using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Mathematics;
namespace UnityEngine.Splines
{
///
/// A readonly representation of that is optimized for efficient access and queries.
/// NativeSpline can be constructed with a Spline and Transform. If a transform is applied, all values will be
/// relative to the transformed knot positions.
///
///
/// NativeSpline is compatible with the job system.
///
public struct NativeSpline : ISpline, IDisposable
{
NativeArray m_Knots;
// As we cannot make a NativeArray of NativeArray all segments lookup tables are stored in a single array
// each lookup table as a length of k_SegmentResolution and starts at index i = curveIndex * k_SegmentResolution
NativeArray m_SegmentLengthsLookupTable;
bool m_Closed;
float m_Length;
const int k_SegmentResolution = 30;
///
/// A NativeArray of that form this Spline.
///
///
/// Returns a reference to the knots array.
///
public NativeArray Knots => m_Knots;
///
/// Whether the spline is open (has a start and end point) or closed (forms an unbroken loop).
///
public bool Closed => m_Closed;
///
/// Return the number of knots.
///
public int Count => m_Knots.Length;
///
/// Return the sum of all curve lengths, accounting for state.
/// Note that this value is affected by the transform used to create this NativeSpline.
///
///
/// Returns the sum length of all curves composing this spline, accounting for closed state.
///
public float GetLength() => m_Length;
///
/// Get the knot at .
///
/// The zero-based index of the knot.
public BezierKnot this[int index] => m_Knots[index];
///
/// Get an enumerator that iterates through the collection.
///
/// An IEnumerator that is used to iterate the collection.
public IEnumerator GetEnumerator() => m_Knots.GetEnumerator();
///
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
///
/// Create a new NativeSpline from a set of .
///
/// The object to convert to a .
/// The memory allocation method to use when reserving space for native arrays.
public NativeSpline(ISpline spline, Allocator allocator = Allocator.Temp)
: this(spline, spline.Closed, float4x4.identity, allocator) { }
///
/// Create a new NativeSpline from a set of .
///
/// The object to convert to a .
/// A transform matrix to be applied to the spline knots and tangents.
/// The memory allocation method to use when reserving space for native arrays.
public NativeSpline(ISpline spline, float4x4 transform, Allocator allocator = Allocator.Temp)
: this(spline, spline.Closed, transform, allocator) { }
///
/// Create a new NativeSpline from a set of .
///
/// A collection of sequential forming the spline path.
/// Whether the spline is open (has a start and end point) or closed (forms an unbroken loop).
/// Apply a transformation matrix to the control .
/// The memory allocation method to use when reserving space for native arrays.
public NativeSpline(IReadOnlyList knots, bool closed, float4x4 transform, Allocator allocator = Allocator.Temp)
{
int kc = knots.Count;
m_Knots = new NativeArray(knots.Count, allocator);
for (int i = 0; i < kc; i++)
m_Knots[i] = knots[i].Transform(transform);
m_Closed = closed;
m_Length = 0f;
int curveCount = m_Closed ? kc : kc - 1;
// As we cannot make a NativeArray of NativeArray all segments lookup tables are stored in a single array
// each lookup table as a length of k_SegmentResolution and starts at index i = curveIndex * k_SegmentResolution
m_SegmentLengthsLookupTable = new NativeArray(knots.Count * k_SegmentResolution, allocator);
m_Length = 0f;
DistanceToInterpolation[] distanceToTimes = new DistanceToInterpolation[k_SegmentResolution];
for (int i = 0; i < curveCount; i++)
{
CurveUtility.CalculateCurveLengths(GetCurve(i), distanceToTimes);
m_Length += distanceToTimes[k_SegmentResolution - 1].Distance;
for(int distanceToTimeIndex = 0; distanceToTimeIndex < k_SegmentResolution; distanceToTimeIndex++)
m_SegmentLengthsLookupTable[i * k_SegmentResolution + distanceToTimeIndex] = distanceToTimes[distanceToTimeIndex];
}
}
///
/// Get a from a knot index.
///
/// The knot index that serves as the first control point for this curve.
///
/// A formed by the knot at index and the next knot.
///
public BezierCurve GetCurve(int index)
{
int next = m_Closed ? (index + 1) % Count : math.min(index + 1, Count - 1);
return new BezierCurve(m_Knots[index], m_Knots[next]);
}
///
/// Get the length of a .
///
/// The 0 based index of the curve to find length for.
/// The length of the bezier curve at index.
public float GetCurveLength(int curveIndex) => m_SegmentLengthsLookupTable[curveIndex * k_SegmentResolution + k_SegmentResolution - 1].Distance;
///
/// Release allocated resources.
///
public void Dispose()
{
m_Knots.Dispose();
m_SegmentLengthsLookupTable.Dispose();
}
struct Slice : IReadOnlyList where T : struct
{
NativeSlice m_Slice;
public Slice(NativeArray array, int start, int count) { m_Slice = new NativeSlice(array, start, count); }
public IEnumerator GetEnumerator() => m_Slice.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public int Count => m_Slice.Length;
public T this[int index] => m_Slice[index];
}
///
/// Return the normalized interpolation (t) corresponding to a distance on a .
///
/// The zero-based index of the curve.
/// The curve-relative distance to convert to an interpolation ratio (also referred to as 't').
/// The normalized interpolation ratio associated to distance on the designated curve.
public float GetCurveInterpolation(int curveIndex, float curveDistance)
{
if(curveIndex <0 || curveIndex >= m_SegmentLengthsLookupTable.Length || curveDistance <= 0)
return 0f;
var curveLength = GetCurveLength(curveIndex);
if(curveDistance >= curveLength)
return 1f;
var startIndex = curveIndex * k_SegmentResolution;
var slice = new Slice(m_SegmentLengthsLookupTable, startIndex, k_SegmentResolution);
return CurveUtility.GetDistanceToInterpolation(slice, curveDistance);
}
}
}