using System.Collections.Generic; using Unity.Mathematics; namespace UnityEngine.Splines { /// <summary> /// Methods to create spline shapes. /// </summary> public static class SplineFactory { /// <summary> /// Create a <see cref="Spline"/> from a list of positions. /// </summary> /// <param name="positions">A collection of knot positions.</param> /// <param name="closed">Whether the spline is open (has a start and end point) or closed (forms an unbroken loop).</param> /// <returns>A new Spline.</returns> public static Spline CreateLinear(IList<float3> positions, bool closed = false) { var knotCount = positions.Count; var spline = new Spline(knotCount, closed) { EditType = SplineType.Linear }; for (int i = 0; i < knotCount; ++i) { var position = positions[i]; var n = SplineUtility.NextIndex(i, knotCount, closed); var p = SplineUtility.PreviousIndex(i, knotCount, closed); var tangentIn = SplineUtility.GetLinearTangent(position, positions[p]); var tangentOut = SplineUtility.GetLinearTangent(position, positions[n]); spline.Add(new BezierKnot(position, tangentIn, tangentOut, quaternion.identity)); } return spline; } /// <summary> /// Create a <see cref="Spline"/> in a square shape with rounding at the edges. /// </summary> /// <param name="radius">The distance from center to outermost edge.</param> /// <param name="rounding">The amount of rounding to apply to corners.</param> /// <returns>A new Spline.</returns> public static Spline CreateRoundedSquare(float radius, float rounding) { float3 p0 = new float3(-.5f, 0f, -.5f); float3 p1 = new float3(-.5f, 0f, .5f); float3 p2 = new float3( .5f, 0f, .5f); float3 p3 = new float3( .5f, 0f, -.5f); float3 tanIn = new float3(0f, 0f, -1f); float3 tanOut = new float3(0f, 0f, 1f); return new Spline(new BezierKnot[] { new BezierKnot(p0 * radius, tanIn * rounding, tanOut * rounding, Quaternion.Euler(0f, -45f, 0f)), new BezierKnot(p1 * radius, tanIn * rounding, tanOut * rounding, Quaternion.Euler(0f, 45f, 0f)), new BezierKnot(p2 * radius, tanIn * rounding, tanOut * rounding, Quaternion.Euler(0f, 135f, 0f)), new BezierKnot(p3 * radius, tanIn * rounding, tanOut * rounding, Quaternion.Euler(0f, -135f, 0f)) }, true) { EditType = SplineType.Bezier }; } /// <summary> /// Create a <see cref="Spline"/> in a square shape with sharp corners. /// </summary> /// <param name="radius">The distance from center to outermost edge.</param> /// <returns>A new Spline.</returns> public static Spline CreateSquare(float radius) { float3 p0 = new float3(-.5f, 0f, -.5f); float3 p1 = new float3(-.5f, 0f, .5f); float3 p2 = new float3( .5f, 0f, .5f); float3 p3 = new float3( .5f, 0f, -.5f); return CreateLinear(new float3[] { p0, p1, p2, p3 }, true); } } }