.handleOut = -knot.handleIn;
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+ EditorGUI.BeginChangeCheck();
+ knot.handleOut = EditorGUILayout.Vector3Field("Handle out", knot.handleOut);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Handle");
+ if (mirror) knot.handleIn = -knot.handleOut;
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ SceneView.RepaintAll();
+ }
+ }
+ }
+ }
+
+ void Hotkeys() {
+ Event e = Event.current;
+ switch (e.type) {
+ case EventType.ValidateCommand:
+ if (e.commandName == "UndoRedoPerformed") if (onUpdateSpline != null) onUpdateSpline(spline);
+ break;
+ case EventType.KeyDown:
+ if (e.keyCode == KeyCode.I) {
+ if ((e.modifiers & (EventModifiers.Control | EventModifiers.Command)) != 0) {
+ spline.Flip();
+ }
+ }
+ break;
+ }
+ }
+
+ void OnSceneGUI() {
+ Hotkeys();
+
+ Handles.BeginGUI();
+ Color defaultColor = GUI.contentColor;
+ GUILayout.BeginArea(new Rect(guiOffset, new Vector2(100, 200)));
+ GUIStyle style = (GUIStyle)"ChannelStripAttenuationMarkerSquare";
+ GUI.contentColor = mirror ? Color.green : Color.red;
+ mirror = GUILayout.Toggle(mirror, new GUIContent("Handle Mirror", "Should opposite handles mirror edited handles?"), style);
+ GUILayout.Space(4);
+ GUI.contentColor = visualizeOrientation ? Color.green : Color.red;
+ visualizeOrientation = GUILayout.Toggle(visualizeOrientation, new GUIContent("Show Orientation", "Visualize orientation along spline"), style);
+ GUILayout.EndArea();
+ Handles.EndGUI();
+
+ ValidateSelected();
+ DrawUnselectedKnots();
+
+ if (visualizeOrientation) VisualizeOrientations();
+ if (activeKnot != -1) {
+ if (selectedKnots.Count == 1) {
+ DrawSelectedSplitters();
+ DrawSelectedKnot();
+ } else {
+ DrawMultiSelect();
+ }
+ }
+ }
+
+ void DrawMultiSelect() {
+ Handles.color = Color.blue;
+ for (int i = 0; i < selectedKnots.Count; i++) {
+ if (Handles.Button(spline.transform.TransformPoint(spline.GetKnot(selectedKnots[i]).position), Camera.current.transform.rotation, handleSize, handleSize, Handles.CircleHandleCap)) {
+ SelectKnot(selectedKnots[i], true);
+ }
+ }
+ Vector3 handlePos = Vector3.zero;
+ if (Tools.pivotMode == PivotMode.Center) {
+ for (int i = 0; i < selectedKnots.Count; i++) {
+ handlePos += spline.GetKnot(selectedKnots[i]).position;
+ }
+ handlePos /= selectedKnots.Count;
+ } else {
+ handlePos = spline.GetKnot(activeKnot).position;
+ }
+ handlePos = spline.transform.TransformPoint(handlePos);
+
+ Handles.PositionHandle(handlePos, Tools.handleRotation);
+ }
+
+ void DrawUnselectedKnots() {
+ for (int i = 0; i < spline.KnotCount; i++) {
+ if (selectedKnots.Contains(i)) continue;
+ Bezier3DSpline.Knot knot = spline.GetKnot(i);
+
+ Vector3 knotWorldPos = spline.transform.TransformPoint(knot.position);
+ if (knot.orientation.HasValue) {
+ Handles.color = Handles.yAxisColor;
+ Quaternion rot = spline.transform.rotation * knot.orientation.Value;
+ Handles.ArrowHandleCap(0, knotWorldPos, rot * Quaternion.AngleAxis(90, Vector3.left), 0.15f, EventType.Repaint);
+ }
+ Handles.color = Color.white;
+ if (Handles.Button(knotWorldPos, Camera.current.transform.rotation, HandleUtility.GetHandleSize(knotWorldPos) * handleSize, HandleUtility.GetHandleSize(knotWorldPos) * handleSize, Handles.CircleHandleCap)) {
+ SelectKnot(i, Event.current.control);
+ }
+ }
+ }
+
+ void DrawSelectedKnot() {
+ Bezier3DSpline.Knot knot = spline.GetKnot(activeKnot);
+ Handles.color = Color.green;
+
+ Vector3 knotWorldPos = spline.transform.TransformPoint(knot.position);
+
+ if (Tools.current == Tool.Move) {
+ //Position handle
+ EditorGUI.BeginChangeCheck();
+ knotWorldPos = Handles.PositionHandle(knotWorldPos, Tools.handleRotation);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Point");
+ knot.position = spline.transform.InverseTransformPoint(knotWorldPos);
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ }
+ else if (Tools.current == Tool.Rotate) {
+ //Draw arrow
+
+ //Rotation handle
+ EditorGUI.BeginChangeCheck();
+ Quaternion rot = knot.orientation.HasValue ? knot.orientation.Value : Quaternion.identity;
+ Handles.color = Handles.yAxisColor;
+ Handles.ArrowHandleCap(0, knotWorldPos, rot * Quaternion.AngleAxis(90, Vector3.left), HandleUtility.GetHandleSize(knotWorldPos), EventType.Repaint);
+ rot = Handles.RotationHandle(rot, knotWorldPos);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Point");
+ knot.orientation = rot;
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ Repaint();
+ }
+ }
+
+
+ Handles.color = Handles.zAxisColor;
+
+ //In Handle
+ if (knot.handleIn != Vector3.zero) {
+ EditorGUI.BeginChangeCheck();
+ Vector3 inHandleWorldPos = spline.transform.TransformPoint(knot.position + knot.handleIn);
+ //inHandleWorldPos = Handles.PositionHandle(inHandleWorldPos, Tools.handleRotation);
+ if (knot.auto == 0) inHandleWorldPos = SmallPositionHandle(inHandleWorldPos, Tools.handleRotation,0.5f,1f);
+ else inHandleWorldPos = SmallPositionHandle(inHandleWorldPos, Tools.handleRotation,0.5f,0.5f);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Handle");
+ knot.handleIn = spline.transform.InverseTransformPoint(inHandleWorldPos) - knot.position;
+ knot.auto = 0;
+ if (mirror) knot.handleOut = -knot.handleIn;
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ Handles.DrawLine(knotWorldPos, inHandleWorldPos);
+ }
+
+
+ //outHandle
+ if (knot.handleOut != Vector3.zero) {
+ EditorGUI.BeginChangeCheck();
+ Vector3 outHandleWorldPos = spline.transform.TransformPoint(knot.position + knot.handleOut);
+ //outHandleWorldPos = Handles.PositionHandle(outHandleWorldPos, Tools.handleRotation);
+ if (knot.auto == 0) outHandleWorldPos = SmallPositionHandle(outHandleWorldPos, Tools.handleRotation,0.5f, 1f);
+ else outHandleWorldPos = SmallPositionHandle(outHandleWorldPos, Tools.handleRotation,0.5f, 0.5f);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(spline, "Edit Bezier Handle");
+ knot.handleOut = spline.transform.InverseTransformPoint(outHandleWorldPos) - knot.position;
+ knot.auto = 0;
+ if (mirror) knot.handleIn = -knot.handleOut;
+ spline.SetKnot(activeKnot, knot);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ Handles.DrawLine(knotWorldPos, outHandleWorldPos);
+ }
+
+ // Hotkeys
+ Event e = Event.current;
+ switch (e.type) {
+ case EventType.KeyDown:
+ if (e.keyCode == KeyCode.Delete) {
+ if (spline.KnotCount > 2) {
+ Undo.RecordObject(spline, "Remove Bezier Point");
+ spline.RemoveKnot(activeKnot);
+ SelectKnot(-1, false);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ e.Use();
+
+ }
+ if (e.keyCode == KeyCode.Escape) {
+ SelectKnot(-1, false);
+ e.Use();
+ }
+ break;
+ }
+ }
+
+ void DrawSelectedSplitters() {
+ Handles.color = Color.white;
+ //Start add
+ if (!spline.closed && activeKnot == 0) {
+ Bezier3DCurve curve = spline.GetCurve(0);
+ Vector3
+ a = spline.transform.TransformPoint(curve.a),
+ b = spline.transform.TransformDirection(curve.b.normalized) * 2f;
+
+ float handleScale = HandleUtility.GetHandleSize(a);
+ b *= handleScale;
+ Handles.DrawDottedLine(a, a - b, 3f);
+ if (Handles.Button(a - b, Camera.current.transform.rotation, handleScale * handleSize * 0.4f, handleScale * handleSize * 0.4f, Handles.DotHandleCap)) {
+ Undo.RecordObject(spline, "Add Bezier Point");
+ Bezier3DSpline.Knot knot = spline.GetKnot(activeKnot);
+ spline.InsertKnot(0, new Bezier3DSpline.Knot(curve.a - (curve.b.normalized * handleScale * 2), Vector3.zero, curve.b.normalized * 0.5f,knot.auto, knot.orientation));
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ }
+
+ //End add
+ if (!spline.closed && activeKnot == spline.CurveCount) {
+ Bezier3DCurve curve = spline.GetCurve(spline.CurveCount - 1);
+ Vector3
+ c = spline.transform.TransformDirection(curve.c.normalized) * 2f,
+ d = spline.transform.TransformPoint(curve.d);
+ float handleScale = HandleUtility.GetHandleSize(d);
+ c *= handleScale;
+ Handles.DrawDottedLine(d, d - c, 3f);
+ if (Handles.Button(d - c, Camera.current.transform.rotation, handleScale * handleSize * 0.4f, handleScale * handleSize * 0.4f, Handles.DotHandleCap)) {
+ Undo.RecordObject(spline, "Add Bezier Point");
+ Bezier3DSpline.Knot knot = spline.GetKnot(activeKnot);
+ spline.AddKnot(new Bezier3DSpline.Knot(curve.d - (curve.c.normalized * handleScale * 2), curve.c.normalized * 0.5f, Vector3.zero, knot.auto, knot.orientation));
+ SelectKnot(spline.CurveCount, false);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ }
+
+ // Prev split
+ if (spline.closed || activeKnot != 0) {
+
+ Bezier3DCurve curve = spline.GetCurve(activeKnot == 0 ? spline.CurveCount - 1 : activeKnot - 1);
+ Vector3 centerLocal = curve.GetPoint(curve.Dist2Time(curve.length * 0.5f));
+ Vector3 center = spline.transform.TransformPoint(centerLocal);
+
+ Vector3 a = curve.a + curve.b;
+ Vector3 b = curve.c + curve.d;
+ Vector3 ab = (b - a) * 0.3f;
+ float handleScale = HandleUtility.GetHandleSize(center);
+
+ if (Handles.Button(center, Camera.current.transform.rotation, handleScale * handleSize * 0.4f, handleScale * handleSize * 0.4f, Handles.DotHandleCap)) {
+ Undo.RecordObject(spline, "Add Bezier Point");
+ Bezier3DSpline.Knot knot = spline.GetKnot(activeKnot);
+ spline.InsertKnot(activeKnot == 0 ? spline.CurveCount : activeKnot, new Bezier3DSpline.Knot(centerLocal, -ab, ab, knot.auto, knot.orientation));
+ if (activeKnot == 0) SelectKnot(spline.CurveCount - 1, false);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ }
+
+ // Next split
+ if (activeKnot != spline.CurveCount) {
+ Bezier3DCurve curve = spline.GetCurve(activeKnot);
+ Vector3 centerLocal = curve.GetPoint(curve.Dist2Time(curve.length * 0.5f));
+ Vector3 center = spline.transform.TransformPoint(centerLocal);
+
+ Vector3 a = curve.a + curve.b;
+ Vector3 b = curve.c + curve.d;
+ Vector3 ab = (b - a) * 0.3f;
+ float handleScale = HandleUtility.GetHandleSize(center);
+ if (Handles.Button(center, Camera.current.transform.rotation, handleScale * handleSize * 0.4f, handleScale * handleSize * 0.4f, Handles.DotHandleCap)) {
+ Undo.RecordObject(spline, "Add Bezier Point");
+ spline.InsertKnot(activeKnot + 1, new Bezier3DSpline.Knot(centerLocal, -ab, ab));
+ SelectKnot(activeKnot + 1, false);
+ if (onUpdateSpline != null) onUpdateSpline(spline);
+ }
+ }
+
+ }
+
+ static void DrawSelectedHandle(Transform local, ref Vector3 a, ref Vector3 b) {
+ //a
+ Vector3 aWorldPos = local.TransformPoint(a);
+ aWorldPos = Handles.PositionHandle(aWorldPos, Quaternion.identity);
+ a = local.InverseTransformPoint(aWorldPos);
+
+ //b
+ Vector3 bWorldPos = local.TransformPoint(b);
+ bWorldPos = Handles.PositionHandle(bWorldPos, Quaternion.identity);
+ b = local.InverseTransformPoint(bWorldPos);
+
+ //line
+ Handles.DrawLine(aWorldPos, bWorldPos);
+ }
+
+ void ValidateSelected() {
+ if (activeKnot > spline.CurveCount) SelectKnot(-1, false);
+ }
+
+ void SelectKnot(int i, bool add) {
+ activeKnot = i;
+ if (i == -1) {
+ selectedKnots = new List() { };
+ Tools.hidden = false;
+ }
+ else {
+ Tools.hidden = true;
+ if (add) {
+ if (selectedKnots.Contains(i)) {
+ selectedKnots.Remove(i);
+ if (selectedKnots.Count == 0) {
+ activeKnot = -1;
+ Tools.hidden = false;
+ } else {
+ activeKnot = selectedKnots[selectedKnots.Count - 1];
+ }
+ } else {
+ selectedKnots.Add(i);
+ activeKnot = i;
+ }
+ }
+ else {
+ selectedKnots = new List() { i };
+ activeKnot = i;
+ }
+ }
+ Repaint();
+ }
+
+ private void VisualizeOrientations() {
+ for (float dist = 0f; dist < spline.totalLength; dist += 1) {
+ Vector3 point = spline.GetPoint(dist);
+ Quaternion rot = spline.GetOrientationFast(dist);
+ Vector3 up = rot * Vector3.up;
+ Handles.color = Color.white;
+ Handles.DrawLine(point, point + up);
+ Handles.color = Handles.zAxisColor;
+ Vector3 forward = rot * Vector3.forward;
+ Handles.DrawLine(point, point + forward);
+ }
+ }
+
+ private Vector3 SmallPositionHandle(Vector3 position, Quaternion rotation, float size, float alpha) {
+ float handleSize = HandleUtility.GetHandleSize(position) * size;
+ Color color = Handles.color;
+
+ Color col;
+ //X axis
+ col = Handles.xAxisColor;
+ col.a = alpha;
+ Handles.color = col;
+ GUI.SetNextControlName("xAxis");
+ position = Handles.Slider(position, rotation * Vector3.right, handleSize, Handles.ArrowHandleCap, EditorPrefs.GetFloat("MoveSnapX"));
+
+ //Y axis
+ col = Handles.yAxisColor;
+ col.a = alpha;
+ Handles.color = col;
+ GUI.SetNextControlName("yAxis");
+ position = Handles.Slider(position, rotation * Vector3.up, handleSize, Handles.ArrowHandleCap, EditorPrefs.GetFloat("MoveSnapY"));
+
+ //Z axis
+ col = Handles.zAxisColor;
+ col.a = alpha;
+ Handles.color = col;
+ GUI.SetNextControlName("zAxis");
+ position = Handles.Slider(position, rotation * Vector3.forward, handleSize, Handles.ArrowHandleCap, EditorPrefs.GetFloat("MoveSnapZ"));
+ //Handles.Slider2D()
+ /*
+ if (Handles.free) {
+ Handles.color = Handles.centerColor;
+ GUI.SetNextControlName("FreeMoveAxis");
+ Vector3 arg_1CF_0 = position;
+ float arg_1CF_2 = handleSize * 0.15f;
+ Vector3 arg_1CF_3 = SnapSettings.move;
+ if (Handles.<> f__mg$cache5 == null)
+ {
+ Handles.<> f__mg$cache5 = new Handles.CapFunction(Handles.RectangleHandleCap);
+ }
+ position = Handles.FreeMoveHandle(arg_1CF_0, rotation, arg_1CF_2, arg_1CF_3, Handles.<> f__mg$cache5);
+ }*/
+ position = DoPlanarHandle(PlaneHandle.xyPlane, position, rotation, HandleUtility.GetHandleSize(position) * 0.2f, alpha);
+ position = DoPlanarHandle(PlaneHandle.xzPlane, position, rotation, HandleUtility.GetHandleSize(position) * 0.2f, alpha);
+ position = DoPlanarHandle(PlaneHandle.yzPlane, position, rotation, HandleUtility.GetHandleSize(position) * 0.2f, alpha);
+
+ Handles.color = color;
+ return position;
+ }
+
+ private enum PlaneHandle {
+ xzPlane,
+ xyPlane,
+ yzPlane
+ }
+
+ private static Vector3 DoPlanarHandle(PlaneHandle planeID, Vector3 handlePos, Quaternion rotation, float handleSize, float alpha) {
+ int num = 0;
+ int num2 = 0;
+ switch (planeID) {
+ case PlaneHandle.xyPlane:
+ Handles.color = new Color(Handles.zAxisColor.r, Handles.zAxisColor.g, Handles.zAxisColor.b, alpha);
+ num = 0;
+ num2 = 1;
+ break;
+ case PlaneHandle.xzPlane:
+ Handles.color = new Color(Handles.yAxisColor.r, Handles.yAxisColor.g, Handles.yAxisColor.b, alpha);
+ num = 0;
+ num2 = 2;
+ break;
+ case PlaneHandle.yzPlane:
+ Handles.color = new Color(Handles.xAxisColor.r, Handles.xAxisColor.g, Handles.xAxisColor.b, alpha);
+ num = 1;
+ num2 = 2;
+ break;
+ }
+ int index = 3 - num2 - num;
+ Color color = Handles.color;
+
+ Matrix4x4 matrix4x = Matrix4x4.TRS(handlePos, rotation, Vector3.one);
+ Vector3 normalized;
+ if (Camera.current.orthographic) {
+ normalized = matrix4x.inverse.MultiplyVector(SceneView.currentDrawingSceneView.rotation * -Vector3.forward).normalized;
+ }
+ else {
+ normalized = matrix4x.inverse.MultiplyPoint(SceneView.currentDrawingSceneView.camera.transform.position).normalized;
+ }
+
+ Vector3 result = handlePos;
+ if (Mathf.Abs(normalized[index]) < 0.05f) {
+ Handles.color = color;
+ result = handlePos;
+ }
+ else {
+ int id = GUIUtility.GetControlID(planeID.GetHashCode(), FocusType.Passive);
+ Vector3 offset = Vector3.one;
+ offset[num] = (normalized[num] >= -0.01f) ? 1 : -1;
+ offset[num2] = (normalized[num2] >= -0.01f) ? 1 : -1;
+ offset[index] = 0f;
+ offset = rotation * (offset * handleSize * 0.5f);
+ Vector3 slideDir1 = Vector3.zero;
+ Vector3 slideDir2 = Vector3.zero;
+ Vector3 handleDir = Vector3.zero;
+ slideDir1[num] = 1f;
+ slideDir2[num2] = 1f;
+ handleDir[index] = 1f;
+ slideDir1 = rotation * slideDir1;
+ slideDir2 = rotation * slideDir2;
+ handleDir = rotation * handleDir;
+ Vector3[] verts = new Vector3[4] {
+ handlePos + offset + (slideDir1 + slideDir2) * handleSize * 0.5f,
+ handlePos + offset + (-slideDir1 + slideDir2) * handleSize * 0.5f,
+ handlePos + offset + (-slideDir1 - slideDir2) * handleSize * 0.5f,
+ handlePos + offset + (slideDir1 - slideDir2) * handleSize * 0.5f
+ };
+ Vector3 snapSettings = new Vector3(EditorPrefs.GetFloat("MoveSnapX"), EditorPrefs.GetFloat("MoveSnapY"), EditorPrefs.GetFloat("MoveSnapZ"));
+ Handles.DrawSolidRectangleWithOutline(verts, new Color(Handles.color.r, Handles.color.g, Handles.color.b, 0.1f), new Color(0f, 0f, 0f, 0f));
+ handlePos = Handles.Slider2D(id, handlePos, offset, handleDir, slideDir1, slideDir2, handleSize * 0.5f, Handles.RectangleHandleCap, new Vector2(snapSettings[num], snapSettings[num2]));
+ Handles.color = color;
+ result = handlePos;
+ }
+ return result;
+ }
+
+
+}
diff --git a/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplineEditor.cs.meta b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplineEditor.cs.meta
new file mode 100644
index 0000000..b6cb63c
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplineEditor.cs.meta
@@ -0,0 +1,12 @@
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+guid: 648d794ee79dffb41a470f33bbef33be
+timeCreated: 1504351767
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplinePreview.cs b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplinePreview.cs
new file mode 100644
index 0000000..a6252fd
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplinePreview.cs
@@ -0,0 +1,52 @@
+using UnityEngine;
+using UnityEditor;
+
+[CustomPreview(typeof(Bezier3DSpline))]
+public class Bezier3DSplinePreview : ObjectPreview {
+
+ private class Styles {
+ public GUIStyle labelStyle = new GUIStyle(EditorStyles.label);
+ public GUIStyle headerStyle = new GUIStyle(EditorStyles.boldLabel);
+
+ public Styles() {
+ Color textColor = new Color(0.7f, 0.7f, 0.7f);
+ labelStyle.padding.right += 4;
+ labelStyle.normal.textColor = textColor;
+ headerStyle.padding.right += 4;
+ headerStyle.normal.textColor = textColor;
+ }
+ }
+
+ private Styles styles = new Styles();
+
+ public override bool HasPreviewGUI() {
+ return true;
+ }
+
+ public override void OnPreviewGUI(Rect r, GUIStyle background) {
+ if (Event.current.type == EventType.Repaint) {
+ Bezier3DSpline spline = target as Bezier3DSpline;
+
+ RectOffset rectOffset = new RectOffset(-5, -5, -5, -5);
+ r = rectOffset.Add(r);
+ Rect position1 = r;
+ Rect position2 = r;
+ position1.width = 110f;
+ position2.xMin += 110f;
+ position2.width = 110f;
+ EditorGUI.LabelField(position1, "Property", styles.headerStyle);
+ EditorGUI.LabelField(position2, "Value", styles.headerStyle);
+ position1.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
+ position2.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
+ ShowProperty(ref position1, ref position2, "Point Count", spline.KnotCount.ToString());
+ ShowProperty(ref position1, ref position2, "Total Length", spline.totalLength.ToString());
+ }
+ }
+
+ private void ShowProperty(ref Rect labelRect, ref Rect valueRect, string label, string value) {
+ EditorGUI.LabelField(labelRect, label, styles.labelStyle);
+ EditorGUI.LabelField(valueRect, value, styles.labelStyle);
+ labelRect.y += EditorGUIUtility.singleLineHeight;
+ valueRect.y += EditorGUIUtility.singleLineHeight;
+ }
+}
diff --git a/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplinePreview.cs.meta b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplinePreview.cs.meta
new file mode 100644
index 0000000..cedc1c2
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/Editor/Bezier3DSplinePreview.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 0c865634102966c46ac55ec636acbc9c
+timeCreated: 1503151146
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Unity/Assets/JCMG Curves/Scripts/ExtendedAnimationCurves.cs b/Unity/Assets/JCMG Curves/Scripts/ExtendedAnimationCurves.cs
new file mode 100644
index 0000000..045c7ac
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/ExtendedAnimationCurves.cs
@@ -0,0 +1,208 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace Bezier3D {
+ ///
+ /// Class Extensions
+ ///
+ public static class ExtendedAnimationCurves {
+ public static void Serialize(this AnimationCurve anim, out float[] times, out float[] values) {
+ times = new float[anim.length];
+ values = new float[anim.length];
+ for (int i = 0; i < anim.length; i++) {
+ times[i] = anim.keys[i].time;
+ values[i] = anim.keys[i].value;
+ }
+ }
+ public static AnimationCurve Deserialize(float[] times, float[] values) {
+ AnimationCurve anim = new AnimationCurve();
+ if (times.Length != values.Length) Debug.LogWarning("Input data lengths do not match");
+ else {
+ for (int i = 0; i < times.Length; i++) anim.AddKey(new Keyframe(times[i], values[i]));
+ }
+ return anim;
+ }
+ }
+
+ ///
+ /// Animation curve which stores quaternions, and can evaluate smoothed values in between keyframes
+ ///
+ [System.Serializable]
+ public class QuaternionAnimationCurve {
+ [SerializeField]
+ private AnimationCurve
+ xQ = new AnimationCurve(),
+ yQ = new AnimationCurve(),
+ zQ = new AnimationCurve(),
+ wQ = new AnimationCurve();
+
+ ///
+ /// The number of keys in the curve (Read Only)
+ ///
+ public int length { get { return xQ.length; } }
+
+ public Quaternion Evaluate(float time) {
+ return new Quaternion(xQ.Evaluate(time), yQ.Evaluate(time), zQ.Evaluate(time), wQ.Evaluate(time));
+ }
+
+ public QuaternionAnimationCurve() {
+
+ }
+ public QuaternionAnimationCurve(Serializable serialized) {
+ xQ = ExtendedAnimationCurves.Deserialize(serialized.xT, serialized.xV);
+ yQ = ExtendedAnimationCurves.Deserialize(serialized.yT, serialized.yV);
+ zQ = ExtendedAnimationCurves.Deserialize(serialized.zT, serialized.zV);
+ wQ = ExtendedAnimationCurves.Deserialize(serialized.wT, serialized.wV);
+ }
+ public void AddKey(float time, Quaternion value) {
+ xQ.AddKey(time, value.x);
+ yQ.AddKey(time, value.y);
+ zQ.AddKey(time, value.z);
+ wQ.AddKey(time, value.w);
+ }
+
+ ///
+ /// Gets the rotation of the last key
+ ///
+ public Quaternion EvaluateEnd() {
+ return GetKeyValue(xQ.length - 1);
+ }
+
+ public float GetKeyTime(int keyIndex) {
+ return wQ.keys[keyIndex].time;
+ }
+
+ public Quaternion GetKeyValue(int keyIndex) {
+ return new Quaternion(xQ.keys[keyIndex].value, yQ.keys[keyIndex].value, zQ.keys[keyIndex].value, wQ.keys[keyIndex].value);
+ }
+
+ [System.Serializable]
+ public class Serializable {
+ public Serializable(QuaternionAnimationCurve curve) {
+ curve.xQ.Serialize(out xT, out xV);
+ curve.yQ.Serialize(out yT, out yV);
+ curve.zQ.Serialize(out zT, out zV);
+ curve.wQ.Serialize(out wT, out wV);
+ }
+ public float[] xT, xV, yT, yV, zT, zV, wT, wV;
+ }
+ }
+
+ ///
+ /// Similar to AnimationCurve, except all values are constant. No smoothing applied between keys
+ ///
+ [System.Serializable]
+ public class ConstantAnimationCurve {
+ [SerializeField]
+ List _time = new List();
+ [SerializeField]
+ List _value = new List();
+
+ ///
+ /// The number of keys in the curve (Read Only)
+ ///
+ public int length { get { return _time.Count; } }
+
+ public float Evaluate(float time) {
+ if (length == 0) return 0;
+ float returnValue = GetKeyValue(0);
+ for (int i = 0; i < _time.Count; i++) {
+ if (_time[i] <= time) returnValue = _value[i];
+ else break;
+ }
+ return returnValue;
+ }
+
+ public void AddKey(float time, float value) {
+ for (int i = 0; i < _time.Count; i++) {
+ if (_time[i] > time) {
+ _time.Insert(i, time);
+ _value.Insert(i, value);
+ return;
+ }
+ else if (_time[i] == time) {
+ _time[i] = time;
+ _value[i] = value;
+ return;
+ }
+ }
+ _time.Add(time);
+ _value.Add(value);
+ }
+
+ ///
+ /// Gets the last value
+ ///
+ public float EvaluateEnd() {
+ return _value[_value.Count - 1];
+ }
+
+ public float GetKeyTime(int keyIndex) {
+ return _time[keyIndex];
+ }
+
+ public float GetKeyValue(int keyIndex) {
+ return _value[keyIndex];
+ }
+ }
+
+ ///
+ /// Animation curve which stores quaternions, and can evaluate smoothed values in between keyframes
+ ///
+ [System.Serializable]
+ public class Vector3AnimationCurve {
+ [SerializeField]
+ private AnimationCurve
+ xV = new AnimationCurve(),
+ yV = new AnimationCurve(),
+ zV = new AnimationCurve();
+
+ ///
+ /// The number of keys in the curve (Read Only)
+ ///
+ public int length { get { return xV.length; } }
+
+ public Vector3 Evaluate(float time) {
+ return new Vector3(xV.Evaluate(time), yV.Evaluate(time), zV.Evaluate(time));
+ }
+
+ public void AddKey(float time, Vector3 value) {
+ xV.AddKey(time, value.x);
+ yV.AddKey(time, value.y);
+ zV.AddKey(time, value.z);
+ }
+
+ ///
+ /// Gets the rotation of the last key
+ ///
+ public Vector3 EvaluateEnd() {
+ return GetKeyValue(xV.length - 1);
+ }
+
+ public float GetKeyTime(int keyIndex) {
+ return xV.keys[keyIndex].time;
+ }
+
+ public Vector3 GetKeyValue(int keyIndex) {
+ return new Vector3(xV.keys[keyIndex].value, yV.keys[keyIndex].value, zV.keys[keyIndex].value);
+ }
+ public Vector3AnimationCurve() {
+
+ }
+ public Vector3AnimationCurve(Serializable serialized) {
+ xV = ExtendedAnimationCurves.Deserialize(serialized.xT, serialized.xV);
+ yV = ExtendedAnimationCurves.Deserialize(serialized.yT, serialized.yV);
+ zV = ExtendedAnimationCurves.Deserialize(serialized.zT, serialized.zV);
+ }
+
+ [System.Serializable]
+ public class Serializable {
+ public Serializable(Vector3AnimationCurve curve) {
+ curve.xV.Serialize(out xT, out xV);
+ curve.yV.Serialize(out yT, out yV);
+ curve.zV.Serialize(out zT, out zV);
+ }
+ public float[] xT, xV, yT, yV, zT, zV;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Unity/Assets/JCMG Curves/Scripts/ExtendedAnimationCurves.cs.meta b/Unity/Assets/JCMG Curves/Scripts/ExtendedAnimationCurves.cs.meta
new file mode 100644
index 0000000..8c8ebaa
--- /dev/null
+++ b/Unity/Assets/JCMG Curves/Scripts/ExtendedAnimationCurves.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e30fc6cb227cb5841b745983df04c3d3
+timeCreated: 1504439235
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: