├── .gitignore ├── .gitmodules ├── Assets ├── Alasl-Tools.meta ├── Basic Spline Example.meta ├── Basic Spline Example │ ├── ExampleScene.unity │ ├── ExampleScene.unity.meta │ ├── ExampleSceneSettings.lighting │ ├── ExampleSceneSettings.lighting.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Ball Animation.anim │ │ ├── Ball Animation.anim.meta │ │ ├── Ball.controller │ │ ├── Ball.controller.meta │ │ ├── DistanceExample.mat │ │ ├── DistanceExample.mat.meta │ │ ├── GridShader.shader │ │ ├── GridShader.shader.meta │ │ ├── floor.mat │ │ ├── floor.mat.meta │ │ ├── ship material.mat │ │ └── ship material.mat.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── DistanceDrawer.cs │ │ ├── DistanceDrawer.cs.meta │ │ ├── ExampleSceneCamera.cs │ │ ├── ExampleSceneCamera.cs.meta │ │ ├── MeshFromPath.cs │ │ ├── MeshFromPath.cs.meta │ │ ├── SetLineToPath.cs │ │ └── SetLineToPath.cs.meta ├── Basic Spline.meta └── Basic Spline │ ├── Editor.meta │ ├── Editor │ ├── BasicSpline.Editor.asmdef │ ├── BasicSpline.Editor.asmdef.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Settings.asset │ │ ├── Settings.asset.meta │ │ ├── add_hover.psd │ │ ├── add_hover.psd.meta │ │ ├── add_normal.psd │ │ ├── add_normal.psd.meta │ │ ├── controlPoint_active.psd │ │ ├── controlPoint_active.psd.meta │ │ ├── controlPoint_hover.psd │ │ ├── controlPoint_hover.psd.meta │ │ ├── controlPoint_normal.psd │ │ ├── controlPoint_normal.psd.meta │ │ ├── delete_hover.psd │ │ ├── delete_hover.psd.meta │ │ ├── delete_normal.psd │ │ ├── delete_normal.psd.meta │ │ ├── icon.psd │ │ ├── icon.psd.meta │ │ ├── localSpace_icon.psd │ │ ├── localSpace_icon.psd.meta │ │ ├── lock_off_hover.psd │ │ ├── lock_off_hover.psd.meta │ │ ├── lock_off_normal.psd │ │ ├── lock_off_normal.psd.meta │ │ ├── lock_on_hover.psd │ │ ├── lock_on_hover.psd.meta │ │ ├── lock_on_normal.psd │ │ ├── lock_on_normal.psd.meta │ │ ├── loop_off_hover.psd │ │ ├── loop_off_hover.psd.meta │ │ ├── loop_off_normal.psd │ │ ├── loop_off_normal.psd.meta │ │ ├── loop_on_hover.psd │ │ ├── loop_on_hover.psd.meta │ │ ├── loop_on_normal.psd │ │ ├── loop_on_normal.psd.meta │ │ ├── mover_icon.psd │ │ ├── mover_icon.psd.meta │ │ ├── settings_icon.psd │ │ ├── settings_icon.psd.meta │ │ ├── tangents_off_hover.psd │ │ ├── tangents_off_hover.psd.meta │ │ ├── tangents_off_normal.psd │ │ ├── tangents_off_normal.psd.meta │ │ ├── tangents_on_hover.psd │ │ ├── tangents_on_hover.psd.meta │ │ ├── tangents_on_normal.psd │ │ ├── tangents_on_normal.psd.meta │ │ ├── worldSpace_icon.psd │ │ └── worldSpace_icon.psd.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── EditorIntialize.cs │ │ ├── EditorIntialize.cs.meta │ │ ├── PathEditor.cs │ │ ├── PathEditor.cs.meta │ │ ├── PathEditorResource.cs │ │ ├── PathEditorResource.cs.meta │ │ ├── PathSettings.cs │ │ ├── PathSettings.cs.meta │ │ ├── SplineDrawSettings.cs │ │ └── SplineDrawSettings.cs.meta │ ├── Runtime.meta │ └── Runtime │ ├── BasicSpline.Runtime.asmdef │ ├── BasicSpline.Runtime.asmdef.meta │ ├── Scripts.meta │ └── Scripts │ ├── ControlPoint.cs │ ├── ControlPoint.cs.meta │ ├── CurveUtility.cs │ ├── CurveUtility.cs.meta │ ├── Path.cs │ ├── Path.cs.meta │ ├── PathFollower.cs │ ├── PathFollower.cs.meta │ ├── Segment.cs │ ├── Segment.cs.meta │ ├── Spline.cs │ ├── Spline.cs.meta │ ├── SplineUtility.cs │ ├── SplineUtility.cs.meta │ ├── TransformedSpline.cs │ └── TransformedSpline.cs.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config ├── README.md ├── UserSettings ├── EditorUserSettings.asset └── Layouts │ └── default-2021.dwlt └── documentation └── images ├── main_image.png ├── spline_closest_point.gif └── spline_distance_set.gif /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | .vsconfig 26 | 27 | # Gradle cache directory 28 | .gradle/ 29 | 30 | # Autogenerated VS/MD/Consulo solution and project files 31 | ExportedObj/ 32 | .consulo/ 33 | *.csproj 34 | *.unityproj 35 | *.sln 36 | *.suo 37 | *.tmp 38 | *.user 39 | *.userprefs 40 | *.pidb 41 | *.booproj 42 | *.svd 43 | *.pdb 44 | *.mdb 45 | *.opendb 46 | *.VC.db 47 | 48 | # Unity3D generated meta files 49 | *.pidb.meta 50 | *.pdb.meta 51 | *.mdb.meta 52 | 53 | # Unity3D generated file on crash reports 54 | sysinfo.txt 55 | 56 | # Builds 57 | *.apk 58 | *.unitypackage 59 | 60 | # Crashlytics generated file 61 | crashlytics-build.properties 62 | 63 | -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "Assets/Alasl-Tools"] 2 | path = Assets/Alasl-Tools 3 | url = https://github.com/Al-Asl/Alasl-Tools.git 4 | 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Shader "Custom/GridShader" 2 | { 3 | Properties 4 | { 5 | _Color ("Color", Color) = (1,1,1,1) 6 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 8 | _Metallic ("Metallic", Range(0,1)) = 0.0 9 | 10 | [Space]_LineWidth("Line Width",Float) = 0.1 11 | _Scale("Scale",Float) = 10 12 | _LineColor("Color",Color) = (1,1,1,1) 13 | _LineOffset("Line Offset",Vector) = (0,0,0,0) 14 | 15 | } 16 | SubShader 17 | { 18 | Tags { "RenderType"="Opaque" } 19 | LOD 200 20 | 21 | CGPROGRAM 22 | // Physically based Standard lighting model, and enable shadows on all light types 23 | #pragma surface surf Standard fullforwardshadows 24 | // Use shader model 3.0 target, to get nicer looking lighting 25 | #pragma target 3.0 26 | 27 | sampler2D _MainTex; 28 | 29 | struct Input 30 | { 31 | float2 uv_MainTex; 32 | }; 33 | 34 | half _Glossiness; 35 | half _Metallic; 36 | float _LineWidth; 37 | float _Scale; 38 | float4 _LineColor; 39 | float2 _LineOffset; 40 | fixed4 _Color; 41 | 42 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 43 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 44 | // #pragma instancing_options assumeuniformscaling 45 | UNITY_INSTANCING_BUFFER_START(Props) 46 | // put more per-instance properties here 47 | UNITY_INSTANCING_BUFFER_END(Props) 48 | 49 | //iquilezles.org/www/articles/filterableprocedurals/filterableprocedurals.htm 50 | float filteredGrid(float2 p,float lineWidth) 51 | { 52 | float lw = lineWidth + 1; 53 | float2 w = fwidth(p); 54 | float2 a = p + 0.5 * w; 55 | float2 b = p - 0.5 * w; 56 | float2 i = (floor(a) + min(frac(a) * lw, 1.0) - 57 | floor(b) - min(frac(b) * lw, 1.0)) / (lw * w); 58 | return 1 - i.x * i.y; 59 | } 60 | 61 | void surf (Input IN, inout SurfaceOutputStandard o) 62 | { 63 | // Albedo comes from a texture tinted by color 64 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 65 | o.Albedo = c.rgb; 66 | 67 | float l = 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/Assets/Basic Spline Example/Scripts/DistanceDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using BasicSpline; 3 | 4 | public class DistanceDrawer : MonoBehaviour 5 | { 6 | [SerializeField] 7 | public Path path; 8 | [SerializeField] 9 | public Material material; 10 | 11 | [SerializeField,HideInInspector] 12 | private LineRenderer lineRenderer; 13 | private Transform sphere; 14 | 15 | void Start() 16 | { 17 | lineRenderer = GetComponent(); 18 | lineRenderer.useWorldSpace = true; 19 | var sphereGO = GameObject.CreatePrimitive(PrimitiveType.Sphere); 20 | sphereGO.GetComponent().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; 21 | sphereGO.GetComponent().sharedMaterial = material; 22 | sphere = sphereGO.transform; 23 | } 24 | 25 | void Update() 26 | { 27 | var point = path.GetClosestPoint(transform.position); 28 | lineRenderer.SetPosition(0, transform.position); 29 | lineRenderer.SetPosition(1, point); 30 | 31 | sphere.position = Vector3.Lerp(point,transform.position,0.5f); 32 | sphere.localScale = Vector3.one * Vector3.Distance(point, transform.position); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Basic Spline Example/Scripts/DistanceDrawer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1761dff6b2e782f4c96212ab4b787583 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline Example/Scripts/ExampleSceneCamera.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ExampleSceneCamera : MonoBehaviour 6 | { 7 | public Transform[] points; 8 | public float duration = 1f; 9 | 10 | private int index = 0; 11 | 12 | void Update() 13 | { 14 | if(Input.GetMouseButtonDown(0)) 15 | { 16 | index = (index + 1) % points.Length; 17 | StartCoroutine(GoTo(points[index].position)); 18 | } 19 | } 20 | 21 | IEnumerator GoTo(Vector3 position) 22 | { 23 | var startPos = transform.position; 24 | var startTime = Time.time; 25 | 26 | while(Time.time - startTime < duration) 27 | { 28 | yield return null; 29 | var t = Time.time - startTime / duration; 30 | t = Mathf.SmoothStep(0, 1, t); 31 | transform.position = Vector3.Lerp(startPos, position, t); 32 | } 33 | transform.position = position; 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Basic Spline Example/Scripts/ExampleSceneCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 772614c2f0d6a7e408d6221dfb62cea8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline Example/Scripts/MeshFromPath.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using BasicSpline; 3 | 4 | [RequireComponent(typeof(MeshFilter))] 5 | public class MeshFromPath : MonoBehaviour 6 | { 7 | [SerializeField] 8 | public Path path; 9 | [Space] 10 | [SerializeField] 11 | public int resolution = 30; 12 | [SerializeField] 13 | public float width = 0.2f; 14 | 15 | [SerializeField,HideInInspector] 16 | private Mesh mesh; 17 | 18 | 19 | private void Start() 20 | { 21 | mesh = SplineUtility.CreateMesh(path, Matrix4x4.identity, width, resolution); 22 | var filter = GetComponent(); 23 | filter.sharedMesh = mesh; 24 | } 25 | 26 | private void LateUpdate() 27 | { 28 | SetToPath(); 29 | SplineUtility.UpdateMesh(path, mesh, Matrix4x4.identity, width, resolution); 30 | } 31 | 32 | void SetToPath() 33 | { 34 | transform.position = path.transform.position; 35 | transform.rotation = path.transform.rotation; 36 | transform.localScale = path.transform.localScale; 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Basic Spline Example/Scripts/MeshFromPath.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d2bfd35e61377d4da6755796b551ba4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline Example/Scripts/SetLineToPath.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using BasicSpline; 3 | 4 | [ExecuteInEditMode] 5 | public class SetLineToPath : MonoBehaviour 6 | { 7 | [SerializeField] 8 | public Path path; 9 | [SerializeField] 10 | public int resolution; 11 | 12 | private void Update() 13 | { 14 | var renderer = GetComponent(); 15 | if (renderer == null || path == null) 16 | return; 17 | 18 | renderer.useWorldSpace = true; 19 | renderer.positionCount = path.SegmentCount * resolution; 20 | 21 | int i = 0; 22 | foreach(var seg in path.IterateSegments()) 23 | foreach(var point in seg.IteratePoints(resolution - 1)) 24 | renderer.SetPosition(i++, path.transform.TransformPoint(point)); 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/Basic Spline Example/Scripts/SetLineToPath.cs.meta: 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spritePackingTag: 104 | pSDRemoveMatte: 1 105 | pSDShowRemoveMatteOption: 1 106 | userData: 107 | assetBundleName: 108 | assetBundleVariant: 109 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Resources/tangents_on_normal.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Al-Asl/Basic-Spline/ab5e492ac710353521911bc6367b789568e78552/Assets/Basic Spline/Editor/Resources/tangents_on_normal.psd -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Resources/tangents_on_normal.psd.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e1b3a2cb4e8d5e43b00aef1b75a7d2f 3 | TextureImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 11 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | 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41 | nPOTScale: 1 42 | lightmap: 0 43 | compressionQuality: 50 44 | spriteMode: 0 45 | spriteExtrude: 1 46 | spriteMeshType: 1 47 | alignment: 0 48 | spritePivot: {x: 0.5, y: 0.5} 49 | spritePixelsToUnits: 100 50 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 51 | spriteGenerateFallbackPhysicsShape: 1 52 | alphaUsage: 1 53 | alphaIsTransparency: 1 54 | spriteTessellationDetail: -1 55 | textureType: 0 56 | textureShape: 1 57 | singleChannelComponent: 0 58 | flipbookRows: 1 59 | flipbookColumns: 1 60 | maxTextureSizeSet: 0 61 | compressionQualitySet: 0 62 | textureFormatSet: 0 63 | ignorePngGamma: 0 64 | applyGammaDecoding: 0 65 | platformSettings: 66 | - serializedVersion: 3 67 | buildTarget: DefaultTexturePlatform 68 | maxTextureSize: 64 69 | resizeAlgorithm: 0 70 | textureFormat: -1 71 | textureCompression: 1 72 | compressionQuality: 50 73 | crunchedCompression: 0 74 | allowsAlphaSplitting: 0 75 | overridden: 0 76 | androidETC2FallbackOverride: 0 77 | forceMaximumCompressionQuality_BC6H_BC7: 0 78 | - serializedVersion: 3 79 | buildTarget: Standalone 80 | maxTextureSize: 64 81 | resizeAlgorithm: 0 82 | textureFormat: -1 83 | textureCompression: 1 84 | compressionQuality: 50 85 | crunchedCompression: 0 86 | allowsAlphaSplitting: 0 87 | overridden: 0 88 | androidETC2FallbackOverride: 0 89 | forceMaximumCompressionQuality_BC6H_BC7: 0 90 | spriteSheet: 91 | serializedVersion: 2 92 | sprites: [] 93 | outline: [] 94 | physicsShape: [] 95 | bones: [] 96 | spriteID: 97 | internalID: 0 98 | vertices: [] 99 | indices: 100 | edges: [] 101 | weights: [] 102 | secondaryTextures: [] 103 | spritePackingTag: 104 | pSDRemoveMatte: 1 105 | pSDShowRemoveMatteOption: 1 106 | userData: 107 | assetBundleName: 108 | assetBundleVariant: 109 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea85020d10af81a4793f7b1e0bc0ee61 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/EditorIntialize.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | namespace BasicSpline 5 | { 6 | 7 | public static class EditorInitializer 8 | { 9 | 10 | [MenuItem("GameObject/Path/Path", priority = 15)] 11 | public static void CreatePath() 12 | { 13 | GameObject go = new GameObject("Path"); 14 | Selection.activeObject = go; 15 | var path = go.AddComponent(); 16 | } 17 | 18 | [MenuItem("GameObject/Path/PathFollower", priority = 16)] 19 | public static void CreateMover() 20 | { 21 | GameObject go = new GameObject("PathFollower"); 22 | Selection.activeObject = go; 23 | var path = go.AddComponent(); 24 | } 25 | } 26 | 27 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/EditorIntialize.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 794aafe48651fcf429b5fc6cf4dd197e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/PathEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec01459c553070e4eb1f4b1dd76e39ed 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/PathEditorResource.cs: -------------------------------------------------------------------------------- 1 | using AlaslTools; 2 | using System.Collections.Generic; 3 | using UnityEditor; 4 | using UnityEngine; 5 | 6 | namespace BasicSpline 7 | { 8 | public class PathEditorResource : System.IDisposable 9 | { 10 | public Texture2D worldspace_icon { get; private set; } 11 | public Texture2D localspace_icon { get; private set; } 12 | public Texture2D settings_icon { get; private set; } 13 | 14 | public Texture2D controlPoint_normal_texture { get; private set; } 15 | public Texture2D controlPoint_hover_texture { get; private set; } 16 | public Texture2D controlPoint_active_texture { get; private set; } 17 | 18 | public Texture2D delete_button_normal { get; private set; } 19 | public Texture2D delete_button_hover { get; private set; } 20 | public Texture2D lock_on_button_normal { get; private set; } 21 | public Texture2D lock_on_button_hover { get; private set; } 22 | public Texture2D lock_off_button_normal { get; private set; } 23 | public Texture2D lock_off_button_hover { get; private set; } 24 | public Texture2D loop_on_button_normal { get; private set; } 25 | public Texture2D loop_on_button_hover { get; private set; } 26 | public Texture2D loop_off_button_normal { get; private set; } 27 | public Texture2D loop_off_button_hover { get; private set; } 28 | public Texture2D tangents_on_button_normal { get; private set; } 29 | public Texture2D tangents_on_button_hover { get; private set; } 30 | public Texture2D tangents_off_button_normal { get; private set; } 31 | public Texture2D tangents_off_button_hover { get; private set; } 32 | public Texture2D add_button_normal { get; private set; } 33 | public Texture2D add_button_hover { get; private set; } 34 | 35 | public GUIStyle delete_button_style { get; private set; } 36 | public GUIStyle lock_on_button_style { get; private set; } 37 | public GUIStyle lock_off_button_style { get; private set; } 38 | public GUIStyle loop_on_button_style { get; private set; } 39 | public GUIStyle loop_off_button_style { get; private set; } 40 | public GUIStyle tangents_on_button_style { get; private set; } 41 | public GUIStyle tangents_off_button_style { get; private set; } 42 | public GUIStyle add_button_style { get; private set; } 43 | 44 | private string basePath; 45 | 46 | public PathEditorResource() 47 | { 48 | basePath = System.IO.Path.Combine(EditorHelper.GetAssemblyDirectory(), "Resources"); 49 | 50 | localspace_icon = GetTexture("localSpace_icon.psd"); 51 | worldspace_icon = GetTexture("worldSpace_icon.psd"); 52 | settings_icon = GetTexture("settings_icon.psd"); 53 | 54 | controlPoint_normal_texture = GetTexture("controlPoint_normal.psd"); 55 | controlPoint_hover_texture = GetTexture("controlPoint_hover.psd"); 56 | controlPoint_active_texture = GetTexture("controlPoint_active.psd"); 57 | 58 | delete_button_normal = GetTexture("delete_normal.psd"); 59 | delete_button_hover = GetTexture("delete_hover.psd"); 60 | delete_button_style = GetButtonStyle(delete_button_normal,delete_button_hover); 61 | 62 | lock_on_button_normal = GetTexture("lock_on_normal.psd"); 63 | lock_on_button_hover = GetTexture("lock_on_hover.psd"); 64 | lock_on_button_style = GetButtonStyle(lock_on_button_normal,lock_on_button_hover); 65 | 66 | lock_off_button_normal = GetTexture("lock_off_normal.psd"); 67 | lock_off_button_hover = GetTexture("lock_off_hover.psd"); 68 | lock_off_button_style = GetButtonStyle(lock_off_button_normal,lock_off_button_hover); 69 | 70 | loop_on_button_normal = GetTexture("loop_on_normal.psd"); 71 | loop_on_button_hover = GetTexture("loop_on_hover.psd"); 72 | loop_on_button_style = GetButtonStyle(loop_on_button_normal, loop_on_button_hover); 73 | 74 | loop_off_button_normal = GetTexture("loop_off_normal.psd"); 75 | loop_off_button_hover = GetTexture("loop_off_hover.psd"); 76 | loop_off_button_style = GetButtonStyle(loop_off_button_normal, loop_off_button_hover); 77 | 78 | add_button_normal = GetTexture("add_normal.psd"); 79 | add_button_hover = GetTexture("add_hover.psd"); 80 | add_button_style = GetButtonStyle(add_button_normal,add_button_hover); 81 | 82 | tangents_on_button_normal = GetTexture("tangents_on_normal.psd"); 83 | tangents_on_button_hover = GetTexture("tangents_on_hover.psd"); 84 | tangents_on_button_style = GetButtonStyle(tangents_on_button_normal,tangents_on_button_hover); 85 | 86 | tangents_off_button_normal = GetTexture("tangents_off_normal.psd"); 87 | tangents_off_button_hover = GetTexture("tangents_off_hover.psd"); 88 | tangents_off_button_style = GetButtonStyle(tangents_off_button_normal, tangents_off_button_hover); 89 | } 90 | 91 | private Texture2D GetTexture(string name) 92 | { 93 | return AssetDatabase.LoadAssetAtPath 94 | (System.IO.Path.Combine(basePath, name)); 95 | } 96 | 97 | private GUIStyle GetButtonStyle(Texture2D normal, Texture2D hover) 98 | { 99 | GUIStyle style = new GUIStyle(); 100 | style.stretchWidth = true; 101 | style.stretchHeight = true; 102 | style.imagePosition = ImagePosition.ImageOnly; 103 | style.normal.background = normal; 104 | style.hover.background = hover; 105 | return style; 106 | } 107 | 108 | public void Dispose() 109 | { 110 | 111 | } 112 | } 113 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/PathEditorResource.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90f80222876d0804092ca7b1d297e37f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/PathSettings.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using AlaslTools; 4 | 5 | namespace BasicSpline 6 | { 7 | using static PathSettings; 8 | 9 | public class SettingsSO : BaseSO 10 | { 11 | public SettingsSO(Object target) : base(target) { } 12 | public SettingsSO(SerializedObject serializedObject) : base(serializedObject) { } 13 | 14 | public Settings settings; 15 | } 16 | 17 | [CustomEditor(typeof(PathSettings))] 18 | public class PathSettingsEditor : Editor 19 | { 20 | public Settings settings => settingsSO.settings; 21 | public SettingsSO settingsSO { get; private set; } 22 | 23 | private void OnEnable() 24 | { 25 | settingsSO = new SettingsSO(target); 26 | } 27 | 28 | private void OnDisable() 29 | { 30 | settingsSO.Dispose(); 31 | } 32 | 33 | public override void OnInspectorGUI() 34 | { 35 | EditorGUI.BeginChangeCheck(); 36 | 37 | var labelStyle = GUI.skin.label; 38 | labelStyle.fontStyle = FontStyle.Bold; 39 | 40 | EditorGUILayout.LabelField("Draw", labelStyle); 41 | 42 | settings.drawSettings.shape = (SplineDrawSettings.Shape)EditorGUILayout.EnumPopup("Draw Shape", settings.drawSettings.shape); 43 | settings.drawSettings.resolution = EditorGUILayout.IntField("Draw Resolution", settings.drawSettings.resolution); 44 | if (settings.drawSettings.shape == SplineDrawSettings.Shape.Road) 45 | settings.drawSettings.width = EditorGUILayout.FloatField("Road Width", settings.drawSettings.width); 46 | settings.drawSettings.ColorA = EditorGUILayout.ColorField("Prime Color", settings.drawSettings.ColorA); 47 | settings.drawSettings.ColorB = EditorGUILayout.ColorField("Secondary Color", settings.drawSettings.ColorB); 48 | settings.tangentColor = EditorGUILayout.ColorField("Tangent Color", settings.tangentColor); 49 | 50 | EditorGUILayout.LabelField("Controls", labelStyle); 51 | 52 | settings.smartHandleMode = EditorGUILayout.Toggle(new GUIContent("Smart handle", "the smart handle will project it self to scene geometry," + 53 | " if the projection failed then it will project to the best aligned world plane to camera direction"), settings.smartHandleMode); 54 | if (settings.smartHandleMode) 55 | { 56 | GUILayout.BeginHorizontal(); 57 | GUILayout.Space(12); 58 | GUILayout.BeginVertical(); 59 | 60 | settings.fallBack = (SceneRaycast.RayCastFallBack)EditorGUILayout.EnumPopup("FallBack", settings.fallBack); 61 | settings.RayCastToSceneGeomatry = EditorGUILayout.Toggle("Scene Geo Proj", settings.RayCastToSceneGeomatry); 62 | 63 | GUILayout.EndVertical(); 64 | GUILayout.EndHorizontal(); 65 | } 66 | settings.PrioritizeOnSelection = EditorGUILayout.Toggle("Prioritize Selection", settings.PrioritizeOnSelection); 67 | settings.lockTangentByDefault = EditorGUILayout.Toggle(new GUIContent("Lock Tangent", "lock the tangent for the newly created points"), settings.lockTangentByDefault); 68 | settings.showAngleHandle = EditorGUILayout.Toggle("Show Angle Handle", settings.showAngleHandle); 69 | 70 | EditorGUILayout.LabelField("Icons", labelStyle); 71 | 72 | settings.screenSpaceIcon = EditorGUILayout.Toggle("Screen Space icon", settings.screenSpaceIcon); 73 | settings.contextMenuButtonSize = EditorGUILayout.IntField("Context Button Size", settings.contextMenuButtonSize); 74 | settings.controlPointIconSize = EditorGUILayout.FloatField("Control Point Size", settings.controlPointIconSize); 75 | 76 | if (EditorGUI.EndChangeCheck()) 77 | { 78 | SceneRaycast.SmartRaycastSettings.SceneGeoRayCast = settings.RayCastToSceneGeomatry; 79 | SceneRaycast.SmartRaycastSettings.fallBack = settings.fallBack; 80 | SceneView.RepaintAll(); 81 | settingsSO.Apply(); 82 | } 83 | } 84 | } 85 | 86 | public class PathSettings : ScriptableObject 87 | { 88 | private static PathSettings instance; 89 | 90 | public static PathSettings GetSettings() 91 | { 92 | if (instance == null) 93 | { 94 | var scriptDir = System.IO.Path.Combine(EditorHelper.GetAssemblyDirectory(), "Resources"); 95 | var path = System.IO.Path.Combine(scriptDir, "Settings.asset"); 96 | instance = AssetDatabase.LoadAssetAtPath(path); 97 | if (instance == null) 98 | { 99 | instance = CreateInstance(); 100 | AssetDatabase.CreateAsset(instance, path); 101 | } 102 | } 103 | return instance; 104 | } 105 | 106 | [System.Serializable] 107 | public class Settings 108 | { 109 | public SplineDrawSettings drawSettings; 110 | public Color tangentColor; 111 | [Space] 112 | public bool localEdit; 113 | public bool relativeTangentEdit; 114 | [Space] 115 | public bool smartHandleMode; 116 | public SceneRaycast.RayCastFallBack fallBack; 117 | public bool RayCastToSceneGeomatry; 118 | public bool PrioritizeOnSelection; 119 | public bool lockTangentByDefault; 120 | public bool showAngleHandle; 121 | public bool showTangents; 122 | [Space] 123 | public bool screenSpaceIcon; 124 | public int contextMenuButtonSize; 125 | public float controlPointIconSize; 126 | public float tangentIconSize => controlPointIconSize * 0.75f; 127 | 128 | } 129 | 130 | [SerializeField] 131 | public Settings settings = 132 | new Settings() 133 | { 134 | drawSettings = new SplineDrawSettings(30, 0.2f, 135 | SplineDrawSettings.Shape.Road, Color.green, Color.yellow), 136 | tangentColor = Color.cyan, 137 | showAngleHandle = true, 138 | lockTangentByDefault = true, 139 | smartHandleMode = true, 140 | fallBack = SceneRaycast.RayCastFallBack.CameraAlignPlane, 141 | RayCastToSceneGeomatry = true, 142 | PrioritizeOnSelection = true, 143 | screenSpaceIcon = true, 144 | contextMenuButtonSize = 35, 145 | localEdit = true, 146 | relativeTangentEdit = true, 147 | controlPointIconSize = 20f, 148 | }; 149 | } 150 | 151 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/PathSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1eb4b4ea58c2f44bb8749dca06cf5ec 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/SplineDrawSettings.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace BasicSpline 4 | { 5 | 6 | [System.Serializable] 7 | public class SplineDrawSettings 8 | { 9 | public static SplineDrawSettings current; 10 | 11 | public enum Shape 12 | { 13 | Line, 14 | Road 15 | } 16 | 17 | public int resolution; 18 | public Shape shape; 19 | public Color ColorA, ColorB; 20 | public float width; 21 | 22 | public SplineDrawSettings(int resolution, float width, Shape shape, Color colorA, Color colorB) 23 | { 24 | this.resolution = resolution; 25 | this.shape = shape; 26 | this.width = width; 27 | ColorA = colorA; 28 | ColorB = colorB; 29 | } 30 | } 31 | 32 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Editor/Scripts/SplineDrawSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a7958fbca9c6ba42aee51da83ca0cb1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f0d82a3976ad1a44e82943ccdadf90cf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/BasicSpline.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "BasicSpline.Runtime", 3 | "rootNamespace": "", 4 | "references": [ 5 | "GUID:7f22184015f381a4f834e426b3f69927" 6 | ], 7 | "includePlatforms": [], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false, 10 | "overrideReferences": false, 11 | "precompiledReferences": [], 12 | "autoReferenced": true, 13 | "defineConstraints": [], 14 | "versionDefines": [], 15 | "noEngineReferences": false 16 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/BasicSpline.Runtime.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eaf7262b73e058546a37f9d5420141b0 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62de3c64bf113234fb00014f3384881a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/ControlPoint.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace BasicSpline 4 | { 5 | 6 | public static class TangentModeExtenstion 7 | { 8 | public static TangentMode Next(this TangentMode mode) 9 | { 10 | return (TangentMode)(((int)mode + 1) % 2); 11 | } 12 | } 13 | 14 | public enum TangentMode 15 | { 16 | Free = 0, 17 | Lock = 1 18 | } 19 | 20 | [System.Serializable] 21 | public struct ControlPoint 22 | { 23 | public Vector3 point; 24 | public Vector3 inTangent, outTangent; 25 | public float angle; 26 | #if UNITY_EDITOR 27 | public TangentMode editor_only_tangent_mode; 28 | #endif 29 | 30 | public ControlPoint(Vector3 point, Vector3 inTangent, Vector3 outTangent, float angle = 0) 31 | { 32 | this.point = point; 33 | this.inTangent = inTangent; 34 | this.outTangent = outTangent; 35 | this.angle = angle; 36 | #if UNITY_EDITOR 37 | editor_only_tangent_mode = TangentMode.Free; 38 | #endif 39 | } 40 | 41 | public void SetTangent(Vector3 tangent, bool inTangent, TangentMode tangentMode) 42 | { 43 | SetTangent(ref this, tangent, inTangent, tangentMode); 44 | } 45 | 46 | public static void SetTangent(ref ControlPoint cp, Vector3 tangent, bool inTangent, TangentMode tangentMode) 47 | { 48 | if (tangentMode == TangentMode.Lock) 49 | { 50 | if (inTangent) 51 | SetLockTangent(tangent, cp.point, out cp.inTangent, out cp.outTangent); 52 | else 53 | SetLockTangent(tangent, cp.point, out cp.outTangent, out cp.inTangent); 54 | } 55 | else if (tangentMode == TangentMode.Free) 56 | { 57 | if (inTangent) 58 | cp.inTangent = tangent; 59 | else 60 | cp.outTangent = tangent; 61 | } 62 | } 63 | 64 | private static void SetLockTangent(Vector3 value, Vector3 center, out Vector3 a, out Vector3 b) 65 | { 66 | a = value; b = 2 * center - a; 67 | } 68 | 69 | /// 70 | /// move the point with tangents 71 | /// 72 | public void Set(Vector3 point) 73 | { 74 | var delta = point - this.point; 75 | Move(delta); 76 | } 77 | 78 | /// 79 | /// move the point with tangents 80 | /// 81 | public void Move(Vector3 delta) 82 | { 83 | point += delta; 84 | inTangent += delta; 85 | outTangent += delta; 86 | } 87 | 88 | public static bool operator ==(ControlPoint a, ControlPoint b) 89 | { 90 | return (a.point == b.point) && (a.inTangent == b.inTangent) && (a.outTangent == b.outTangent); 91 | } 92 | 93 | public static bool operator !=(ControlPoint a, ControlPoint b) 94 | { 95 | return !(a == b); 96 | } 97 | } 98 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/ControlPoint.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea8ba8d78368335499e2d29d4ca6eeae 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/CurveUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5fce81ca66e8893469665a048bf1e262 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/Path.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace BasicSpline 5 | { 6 | 7 | [ExecuteInEditMode, AddComponentMenu("BasicSpline/Path")] 8 | public class Path : MonoBehaviour, ISpline 9 | { 10 | [SerializeField] 11 | private Spline spline; 12 | 13 | private TransformedSpline transformedSpline; 14 | 15 | #if UNITY_EDITOR 16 | [SerializeField] 17 | private List selected_points_editor_only = new List(); 18 | #endif 19 | 20 | void OnEnable() 21 | { 22 | transformedSpline = new TransformedSpline(spline, transform); 23 | } 24 | 25 | private void OnValidate() 26 | { 27 | OnEnable(); 28 | } 29 | 30 | /// 31 | /// set the path to loop 32 | /// 33 | public bool Loop { get => spline.Loop; set => spline.Loop = value; } 34 | /// 35 | /// path arc length in world space 36 | /// 37 | public float Length => transformedSpline.Length; 38 | 39 | /// 40 | /// get a path sample (with rotation) 41 | /// 42 | public Sample GetSample(float distance) => transformedSpline.GetSample(distance); 43 | /// 44 | /// get the point on the path for the given arc length 45 | /// 46 | public Vector3 GetPoint(float distance) => transformedSpline.GetPoint(distance); 47 | /// 48 | /// get the closest path sample to the given world space point 49 | /// 50 | public Vector3 GetClosestPoint(Vector3 point) => transformedSpline.GetClosestPoint(point); 51 | /// 52 | /// get the closest path point to the given world space point 53 | /// 54 | public Sample GetClosestSample(Vector3 point) => transformedSpline.GetClosestSample(point); 55 | /// 56 | /// Split the segment into two at a given arc length, return the control point index 57 | /// 58 | public int Split(float distance) => spline.Split(distance); 59 | 60 | public int ControlPointsCount => spline.ControlPointsCount; 61 | /// 62 | /// set the control point in world space 63 | /// 64 | public void SetControlPoint(int index, ControlPoint cpoint) => transformedSpline.SetControlPoint(index,cpoint); 65 | /// 66 | /// get the control point in world space 67 | /// 68 | public ControlPoint GetControlPoint(int index) => transformedSpline.GetControlPoint(index); 69 | /// 70 | /// insert a control point in world space 71 | /// 72 | public void InsertControlPoint(int index, ControlPoint cpoint) => transformedSpline.InsertControlPoint(index,cpoint); 73 | /// 74 | /// add a control point in world space 75 | /// 76 | public void AddControlPoint(ControlPoint cpoint) => transformedSpline.AddControlPoint(cpoint); 77 | public void RemoveControlPoint(int index) => transformedSpline.RemoveControlPoint(index); 78 | public IEnumerable IterateControlPoints() => transformedSpline.IterateControlPoints(); 79 | 80 | 81 | ////////// segment control are in local space ////////// 82 | 83 | public int SegmentCount => spline.SegmentCount; 84 | /// 85 | /// set segment in local space 86 | /// 87 | public void SetSegment(int index, Segment segment) => spline.SetSegment(index, segment); 88 | /// 89 | /// get segment in local space 90 | /// 91 | public Segment GetSegment(int index) => spline.GetSegment(index); 92 | /// 93 | /// enumerate segments, segments are in local space 94 | /// 95 | public IEnumerable IterateSegments() => spline.IterateSegments(); 96 | 97 | /// 98 | /// get the segment and segment distance at a given arc length 99 | /// 100 | public void GetSegmentAtDistance(float distance, out int segmentIndex, out float segmentDistance) => spline.GetSegmentAtDistance(distance, out segmentIndex, out segmentDistance); 101 | public void GetClosestDistance(Vector3 point, out int segmentIndex, out float t) => spline.GetClosestDistance(point, out segmentIndex, out t); 102 | } 103 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/Path.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 788334d4214349e499d9d0d393b6df8f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {fileID: 2800000, guid: 5b331ccb670df9f4f8d676836da80dc6, type: 3} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/PathFollower.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace BasicSpline 4 | { 5 | 6 | [ExecuteInEditMode, AddComponentMenu("BasicSpline/PathFollower")] 7 | public class PathFollower : MonoBehaviour 8 | { 9 | [SerializeField] 10 | public Path path; 11 | 12 | [Space] 13 | [SerializeField] 14 | public float speed; 15 | [SerializeField] 16 | public float distance; 17 | [SerializeField] 18 | public bool applyRotation; 19 | 20 | [Space] 21 | [SerializeField] 22 | [Tooltip("check this for better performance. It will do fine at a low speed value")] 23 | public bool fastMode; 24 | 25 | [SerializeField, HideInInspector] 26 | private float lastDistance; 27 | [SerializeField, HideInInspector] 28 | private int segmentIndex; 29 | [SerializeField, HideInInspector] 30 | private float t; 31 | 32 | void Update() 33 | { 34 | if (path == null) 35 | return; 36 | 37 | if (fastMode) 38 | { 39 | if (lastDistance != distance) 40 | { 41 | path.GetSegmentAtDistance(distance, out segmentIndex, out var dist); 42 | t = path.GetSegment(segmentIndex).GetParameter(dist); 43 | 44 | SetAtSegment(); 45 | lastDistance = distance; 46 | return; 47 | } 48 | 49 | var d1 = path.GetSegment(segmentIndex).GetD1(Mathf.Clamp01(t)).magnitude; 50 | 51 | #if UNITY_EDITOR 52 | if (UnityEditor.EditorApplication.isPlaying) 53 | #endif 54 | t += (Time.deltaTime * speed) / d1; 55 | UpdateSegment(); 56 | 57 | var lastPos = transform.position; 58 | SetAtSegment(); 59 | distance += Vector3.Distance(lastPos, transform.position) * Mathf.Sign(speed); 60 | 61 | ClampDistance(); 62 | lastDistance = distance; 63 | } 64 | else 65 | { 66 | 67 | #if UNITY_EDITOR 68 | if (UnityEditor.EditorApplication.isPlaying) 69 | #endif 70 | distance += Time.deltaTime * speed; 71 | ClampDistance(); 72 | 73 | if (applyRotation) 74 | path.GetSample(distance).Apply(transform); 75 | else 76 | transform.position = path.GetPoint(distance); 77 | 78 | } 79 | } 80 | 81 | private void UpdateSegment() 82 | { 83 | if (t > 1f || t < 0) 84 | { 85 | var sd = Mathf.FloorToInt(t); 86 | var nextIndex = segmentIndex + sd; 87 | 88 | if (path.Loop) 89 | { 90 | segmentIndex = (nextIndex + path.SegmentCount) % path.SegmentCount; 91 | t = (t % 1f + 1f) % 1f; 92 | } 93 | else 94 | { 95 | if (nextIndex < 0) 96 | { 97 | segmentIndex = 0; 98 | t = 0; 99 | } 100 | else if (nextIndex > path.SegmentCount - 1) 101 | { 102 | segmentIndex = path.SegmentCount - 1; 103 | t = 1f; 104 | } 105 | else 106 | { 107 | segmentIndex = nextIndex; 108 | t = (t % 1f + 1f) % 1f; 109 | } 110 | } 111 | } 112 | } 113 | 114 | void SetAtSegment() 115 | { 116 | if (applyRotation) 117 | path.GetSegment(segmentIndex).GetSample(t).Transform(path.transform).Apply(transform); 118 | else 119 | transform.position = path.transform.TransformPoint(path.GetSegment(segmentIndex).GetPoint(t)); 120 | } 121 | 122 | void ClampDistance() 123 | { 124 | distance = !path.Loop ? Mathf.Clamp(distance, 0, path.Length) : distance; 125 | } 126 | } 127 | 128 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/PathFollower.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b1058a13c31149f43bb15e13be0d911c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {fileID: 2800000, guid: 0127935899d305c4fa6eacca03ad2628, type: 3} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/Segment.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | using AlaslTools; 4 | using System.Collections; 5 | 6 | namespace BasicSpline 7 | { 8 | public struct Sample 9 | { 10 | public Matrix4x4 localToWorld; 11 | 12 | public Vector3 right => localToWorld.GetColumn(0); 13 | public Vector3 up => localToWorld.GetColumn(1); 14 | public Vector3 forward => localToWorld.GetColumn(2); 15 | public Vector3 point => localToWorld.GetColumn(3); 16 | 17 | public Sample(Vector3 point, Vector3 forward, Vector3 right, Vector3 up) : this() 18 | { 19 | localToWorld = new Matrix4x4(right, up, forward, point); 20 | localToWorld.m33 = 1f; 21 | } 22 | 23 | public Sample Transform(Transform transform) => 24 | Transform(transform.localToWorldMatrix); 25 | 26 | public Sample Transform(Matrix4x4 matrix) 27 | { 28 | localToWorld = matrix * localToWorld; 29 | return this; 30 | } 31 | 32 | public void Apply(Transform transform) 33 | { 34 | transform.rotation = Quaternion.LookRotation(forward, up); 35 | transform.position = point; 36 | } 37 | } 38 | 39 | /// 40 | /// spline segment based on Bézier curve 41 | /// 42 | [System.Serializable] 43 | public class Segment 44 | { 45 | public Bounds Bounds => bounds; 46 | public float Length => lenght; 47 | 48 | [SerializeField, HideInInspector] 49 | private Poly3x3 curve; 50 | 51 | [SerializeField, HideInInspector] 52 | private float lenght; 53 | 54 | [SerializeField, HideInInspector] 55 | private float InflexionPoint, InflexionLength; 56 | [SerializeField, HideInInspector] 57 | private float[] t2l; 58 | 59 | [SerializeField, HideInInspector] 60 | private float[] closestPointPoly; 61 | 62 | [SerializeField, HideInInspector] 63 | private Bounds bounds; 64 | 65 | [SerializeField, HideInInspector] 66 | private Vector3 aUp, bUp; 67 | 68 | public static void AverageUpVectors(Segment a, Segment b) 69 | { 70 | var m = Vector3.Slerp(a.bUp, b.aUp, 0.5f); 71 | a.bUp = m; b.aUp = m; 72 | } 73 | 74 | public Segment(ControlPoint a, ControlPoint b) : 75 | this(new CurvePoints(a.point, a.outTangent, b.inTangent, b.point) 76 | , a.angle, b.angle) 77 | { } 78 | 79 | public Segment(CurvePoints points, float aAngle = 0, float bAngle = 0) 80 | { 81 | curve = CurveUtility.GetPoly(points); 82 | 83 | aUp = CurveUtility.GetUpVector(curve, aAngle, bAngle, 0); 84 | bUp = CurveUtility.GetUpVector(curve, aAngle, bAngle, 1f); 85 | 86 | bounds = CurveUtility.EvaluateBounds(curve); 87 | closestPointPoly = CurveUtility.ClosestPointPoly(curve); 88 | 89 | if (CurveUtility.InflexionPoint(curve, out InflexionPoint)) 90 | { 91 | InflexionLength = CurveUtility.GetArcLengthLegendre5(curve, InflexionPoint); 92 | lenght = CurveUtility.GetArcLengthLegendre5(curve, 1f); 93 | 94 | this.t2l = new float[6]; 95 | CurveUtility.Split(points, InflexionPoint, out var ca, out var cb); 96 | var t2l = CurveUtility.ArcLengthPoly(CurveUtility.GetPoly(ca)); 97 | for (int i = 0; i < 3; i++) 98 | this.t2l[i] = t2l[i]; 99 | t2l = CurveUtility.ArcLengthPoly(CurveUtility.GetPoly(cb)); 100 | for (int i = 0; i < 3; i++) 101 | this.t2l[i + 3] = t2l[i]; 102 | 103 | } 104 | else 105 | { 106 | t2l = CurveUtility.ArcLengthPoly(curve); 107 | lenght = PolyMath.EvaluatePoly(t2l, 1f); 108 | } 109 | } 110 | 111 | /// 112 | /// get a curve sample (position and rotation) 113 | /// 114 | Sample GetSample(float t, Vector3 point, Vector3 d1) 115 | { 116 | var up = Vector3.Slerp(aUp, bUp, t); 117 | var forward = d1.normalized; 118 | var right = Vector3.Cross(up, forward).normalized; 119 | return new Sample(point, forward, right, Vector3.Cross(forward, right).normalized); 120 | } 121 | /// 122 | /// evaluate point on the curve 123 | /// 124 | public Vector3 GetPoint(float t) => curve.Evaluate(t); 125 | 126 | /// 127 | /// evaluate curve first derivative 128 | /// 129 | public Vector3 GetD1(float t) => curve.EvaluateD1(t); 130 | 131 | /// 132 | /// evaluate curve second derivative 133 | /// 134 | public Vector3 GetD2(float t) => curve.EvaluateD2(t); 135 | 136 | /// 137 | /// get curve sample (with rotation) 138 | /// 139 | public Sample GetSample(float t) => GetSample(t, GetPoint(t), GetD1(t)); 140 | 141 | /// 142 | /// split the segment at a given parameter t 143 | /// 144 | public void Split(float t, out CurvePoints a, out CurvePoints b, out float angle) 145 | { 146 | CurvePoints points = CurveUtility.GetPoints(curve); 147 | CurveUtility.Split(points, t, out a, out b); 148 | 149 | //TODO : count for the new up vector 150 | angle = Mathf.LerpAngle(CurveUtility.GetAngle(curve, aUp, 0), 151 | CurveUtility.GetAngle(curve, bUp, 1f), t); 152 | } 153 | 154 | /// 155 | /// evaluate the arc length from curve start to the given parameter 156 | /// 157 | public float GetArcLength(float t) 158 | { 159 | int offset = 0; 160 | float ol = 0; 161 | if (InflexionPoint != 0) 162 | { 163 | if (t > InflexionPoint) 164 | { 165 | offset = 3; 166 | ol = InflexionLength; 167 | t = Mathf.InverseLerp(InflexionPoint, 1f, t); 168 | } 169 | else 170 | t = Mathf.InverseLerp(0, InflexionPoint, t); 171 | } 172 | var tt = t * t; 173 | return ol + t2l[offset] * tt * t + t2l[offset + 1] * tt + t2l[offset + 2] * t; 174 | } 175 | /// 176 | /// evaluate the curve parameter for the given arc length 177 | /// 178 | public float GetParameter(float length) => 179 | PolyMath.HybridNewton(0, 1f, (t) => GetArcLength(t) - length, GetArcLengthD1); 180 | 181 | /// 182 | /// finding the curve parameter of the closest point on the curve to the given point 183 | /// 184 | public float GetClosestPoint(Vector3 point) 185 | => CurveUtility.GetClosestPoint(closestPointPoly, curve, point); 186 | 187 | /// 188 | /// evaluate the arc length derivative at a given parameter 189 | /// 190 | private float GetArcLengthD1(float t) 191 | { 192 | int offset = 0; 193 | if (InflexionPoint != 0) 194 | { 195 | if (t > InflexionPoint) 196 | { 197 | offset = 3; 198 | t = Mathf.InverseLerp(InflexionPoint, 1f, t); 199 | } 200 | else 201 | t = Mathf.InverseLerp(0, InflexionPoint, t); 202 | } 203 | return t2l[offset] * 3 * t * t + t2l[offset + 1] * 2 * t + t2l[offset + 2]; 204 | } 205 | 206 | /// 207 | /// Iterate over the segment points in fixed parametric steps. 208 | /// 209 | //using forward differencing https://en.wikipedia.org/wiki/Finite_difference 210 | public IEnumerable IteratePoints(int res) 211 | { 212 | float s = 1f / res; 213 | float ss = s * s; 214 | var a = curve.a * ss * s; 215 | var b = curve.b * ss; 216 | 217 | var d1 = a + b + curve.c * s; 218 | var d2 = 6 * a + 2 * b; 219 | var d3 = 6 * a; 220 | 221 | Vector3 point = curve.d; 222 | 223 | for (int i = 0; i < res + 1; i++) 224 | { 225 | yield return point; 226 | point += d1; 227 | d1 += d2; 228 | d2 += d3; 229 | } 230 | } 231 | 232 | /// 233 | /// Iterate over the segment points in fixed parametric steps. 234 | /// 235 | //using forward differencing https://en.wikipedia.org/wiki/Finite_difference 236 | public IEnumerable IterateSamples(int res) 237 | { 238 | float s = 1f / res; 239 | float ss = s * s; 240 | var a = curve.a * ss * s; 241 | var b = curve.b * ss; 242 | 243 | var d1 = a + b + curve.c * s; 244 | var d2 = 6 * a + 2 * b; 245 | var d3 = 6 * a; 246 | 247 | Vector3 point = curve.d; 248 | 249 | for (int i = 0; i < res + 1; i++) 250 | { 251 | float t = i * s; 252 | 253 | yield return GetSample(t, point, d1); 254 | point += d1; 255 | d1 += d2; 256 | d2 += d3; 257 | } 258 | } 259 | } 260 | 261 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/Segment.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8bfb376f458fb5b41a4d2aa7b55fc1ce 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/Spline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f91d785caa20fe41937c6c89dbc92de 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/SplineUtility.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace BasicSpline 5 | { 6 | 7 | public static class SplineUtility 8 | { 9 | public static Mesh CreateMesh(ISpline spline, Matrix4x4 transform, float width, int subdivsion = 30) 10 | { 11 | Mesh mesh = new Mesh(); 12 | mesh.MarkDynamic(); 13 | UpdateMesh(spline, mesh, transform, width, subdivsion); 14 | return mesh; 15 | } 16 | 17 | public static void UpdateMesh(ISpline spline, Mesh mesh, Matrix4x4 transform, float width, int subdivsion = 30) 18 | { 19 | mesh.Clear(); 20 | List verts = new List(); 21 | List norms = new List(); 22 | List indices = new List(); 23 | 24 | var hw = width * 0.5f; 25 | 26 | foreach(var seg in spline.IterateSegments()) 27 | { 28 | foreach(var sample in seg.IterateSamples(subdivsion)) 29 | { 30 | sample.Transform(transform); 31 | verts.Add(sample.point - hw * sample.right); 32 | verts.Add(sample.point + hw * sample.right); 33 | norms.Add(sample.up); 34 | norms.Add(sample.up); 35 | } 36 | } 37 | 38 | var segmets = verts.Count / 2 - 1; 39 | for (int i = 0; i < segmets; i++) 40 | { 41 | var index = i * 2; 42 | indices.Add(index); 43 | indices.Add(index + 2); 44 | indices.Add(index + 1); 45 | 46 | indices.Add(index + 2); 47 | indices.Add(index + 3); 48 | indices.Add(index + 1); 49 | } 50 | 51 | mesh.SetVertices(verts); 52 | mesh.SetNormals(norms); 53 | mesh.SetIndices(indices, MeshTopology.Triangles, 0); 54 | mesh.RecalculateBounds(); 55 | } 56 | } 57 | 58 | } -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/SplineUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 425924f34f75d15429be2f603312e032 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/TransformedSpline.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEngine; 4 | 5 | namespace BasicSpline 6 | { 7 | public class TransformedSpline : ISpline 8 | { 9 | private ISpline spline; 10 | private Transform transform; 11 | 12 | public TransformedSpline(ISpline spline, Transform transform) 13 | { 14 | this.spline = spline; 15 | this.transform = transform; 16 | } 17 | 18 | private float scale => transform.lossyScale.x; 19 | 20 | /// 21 | /// set the path to loop 22 | /// 23 | public bool Loop { get => spline.Loop; set => spline.Loop = value; } 24 | /// 25 | /// path arc length 26 | /// 27 | public float Length => spline.Length * scale; 28 | 29 | /// 30 | /// get a path sample (with rotation) 31 | /// 32 | public Sample GetSample(float distance) => spline.GetSample(distance).Transform(transform); 33 | /// 34 | /// get the point on the path for the given arc length 35 | /// 36 | public Vector3 GetPoint(float distance) => transform.TransformPoint(spline.GetPoint(distance)); 37 | /// 38 | /// get the closest path sample to the given point 39 | /// 40 | public Vector3 GetClosestPoint(Vector3 point) => transform.TransformPoint(spline.GetClosestPoint(transform.InverseTransformPoint(point))); 41 | /// 42 | /// get the closest path point to the given point 43 | /// 44 | public Sample GetClosestSample(Vector3 point) => spline.GetClosestSample(transform.InverseTransformPoint(point)).Transform(transform); 45 | /// 46 | /// Split the segment into two at a given arc length, return the control point index 47 | /// 48 | public int Split(float distance) => spline.Split(distance / scale); 49 | 50 | public int ControlPointsCount => spline.ControlPointsCount; 51 | public void SetControlPoint(int index, ControlPoint cpoint) => spline.SetControlPoint(index, InverseTransformPoint(cpoint)); 52 | public ControlPoint GetControlPoint(int index) => TransformPoint(spline.GetControlPoint(index)); 53 | public void InsertControlPoint(int index, ControlPoint cpoint) => spline.InsertControlPoint(index, InverseTransformPoint(cpoint)); 54 | public void AddControlPoint(ControlPoint cpoint) => spline.AddControlPoint(InverseTransformPoint(cpoint)); 55 | public void RemoveControlPoint(int index) => spline.RemoveControlPoint(index); 56 | public IEnumerable IterateControlPoints() => spline.IterateControlPoints().Select((point) => TransformPoint(point)); 57 | 58 | public int SegmentCount => spline.SegmentCount; 59 | public void SetSegment(int index, Segment segment) => throw new System.NotImplementedException(); 60 | public Segment GetSegment(int index) 61 | { 62 | return new Segment(GetControlPoint(index), GetControlPoint((index + 1) % ControlPointsCount)); 63 | } 64 | public IEnumerable IterateSegments() 65 | { 66 | for (int i = 0; i < SegmentCount; i++) 67 | yield return GetSegment(i); 68 | } 69 | 70 | /// 71 | /// get the segment and segment distance at a given arc length 72 | /// 73 | public void GetSegmentAtDistance(float distance, out int segmentIndex, out float segmentDistance) => spline.GetSegmentAtDistance(distance, out segmentIndex, out segmentDistance); 74 | public void GetClosestDistance(Vector3 point, out int segmentIndex, out float t) => spline.GetClosestDistance(point, out segmentIndex, out t); 75 | 76 | private ControlPoint TransformPoint(ControlPoint cpoint) 77 | { 78 | cpoint.point = transform.TransformPoint(cpoint.point); 79 | cpoint.inTangent = transform.TransformPoint(cpoint.inTangent); 80 | cpoint.outTangent = transform.TransformPoint(cpoint.outTangent); 81 | return cpoint; 82 | } 83 | 84 | private ControlPoint InverseTransformPoint(ControlPoint cpoint) 85 | { 86 | cpoint.point = transform.InverseTransformPoint(cpoint.point); 87 | cpoint.inTangent = transform.InverseTransformPoint(cpoint.inTangent); 88 | cpoint.outTangent = transform.InverseTransformPoint(cpoint.outTangent); 89 | return cpoint; 90 | } 91 | } 92 | } 93 | -------------------------------------------------------------------------------- /Assets/Basic Spline/Runtime/Scripts/TransformedSpline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 639f1c07aa72fb54388ff2d4581811c6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2022 Al-Asl 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.17.6", 4 | "com.unity.ide.rider": "3.0.16", 5 | "com.unity.ide.visualstudio": "2.0.16", 6 | "com.unity.ide.vscode": "1.2.5", 7 | "com.unity.test-framework": "1.1.31", 8 | "com.unity.textmeshpro": "3.0.6", 9 | "com.unity.timeline": "1.6.4", 10 | "com.unity.ugui": "1.0.0", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.androidjni": "1.0.0", 13 | "com.unity.modules.animation": "1.0.0", 14 | "com.unity.modules.assetbundle": "1.0.0", 15 | 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/Al-Asl/Basic-Spline/ab5e492ac710353521911bc6367b789568e78552/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## Basic-Spline 2 | 3 | 4 | 5 | An intuitive and lightweight path editor for Unity. 6 | 7 | This package was built with two goals in mind. The first is to keep everything simple by keeping a clean UI and a simple API that only implements the basic spline functionality. The second goal is to implement analytical methods for curve sampling to avoid point caching. 8 | 9 | # Features 10 | * Simple, intuitive user interface. 11 | * Using analytical methods for closest point finding and arc-length spline sampling without point caching. 12 | * Multi-point selection, twist control, and scene geometry projection. 13 | * Easy, intuitive API that offers a great range of flexibility. 14 | 15 | Complete C# source code is provided. 16 | 17 | # Usage 18 | 19 | Clone the repo with submodules using the following command: 20 | ``` 21 | git clone --recurse-submodules https://github.com/Al-Asl/Basic-Spline.git 22 | ``` 23 | to create a path, go to `GameObject/Path/Path`. By coding, you can either use the `Path` class or the `Spline` class, the `Path` is a `MonoBehaviour` and it's only a wrapper for the `Spline` class. 24 | ```csharp 25 | //generating spline 26 | 27 | ControlPoint[] controlPoints = new ControlPoint[] 28 | { 29 | new ControlPoint(new Vector3(0,0,0),new Vector3(0,0,-1),new Vector3(0,0,1)), 30 | new ControlPoint(new Vector3(1,0,0),new Vector3(0,0,1),new Vector3(0,0,-1)) 31 | }; 32 | Spline spline = new Spline(controlPoints); 33 | 34 | //operating on control points 35 | 36 | spline.AddControlPoint(new ControlPoint(new Vector3(2, 1, -1), new Vector3(-1, 0, 0), new Vector3(1, 0, 0))); 37 | spline.InsertControlPoint(1, new ControlPoint(new Vector3(1, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1))); 38 | spline.RemoveControlPoint(1); 39 | //shifting all points to the right 40 | for (int i = 0; i < spline.ControlPointsCount; i++) 41 | { 42 | var cpoint = spline.GetControlPoint(i); 43 | cpoint.Move(new Vector3(1, 0, 0)); 44 | spline.SetControlPoint(i, cpoint); 45 | } 46 | 47 | //operating on segments 48 | foreach(var segment in spline.IterateSegments()) 49 | { 50 | //Iterate over the segment points in fixed parametric steps. 51 | foreach (var point in segment.IteratePoints(30)) 52 | { 53 | //do something with point .. 54 | } 55 | } 56 | ``` 57 | 58 | ## sampling the curve using arc length 59 | you can sample the curve by the arc length using `Spline.GetPoint`, 60 | you can also go from the arc length to the curve parameter or the other way around using `Segment.EvaluateParameter` and `Segment.EvaluateLength`. 61 | 62 | 63 | 64 | * To approximate the arc length, this package uses [Approximate Arc Length Parametrization MARCELO WALTER ,AND ALAIN FOURNIER] 65 | * I tried to find the inverse for arc length approximation, but the error margin was too big, so I stuck to root-finding on [Arc Length Approximation] using hybrid Newton's method. 66 | * This package also implements other more accurate methods to find the arc length, such as different adaptive subdivision. 67 | 68 | ## finding the closest point 69 | to get the closest point on the spline to the given point, use `Spline.GetClosestLength`. This method will return the arc length from the beginning of the spline to the closest point. You can use it with conjunction `Spline.GetPoint` to get the closest point. 70 | 71 | 72 | 73 | * To find the closest point, this package uses [ Xiao-Diao Chen, Yin Zhou, Zhenyu Shu, Hua Su, Jean-Claude Paul. Improved Algebraic Algorithm On Point Projection For Bézier Curves. HAL, 2007 ] 74 | * And for roots finding, it uses the hybrid Newton's method. -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | RecentlyUsedSceneGuid-0: 9 | value: 510506550653080f5a0d5d7647260e44424e1b7f297072667d78496bbbe1673e 10 | flags: 0 11 | vcSharedLogLevel: 12 | value: 0d5e400f0650 13 | flags: 0 14 | m_VCAutomaticAdd: 1 15 | m_VCDebugCom: 0 16 | m_VCDebugCmd: 0 17 | m_VCDebugOut: 0 18 | m_SemanticMergeMode: 2 19 | m_DesiredImportWorkerCount: 3 20 | m_StandbyImportWorkerCount: 2 21 | m_IdleImportWorkerShutdownDelay: 60000 22 | m_VCShowFailedCheckout: 1 23 | m_VCOverwriteFailedCheckoutAssets: 1 24 | m_VCProjectOverlayIcons: 1 25 | m_VCHierarchyOverlayIcons: 1 26 | m_VCOtherOverlayIcons: 1 27 | m_VCAllowAsyncUpdate: 0 28 | m_ArtifactGarbageCollection: 1 29 | -------------------------------------------------------------------------------- /documentation/images/main_image.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Al-Asl/Basic-Spline/ab5e492ac710353521911bc6367b789568e78552/documentation/images/main_image.png -------------------------------------------------------------------------------- /documentation/images/spline_closest_point.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Al-Asl/Basic-Spline/ab5e492ac710353521911bc6367b789568e78552/documentation/images/spline_closest_point.gif -------------------------------------------------------------------------------- /documentation/images/spline_distance_set.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Al-Asl/Basic-Spline/ab5e492ac710353521911bc6367b789568e78552/documentation/images/spline_distance_set.gif --------------------------------------------------------------------------------