WuhuIslandTesting/Library/PackageCache/com.unity.splines@1.0.1/Runtime/SplineFactory.cs
2025-01-07 02:06:59 +01:00

75 lines
3.3 KiB
C#

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);
}
}
}