using UnityEngine; using System; using Cinemachine.Utility; namespace Cinemachine { /// Defines a world-space path, consisting of an array of waypoints, /// each of which has position and roll settings. Bezier interpolation /// is performed between the waypoints, to get a smooth and continuous path. /// The path will pass through all waypoints, and (unlike CinemachinePath) first /// and second order continuity is guaranteed [DocumentationSorting(18.5f, DocumentationSortingAttribute.Level.UserRef)] [AddComponentMenu("Cinemachine/CinemachineSmoothPath")] [SaveDuringPlay] public class CinemachineSmoothPath : CinemachinePathBase { /// If checked, then the path ends are joined to form a continuous loop [Tooltip("If checked, then the path ends are joined to form a continuous loop.")] public bool m_Looped; /// A waypoint along the path [DocumentationSorting(18.7f, DocumentationSortingAttribute.Level.UserRef)] [Serializable] public struct Waypoint { /// Position in path-local space [Tooltip("Position in path-local space")] public Vector3 position; /// Defines the roll of the path at this waypoint. /// The other orientation axes are inferred from the tangent and world up. [Tooltip("Defines the roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up.")] public float roll; /// Representation as Vector4 internal Vector4 AsVector4 { get { return new Vector4(position.x, position.y, position.z, roll); } } internal static Waypoint FromVector4(Vector4 v) { Waypoint wp = new Waypoint(); wp.position = new Vector3(v[0], v[1], v[2]); wp.roll = v[3]; return wp; } } /// The waypoints that define the path. /// They will be interpolated using a bezier curve [Tooltip("The waypoints that define the path. They will be interpolated using a bezier curve.")] public Waypoint[] m_Waypoints = new Waypoint[0]; /// The minimum value for the path position public override float MinPos { get { return 0; } } /// The maximum value for the path position public override float MaxPos { get { int count = m_Waypoints.Length - 1; if (count < 1) return 0; return m_Looped ? count + 1 : count; } } /// True if the path ends are joined to form a continuous loop public override bool Looped { get { return m_Looped; } } /// When calculating the distance cache, sample the path this many /// times between points public override int DistanceCacheSampleStepsPerSegment { get { return m_Resolution; } } private void OnValidate() { InvalidateDistanceCache(); } /// Call this if the path changes in such a way as to affect distances /// or other cached path elements public override void InvalidateDistanceCache() { base.InvalidateDistanceCache(); m_ControlPoints1 = null; m_ControlPoints2 = null; } Waypoint[] m_ControlPoints1; Waypoint[] m_ControlPoints2; bool m_IsLoopedCache; void UpdateControlPoints() { int numPoints = (m_Waypoints == null) ? 0 : m_Waypoints.Length; if (numPoints > 1 && (Looped != m_IsLoopedCache || m_ControlPoints1 == null || m_ControlPoints1.Length != numPoints || m_ControlPoints2 == null || m_ControlPoints2.Length != numPoints)) { Vector4[] p1 = new Vector4[numPoints]; Vector4[] p2 = new Vector4[numPoints]; Vector4[] K = new Vector4[numPoints]; for (int i = 0; i < numPoints; ++i) K[i] = m_Waypoints[i].AsVector4; if (Looped) SplineHelpers.ComputeSmoothControlPointsLooped(ref K, ref p1, ref p2); else SplineHelpers.ComputeSmoothControlPoints(ref K, ref p1, ref p2); m_ControlPoints1 = new Waypoint[numPoints]; m_ControlPoints2 = new Waypoint[numPoints]; for (int i = 0; i < numPoints; ++i) { m_ControlPoints1[i] = Waypoint.FromVector4(p1[i]); m_ControlPoints2[i] = Waypoint.FromVector4(p2[i]); } m_IsLoopedCache = Looped; } } /// Returns normalized position float GetBoundingIndices(float pos, out int indexA, out int indexB) { pos = NormalizePos(pos); int numWaypoints = m_Waypoints.Length; if (numWaypoints < 2) indexA = indexB = 0; else { indexA = Mathf.FloorToInt(pos); if (indexA >= numWaypoints) { // Only true if looped pos -= MaxPos; indexA = 0; } indexB = indexA + 1; if (indexB == numWaypoints) { if (Looped) indexB = 0; else { --indexB; --indexA; } } } return pos; } /// Get a worldspace position of a point along the path /// Postion along the path. Need not be normalized. /// World-space position of the point along at path at pos public override Vector3 EvaluatePosition(float pos) { Vector3 result = Vector3.zero; if (m_Waypoints.Length > 0) { UpdateControlPoints(); int indexA, indexB; pos = GetBoundingIndices(pos, out indexA, out indexB); if (indexA == indexB) result = m_Waypoints[indexA].position; else result = SplineHelpers.Bezier3(pos - indexA, m_Waypoints[indexA].position, m_ControlPoints1[indexA].position, m_ControlPoints2[indexA].position, m_Waypoints[indexB].position); } return transform.TransformPoint(result); } /// Get the tangent of the curve at a point along the path. /// Postion along the path. Need not be normalized. /// World-space direction of the path tangent. /// Length of the vector represents the tangent strength public override Vector3 EvaluateTangent(float pos) { Vector3 result = transform.rotation * Vector3.forward; if (m_Waypoints.Length > 1) { UpdateControlPoints(); int indexA, indexB; pos = GetBoundingIndices(pos, out indexA, out indexB); if (!Looped && indexA == m_Waypoints.Length - 1) --indexA; result = SplineHelpers.BezierTangent3(pos - indexA, m_Waypoints[indexA].position, m_ControlPoints1[indexA].position, m_ControlPoints2[indexA].position, m_Waypoints[indexB].position); } return transform.TransformDirection(result); } /// Get the orientation the curve at a point along the path. /// Postion along the path. Need not be normalized. /// World-space orientation of the path, as defined by tangent, up, and roll. public override Quaternion EvaluateOrientation(float pos) { Quaternion result = transform.rotation; if (m_Waypoints.Length > 0) { float roll = 0; int indexA, indexB; pos = GetBoundingIndices(pos, out indexA, out indexB); if (indexA == indexB) roll = m_Waypoints[indexA].roll; else { UpdateControlPoints(); roll = SplineHelpers.Bezier1(pos - indexA, m_Waypoints[indexA].roll, m_ControlPoints1[indexA].roll, m_ControlPoints2[indexA].roll, m_Waypoints[indexB].roll); } Vector3 fwd = EvaluateTangent(pos); if (!fwd.AlmostZero()) { Vector3 up = transform.rotation * Vector3.up; Quaternion q = Quaternion.LookRotation(fwd, up); result = q * Quaternion.AngleAxis(roll, Vector3.forward); } } return result; } } }