using System;
using Unity.Mathematics;
namespace UnityEngine.Splines
{
///
/// This struct contains position and tangent data for a knot.
/// The class stores a collection of BezierKnot that form a series of connected
/// . 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).
///
[Serializable]
public struct BezierKnot: ISerializationCallbackReceiver
{
///
/// The position of the knot. On a cubic bezier curve, this is equivalent to or
/// , depending on whether this knot is forming the first or second control point
/// of the curve.
///
public float3 Position;
///
/// The tangent leading into this knot. On a cubic bezier curve, this value is used to calculate
/// when used as the second knot in a curve.
///
public float3 TangentIn;
///
/// The tangent following this knot. On a cubic bezier curve, this value is used to calculate
/// when used as the first knot in a curve.
///
public float3 TangentOut;
///
/// Rotation of the knot.
///
public quaternion Rotation;
///
/// Create a new BezierKnot struct.
///
/// The position of the knot relative to the spline.
public BezierKnot(float3 position)
{
Position = position;
TangentIn = float3.zero;
TangentOut = float3.zero;
Rotation = quaternion.identity;
}
///
/// Create a new BezierKnot struct.
///
/// The position of the knot relative to the spline.
/// The leading tangent to this knot.
/// The following tangent to this knot.
/// The rotation of the knot relative to the spline.
public BezierKnot(float3 position, float3 tangentIn, float3 tangentOut, quaternion rotation)
{
Position = position;
TangentIn = tangentIn;
TangentOut = tangentOut;
Rotation = rotation;
}
///
/// Multiply the position and tangents by a matrix.
///
/// The matrix to multiply.
/// A new BezierKnot multiplied by matrix.
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);
}
///
/// Knot position addition. This operation only applies to the position, tangents and rotation are unmodified.
///
/// The target knot.
/// The value to add.
/// A new BezierKnot where position is the sum of knot.position and rhs.
public static BezierKnot operator +(BezierKnot knot, float3 rhs)
{
return new BezierKnot(knot.Position + rhs, knot.TangentIn, knot.TangentOut, knot.Rotation);
}
///
/// Knot position subtraction. This operation only applies to the position, tangents and rotation are unmodified.
///
/// The target knot.
/// The value to subtract.
/// A new BezierKnot where position is the sum of knot.position minus rhs.
public static BezierKnot operator -(BezierKnot knot, float3 rhs)
{
return new BezierKnot(knot.Position - rhs, knot.TangentIn, knot.TangentOut, knot.Rotation);
}
///
/// See ISerializationCallbackReceiver.
///
public void OnBeforeSerialize() {}
///
/// See ISerializationCallbackReceiver.
///
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;
}
}
}