├── .gitignore ├── Assets ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── CurveTest.cs │ └── CurveTest.cs.meta ├── Shaders.meta └── Shaders │ ├── Spline.compute │ └── Spline.compute.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.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 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # 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assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 981feab3c32782d49ad024a896d6124c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/CurveTest.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Alpacasking 6 | { 7 | /// 8 | /// Curve test 9 | /// 10 | public class CurveTest : MonoBehaviour 11 | { 12 | public enum SplineType { 13 | CatmullRom, 14 | Bezier, 15 | BSpline2D, 16 | BSpline3D, 17 | } 18 | 19 | public ComputeShader SplineShader; 20 | //Waypoint 21 | public GameObject[] GameObjectList; 22 | //Coordinates of waypoints 23 | private List TransDataList = new List(); 24 | 25 | public int Amount = 20; 26 | public float Ratio = 0.2f; 27 | 28 | public SplineType Type = SplineType.CatmullRom; 29 | 30 | void Start() 31 | { 32 | 33 | } 34 | 35 | //Gizmos 36 | void OnDrawGizmos() 37 | { 38 | //1 point cannot draw a curve, 2 points are actually straight lines 39 | if (GameObjectList.Length <= 1 || SplineShader == null) return; 40 | 41 | TransDataList.Clear(); 42 | for (int i = 0; i < GameObjectList.Length; ++i) 43 | { 44 | if(GameObjectList[i] == null) 45 | { 46 | return; 47 | } 48 | TransDataList.Add(GameObjectList[i].transform.position); 49 | } 50 | 51 | int minAmount = 1; 52 | switch (Type) 53 | { 54 | case SplineType.CatmullRom: 55 | minAmount = 1; 56 | break; 57 | case SplineType.Bezier: 58 | minAmount = 2; 59 | break; 60 | case SplineType.BSpline2D: 61 | minAmount = 2; 62 | break; 63 | case SplineType.BSpline3D: 64 | minAmount = 3; 65 | break; 66 | } 67 | 68 | if (TransDataList != null && TransDataList.Count > minAmount) 69 | { 70 | DrawPathHelper(TransDataList.ToArray(), Color.red); 71 | } 72 | } 73 | 74 | //Draw a curve 75 | private void DrawPathHelper(Vector3[] path, Color color) 76 | { 77 | int kernel = 0; 78 | Vector3[] vector3s = path; 79 | switch (Type) 80 | { 81 | case SplineType.CatmullRom: 82 | kernel = SplineShader.FindKernel("CatmullRom"); 83 | vector3s = PathControlPointGenerator(path); 84 | break; 85 | case SplineType.Bezier: 86 | kernel = SplineShader.FindKernel("Bezier"); 87 | break; 88 | case SplineType.BSpline2D: 89 | kernel = SplineShader.FindKernel("BSpline2D"); 90 | break; 91 | case SplineType.BSpline3D: 92 | vector3s = PathControlPointGenerator(path); 93 | kernel = SplineShader.FindKernel("BSpline3D"); 94 | break; 95 | } 96 | 97 | //Line Draw: 98 | int SmoothAmount = path.Length * Amount; 99 | 100 | ComputeBuffer nodePointBuffer = new ComputeBuffer(SmoothAmount, sizeof(float)*3); 101 | ComputeBuffer controlPointBuffer = new ComputeBuffer(vector3s.Length, sizeof(float) * 3); 102 | controlPointBuffer.SetData(vector3s); 103 | SplineShader.SetBuffer(kernel, "ControlPoints", controlPointBuffer); 104 | SplineShader.SetBuffer(kernel, "NodePoints", nodePointBuffer); 105 | SplineShader.SetInt("ControlPointAmount", vector3s.Length); 106 | SplineShader.SetInt("NodeAmount", SmoothAmount); 107 | SplineShader.Dispatch(kernel, SmoothAmount, 1, 1); 108 | var nodePoints = new Vector3[SmoothAmount]; 109 | nodePointBuffer.GetData(nodePoints); 110 | for (int i = 0; i < SmoothAmount; i++) 111 | { 112 | Gizmos.color = color; 113 | Gizmos.DrawSphere(nodePoints[i], Ratio); 114 | } 115 | nodePointBuffer.Release(); 116 | controlPointBuffer.Release(); 117 | } 118 | 119 | public static Vector3[] PathControlPointGenerator(Vector3[] path) 120 | { 121 | Vector3[] vector3s; 122 | //populate calculate path; 123 | int offset = 2; 124 | vector3s = new Vector3[path.Length + offset]; 125 | Array.Copy(path, 0, vector3s, 1, path.Length); 126 | 127 | //populate start and end control points: 128 | vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]); 129 | vector3s[vector3s.Length - 1] = vector3s[vector3s.Length - 2] + (vector3s[vector3s.Length - 2] - vector3s[vector3s.Length - 3]); 130 | 131 | //is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline! 132 | if (vector3s[1] == vector3s[vector3s.Length - 2]) 133 | { 134 | Vector3[] tmpLoopSpline = new Vector3[vector3s.Length]; 135 | Array.Copy(vector3s, tmpLoopSpline, vector3s.Length); 136 | tmpLoopSpline[0] = tmpLoopSpline[tmpLoopSpline.Length - 3]; 137 | tmpLoopSpline[tmpLoopSpline.Length - 1] = tmpLoopSpline[2]; 138 | vector3s = new Vector3[tmpLoopSpline.Length]; 139 | Array.Copy(tmpLoopSpline, vector3s, tmpLoopSpline.Length); 140 | } 141 | 142 | return (vector3s); 143 | } 144 | } 145 | } -------------------------------------------------------------------------------- /Assets/Scripts/CurveTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 856756673e19e5e47ae02c2a622d85ee 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8df6f2d60e8aa94a82781d1d0b3d59c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/Spline.compute: -------------------------------------------------------------------------------- 1 | // Each #kernel tells which function to compile; you can have many kernels 2 | #pragma kernel CatmullRom 3 | #pragma kernel Bezier 4 | #pragma kernel BSpline2D 5 | #pragma kernel BSpline3D 6 | 7 | // Create a RenderTexture with enableRandomWrite flag and set it 8 | // with cs.SetTexture 9 | StructuredBuffer ControlPoints; 10 | RWStructuredBuffer NodePoints; 11 | int ControlPointAmount; 12 | int NodeAmount; 13 | 14 | [numthreads(1,1,1)] 15 | void Bezier(uint3 id : SV_DispatchThreadID) 16 | { 17 | int numSections = ControlPointAmount - 1; 18 | float t = float(id.x) / NodeAmount; 19 | int currPt = min(floor(t * float(numSections)*0.5)*2,numSections-2); 20 | float u = t * float(numSections)*0.5 - float(currPt)*0.5; 21 | float3 a = ControlPoints[currPt]; 22 | float3 b = ControlPoints[currPt + 1]; 23 | float3 c = ControlPoints[currPt + 2]; 24 | 25 | NodePoints[id.x] = (1-u)*(1-u)*a+2*u*(1-u)*b+u*u*c; 26 | } 27 | 28 | [numthreads(1,1,1)] 29 | void BSpline2D(uint3 id : SV_DispatchThreadID) 30 | { 31 | int numSections = ControlPointAmount - 2; 32 | float t = float(id.x) / NodeAmount; 33 | int currPt = min(floor(t * float(numSections)), numSections - 1); 34 | float u = t * float(numSections) - float(currPt); 35 | float3 a = ControlPoints[currPt]; 36 | float3 b = ControlPoints[currPt + 1]; 37 | float3 c = ControlPoints[currPt + 2]; 38 | 39 | NodePoints[id.x] = 0.5*(1-u)*(1-u)*a + 0.5*(-2*u*u + 2*u +1)*b + 0.5* u*u *c; 40 | } 41 | 42 | [numthreads(1,1,1)] 43 | void BSpline3D(uint3 id : SV_DispatchThreadID) 44 | { 45 | int numSections = ControlPointAmount - 3; 46 | float t = float(id.x) / NodeAmount; 47 | int currPt = min(floor(t * float(numSections)), numSections - 1); 48 | float u = t * float(numSections) - float(currPt); 49 | float3 a = ControlPoints[currPt]; 50 | float3 b = ControlPoints[currPt + 1]; 51 | float3 c = ControlPoints[currPt + 2]; 52 | float3 d = ControlPoints[currPt + 3]; 53 | 54 | NodePoints[id.x] = ( -pow(u,3) + 3*u*u -3*u +1)/6*a + (3*u*u*u - 6*u*u +4)/6 *b + (-3*u*u*u +3*u*u +3*u+1)/6 *c + u*u*u/6 * d; 55 | } 56 | 57 | [numthreads(1,1,1)] 58 | void CatmullRom(uint3 id : SV_DispatchThreadID) 59 | { 60 | int numSections = ControlPointAmount - 3; 61 | float t = float(id.x) / NodeAmount; 62 | int currPt = min(floor(t * float(numSections)), numSections - 1); 63 | float u = t * float(numSections) - float(currPt); 64 | float3 a = ControlPoints[currPt]; 65 | float3 b = ControlPoints[currPt + 1]; 66 | float3 c = ControlPoints[currPt + 2]; 67 | float3 d = ControlPoints[currPt + 3]; 68 | 69 | NodePoints[id.x] = 0.5 * ( 70 | (-a + 3* b - 3* c + d) * (u * u * u) 71 | + (2* a - 5* b + 4 * c - d) * (u * u) 72 | + (-a + c) * u 73 | + 2 * b 74 | ); 75 | } 76 | -------------------------------------------------------------------------------- /Assets/Shaders/Spline.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 89f6215e844c94f47a464b86a5c6a485 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 alpacasking 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": "1.2.16", 4 | "com.unity.ext.nunit": "1.0.0", 5 | "com.unity.ide.rider": "1.1.0", 6 | "com.unity.ide.vscode": "1.1.2", 7 | "com.unity.package-manager-ui": "2.2.0", 8 | "com.unity.test-framework": "1.0.13", 9 | "com.unity.textmeshpro": "2.0.1", 10 | "com.unity.timeline": "1.1.0", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | 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m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ComputeShaderSpline 2 | Generate spline with compute shader 3 | 4 | Include: 5 | 6 | - Catmull-Rom 7 | - Bezier 8 | - Quadratic B-spline 9 | - Cubic B-spline 10 | --------------------------------------------------------------------------------