Add Spline

This commit is contained in:
Wojtek Figat
2021-01-25 10:41:53 +01:00
parent 6cbeac6537
commit fe78fa7575
16 changed files with 914 additions and 2 deletions

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@@ -0,0 +1,19 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.SceneGraph.Actors
{
/// <summary>
/// Scene tree node for <see cref="Spline"/> actor type.
/// </summary>
[HideInEditor]
public sealed class SplineNode : ActorNode
{
/// <inheritdoc />
public SplineNode(Actor actor)
: base(actor)
{
}
}
}

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@@ -65,6 +65,7 @@ namespace FlaxEditor.SceneGraph
CustomNodesTypes.Add(typeof(NavModifierVolume), typeof(NavModifierVolumeNode));
CustomNodesTypes.Add(typeof(ParticleEffect), typeof(ParticleEffectNode));
CustomNodesTypes.Add(typeof(SceneAnimationPlayer), typeof(SceneAnimationPlayerNode));
CustomNodesTypes.Add(typeof(Spline), typeof(SplineNode));
}
/// <summary>

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@@ -99,6 +99,7 @@ namespace FlaxEditor.Windows
new KeyValuePair<string, Type>("Nav Mesh Bounds Volume", typeof(NavMeshBoundsVolume)),
new KeyValuePair<string, Type>("Nav Link", typeof(NavLink)),
new KeyValuePair<string, Type>("Nav Modifier Volume", typeof(NavModifierVolume)),
new KeyValuePair<string, Type>("Spline", typeof(Spline)),
}
},
new ActorsGroup

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@@ -167,6 +167,7 @@ namespace FlaxEditor.Windows
groupOther.AddChild(CreateActorItem("Nav Mesh Bounds Volume", typeof(NavMeshBoundsVolume)));
groupOther.AddChild(CreateActorItem("Nav Link", typeof(NavLink)));
groupOther.AddChild(CreateActorItem("Nav Modifier Volume", typeof(NavModifierVolume)));
groupOther.AddChild(CreateActorItem("Spline", typeof(Spline)));
var groupGui = CreateGroupWithList(actorGroups, "GUI");
groupGui.AddChild(CreateActorItem("UI Control", typeof(UIControl)));

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@@ -7,6 +7,7 @@
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Quaternion.h"
#include "Engine/Core/Math/Transform.h"
namespace AnimationUtils
{
@@ -40,6 +41,12 @@ namespace AnimationUtils
return Quaternion::Identity;
}
template<>
FORCE_INLINE Transform GetZero<Transform>()
{
return Transform::Identity;
}
template<>
FORCE_INLINE Color GetZero<Color>()
{
@@ -66,6 +73,16 @@ namespace AnimationUtils
Quaternion::Slerp(a, b, oneThird, result);
}
template<>
FORCE_INLINE void GetTangent<Transform>(const Transform& a, const Transform& b, float length, Transform& result)
{
const float oneThird = 1.0f / 3.0f;
const float oneThirdLength = length * oneThird;
result.Translation = a.Translation + b.Translation * oneThirdLength;
Quaternion::Slerp(a.Orientation, b.Orientation, oneThird, result.Orientation);
result.Scale = a.Scale + b.Scale * oneThirdLength;
}
template<class T>
FORCE_INLINE static void Interpolate(const T& a, const T& b, float alpha, T& result)
{
@@ -203,4 +220,12 @@ namespace AnimationUtils
Quaternion::Slerp(p12, p23, alpha, p123);
Quaternion::Slerp(p012, p123, alpha, result);
}
template<>
void Bezier<Transform>(const Transform& p0, const Transform& p1, const Transform& p2, const Transform& p3, float alpha, Transform& result)
{
Bezier<Vector3>(p0.Translation, p1.Translation, p2.Translation, p3.Translation, alpha, result.Translation);
Bezier<Quaternion>(p0.Orientation, p1.Orientation, p2.Orientation, p3.Orientation, alpha, result.Orientation);
Bezier<Vector3>(p0.Scale, p1.Scale, p2.Scale, p3.Scale, alpha, result.Scale);
}
}

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@@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
namespace FlaxEngine
{
@@ -338,6 +339,7 @@ namespace FlaxEngine
/// <summary>
/// A single keyframe that can be injected into linear curve.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Keyframe : IComparable, IComparable<Keyframe>
{
/// <summary>
@@ -586,6 +588,7 @@ namespace FlaxEngine
/// <summary>
/// A single keyframe that can be injected into Bezier curve.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Keyframe : IComparable, IComparable<Keyframe>
{
/// <summary>

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@@ -52,6 +52,11 @@ public:
{
result = a;
}
bool operator==(const StepCurveKeyframe& other) const
{
return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value);
}
} PACK_END();
/// <summary>
@@ -97,6 +102,11 @@ public:
result.Time = a.Time + (b.Time - a.Time) * alpha;
AnimationUtils::Interpolate(a.Value, b.Value, alpha, result.Value);
}
bool operator==(const LinearCurveKeyframe& other) const
{
return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value);
}
} PACK_END();
/// <summary>
@@ -164,6 +174,11 @@ public:
result.TangentIn /= length;
result.TangentOut = result.TangentIn;
}
bool operator==(const HermiteCurveKeyframe& other) const
{
return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value) && Math::NearEqual(TangentIn, other.TangentIn) && Math::NearEqual(TangentOut, other.TangentOut);
}
} PACK_END();
/// <summary>
@@ -240,6 +255,11 @@ public:
result.TangentIn = a.TangentOut;
result.TangentOut = b.TangentIn;
}
bool operator==(const BezierCurveKeyframe& other) const
{
return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value) && Math::NearEqual(TangentIn, other.TangentIn) && Math::NearEqual(TangentOut, other.TangentOut);
}
} PACK_END();
// @formatter:on
@@ -708,6 +728,30 @@ public:
return false;
}
public:
FORCE_INLINE KeyFrame& operator[](int32 index)
{
return _keyframes[index];
}
FORCE_INLINE const KeyFrame& operator[](int32 index) const
{
return _keyframes[index];
}
bool operator==(const Curve& other) const
{
if (_keyframes.Count() != other._keyframes.Count())
return false;
for (int32 i = 0; i < _keyframes.Count(); i++)
{
if (!(_keyframes[i] == other._keyframes[i]))
return false;
}
return true;
}
};
/// <summary>

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@@ -0,0 +1,171 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Curve.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Serialization/Serialization.h"
// @formatter:off
namespace Serialization
{
// StepCurveKeyframe
template<class T>
inline bool ShouldSerialize(const StepCurveKeyframe<T>& v, const void* otherObj)
{
if (!otherObj)
return true;
const auto other = (const StepCurveKeyframe<T>*)otherObj;
return !(v == *other);
}
template<class T>
inline void Serialize(ISerializable::SerializeStream& stream, const StepCurveKeyframe<T>& v, const void* otherObj)
{
stream.StartObject();
stream.JKEY("Time");
Serialize(stream, v.Time, nullptr);
stream.JKEY("Value");
Serialize(stream, v.Value, nullptr);
stream.EndObject();
}
template<class T>
inline void Deserialize(ISerializable::DeserializeStream& stream, StepCurveKeyframe<T>& v, ISerializeModifier* modifier)
{
DESERIALIZE_MEMBER(Time, v.Time);
DESERIALIZE_MEMBER(Value, v.Value);
}
// LinearCurveKeyframe
template<class T>
inline bool ShouldSerialize(const LinearCurveKeyframe<T>& v, const void* otherObj)
{
if (!otherObj)
return true;
const auto other = (const LinearCurveKeyframe<T>*)otherObj;
return !(v == *other);
}
template<class T>
inline void Serialize(ISerializable::SerializeStream& stream, const LinearCurveKeyframe<T>& v, const void* otherObj)
{
stream.StartObject();
stream.JKEY("Time");
Serialize(stream, v.Time, nullptr);
stream.JKEY("Value");
Serialize(stream, v.Value, nullptr);
stream.EndObject();
}
template<class T>
inline void Deserialize(ISerializable::DeserializeStream& stream, LinearCurveKeyframe<T>& v, ISerializeModifier* modifier)
{
DESERIALIZE_MEMBER(Time, v.Time);
DESERIALIZE_MEMBER(Value, v.Value);
}
// HermiteCurveKeyframe
template<class T>
inline bool ShouldSerialize(const HermiteCurveKeyframe<T>& v, const void* otherObj)
{
if (!otherObj)
return true;
const auto other = (const HermiteCurveKeyframe<T>*)otherObj;
return !(v == *other);
}
template<class T>
inline void Serialize(ISerializable::SerializeStream& stream, const HermiteCurveKeyframe<T>& v, const void* otherObj)
{
stream.StartObject();
stream.JKEY("Time");
Serialize(stream, v.Time, nullptr);
stream.JKEY("Value");
Serialize(stream, v.Value, nullptr);
stream.JKEY("TangentIn");
Serialize(stream, v.TangentIn, nullptr);
stream.JKEY("TangentOut");
Serialize(stream, v.TangentOut, nullptr);
stream.EndObject();
}
template<class T>
inline void Deserialize(ISerializable::DeserializeStream& stream, HermiteCurveKeyframe<T>& v, ISerializeModifier* modifier)
{
DESERIALIZE_MEMBER(Time, v.Time);
DESERIALIZE_MEMBER(Value, v.Value);
DESERIALIZE_MEMBER(TangentIn, v.TangentIn);
DESERIALIZE_MEMBER(TangentOut, v.TangentOut);
}
// BezierCurveKeyframe
template<class T>
inline bool ShouldSerialize(const BezierCurveKeyframe<T>& v, const void* otherObj)
{
if (!otherObj)
return true;
const auto other = (const BezierCurveKeyframe<T>*)otherObj;
return !(v == *other);
}
template<class T>
inline void Serialize(ISerializable::SerializeStream& stream, const BezierCurveKeyframe<T>& v, const void* otherObj)
{
stream.StartObject();
stream.JKEY("Time");
Serialize(stream, v.Time, nullptr);
stream.JKEY("Value");
Serialize(stream, v.Value, nullptr);
stream.JKEY("TangentIn");
Serialize(stream, v.TangentIn, nullptr);
stream.JKEY("TangentOut");
Serialize(stream, v.TangentOut, nullptr);
stream.EndObject();
}
template<class T>
inline void Deserialize(ISerializable::DeserializeStream& stream, BezierCurveKeyframe<T>& v, ISerializeModifier* modifier)
{
DESERIALIZE_MEMBER(Time, v.Time);
DESERIALIZE_MEMBER(Value, v.Value);
DESERIALIZE_MEMBER(TangentIn, v.TangentIn);
DESERIALIZE_MEMBER(TangentOut, v.TangentOut);
}
// Curve
template<class T, typename KeyFrame>
inline bool ShouldSerialize(const Curve<T, KeyFrame>& v, const void* otherObj)
{
if (!otherObj)
return true;
const auto other = (const Curve<T, KeyFrame>*)otherObj;
return !(v == *other);
}
template<class T, typename KeyFrame>
inline void Serialize(ISerializable::SerializeStream& stream, const Curve<T, KeyFrame>& v, const void* otherObj)
{
stream.StartObject();
stream.JKEY("Keyframes");
stream.StartArray();
for (auto& k : v.GetKeyframes())
Serialize(stream, k, nullptr);
stream.EndArray();
stream.EndObject();
}
template<class T, typename KeyFrame>
inline void Deserialize(ISerializable::DeserializeStream& stream, Curve<T, KeyFrame>& v, ISerializeModifier* modifier)
{
if (!stream.IsObject())
return;
const auto mKeyframes = SERIALIZE_FIND_MEMBER(stream, "Keyframes");
if (mKeyframes != stream.MemberEnd())
{
const auto& keyframesArray = mKeyframes->value.GetArray();
auto& keyframes = v.GetKeyframes();
keyframes.Resize(keyframesArray.Size());
for (rapidjson::SizeType i = 0; i < keyframesArray.Size(); i++)
Deserialize(keyframesArray[i], keyframes[i], modifier);
}
}
}
// @formatter:on

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@@ -506,6 +506,14 @@ inline Color operator*(float a, const Color& b)
return b * a;
}
namespace Math
{
FORCE_INLINE static bool NearEqual(const Color& a, const Color& b)
{
return Color::NearEqual(a, b);
}
}
template<>
struct TIsPODType<Color>
{

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@@ -231,6 +231,14 @@ inline Color32 operator*(float a, const Color32& b)
return b * a;
}
namespace Math
{
FORCE_INLINE static bool NearEqual(const Color32& a, const Color32& b)
{
return a == b;
}
}
template<>
struct TIsPODType<Color32>
{

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@@ -293,6 +293,14 @@ public:
static void Lerp(const Transform& t1, const Transform& t2, float amount, Transform& result);
};
namespace Math
{
FORCE_INLINE static bool NearEqual(const Transform& a, const Transform& b)
{
return Transform::NearEqual(a, b);
}
}
template<>
struct TIsPODType<Transform>
{

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@@ -379,7 +379,7 @@ public:
static bool NearEqual(const Vector4& a, const Vector4& b)
{
return Math::NearEqual(a.X, b.X) && Math::NearEqual(a.Y, b.Y) & Math::NearEqual(a.Z, b.Z) && Math::NearEqual(a.W, b.W);
return Math::NearEqual(a.X, b.X) && Math::NearEqual(a.Y, b.Y) && Math::NearEqual(a.Z, b.Z) && Math::NearEqual(a.W, b.W);
}
static bool NearEqual(const Vector4& a, const Vector4& b, float epsilon)

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@@ -42,7 +42,7 @@ public:
/// Sets the material to the entry slot. Can be used to override the material of the meshes using this slot.
/// </summary>
/// <param name="entryIndex">The material slot entry index.</param>
/// <param name="material">The material to set..</param>
/// <param name="material">The material to set.</param>
API_FUNCTION() void SetMaterial(int32 entryIndex, MaterialBase* material);
/// <summary>

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@@ -0,0 +1,335 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "Spline.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Animations/CurveSerialization.h"
#include <ThirdParty/mono-2.0/mono/metadata/object.h>
Spline::Spline(const SpawnParams& params)
: Actor(params)
{
}
void Spline::SetIsLoop(bool value)
{
if (_loop != value)
{
_loop = value;
UpdateSpline();
}
}
Vector3 Spline::GetSplinePoint(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
return _transform.LocalToWorld(t.Translation);
}
Vector3 Spline::GetSplineLocalPoint(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
return t.Translation;
}
Quaternion Spline::GetSplineOrientation(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
Quaternion::Multiply(_transform.Orientation, t.Orientation, t.Orientation);
t.Orientation.Normalize();
return t.Orientation;
}
Quaternion Spline::GetSplineLocalOrientation(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
return t.Orientation;
}
Vector3 Spline::GetSplineScale(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
return _transform.Scale * t.Scale;
}
Vector3 Spline::GetSplineLocalScale(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
return t.Scale;
}
Transform Spline::GetSplineTransform(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
return _transform.LocalToWorld(t);
}
Transform Spline::GetSplineLocalTransform(float time) const
{
Transform t;
Curve.Evaluate(t, time, _loop);
return t;
}
Vector3 Spline::GetSplinePoint(int32 index) const
{
CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
return _transform.LocalToWorld(Curve[index].Value.Translation);
}
Vector3 Spline::GetSplineLocalPoint(int32 index) const
{
CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
return Curve[index].Value.Translation;
}
Transform Spline::GetSplineTransform(int32 index) const
{
CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
return _transform.LocalToWorld(Curve[index].Value);
}
Transform Spline::GetSplineLocalTransform(int32 index) const
{
CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
return Curve[index].Value;
}
int32 Spline::GetSplinePointsCount() const
{
return Curve.GetKeyframes().Count();
}
float Spline::GetSplineDuration() const
{
return Curve.GetLength();
}
float Spline::GetSplineLength() const
{
float sum = 0.0f;
for (int32 i = 1; i < Curve.GetKeyframes().Count(); i++)
sum += Vector3::DistanceSquared(Curve[i - 1].Value.Translation * _transform.Scale, Curve[i].Value.Translation * _transform.Scale);
return Math::Sqrt(sum);
}
namespace
{
void FindTimeClosestToPoint(const Vector3& point, const Spline::Keyframe& start, const Spline::Keyframe& end, float& bestDistanceSquared, float& bestTime)
{
// TODO: implement sth more analytical than brute-force solution
const int32 slices = 100;
const float step = 1.0f / (float)slices;
const float length = Math::Abs(end.Time - start.Time);
for (int32 i = 0; i <= slices; i++)
{
const float t = (float)i * step;
Transform result;
Spline::Keyframe::Interpolate(start, end, t, length, result);
const float distanceSquared = Vector3::DistanceSquared(point, result.Translation);
if (distanceSquared < bestDistanceSquared)
{
bestDistanceSquared = distanceSquared;
bestTime = start.Time + t * length;
}
}
}
}
float Spline::GetSplineTimeClosestToPoint(const Vector3& point) const
{
const int32 pointsCount = Curve.GetKeyframes().Count();
if (pointsCount == 0)
return 0.0f;
if (pointsCount == 1)
return Curve[0].Time;
const Vector3 localPoint = _transform.WorldToLocal(point);
float bestDistanceSquared = MAX_float;
float bestTime = 0.0f;
for (int32 i = 1; i < pointsCount; i++)
FindTimeClosestToPoint(localPoint, Curve[i - 1], Curve[i], bestDistanceSquared, bestTime);
if (_loop)
FindTimeClosestToPoint(localPoint, Curve[pointsCount - 1], Curve[0], bestDistanceSquared, bestTime);
return bestTime;
}
Vector3 Spline::GetSplinePointClosestToPoint(const Vector3& point) const
{
return GetSplinePoint(GetSplineTimeClosestToPoint(point));
}
void Spline::GetSplinePoints(Array<Vector3>& points) const
{
for (auto& e : Curve.GetKeyframes())
points.Add(_transform.LocalToWorld(e.Value.Translation));
}
void Spline::GetSplineLocalPoints(Array<Vector3>& points) const
{
for (auto& e : Curve.GetKeyframes())
points.Add(e.Value.Translation);
}
void Spline::GetSplinePoints(Array<Transform>& points) const
{
for (auto& e : Curve.GetKeyframes())
points.Add(_transform.LocalToWorld(e.Value));
}
void Spline::GetSplineLocalPoints(Array<Transform>& points) const
{
for (auto& e : Curve.GetKeyframes())
points.Add(e.Value);
}
void Spline::ClearSpline()
{
if (Curve.IsEmpty())
return;
Curve.Clear();
UpdateSpline();
}
void Spline::AddSplinePoint(const Vector3& point, bool updateSpline)
{
const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, Transform(point));
Curve.GetKeyframes().Add(k);
if (updateSpline)
UpdateSpline();
}
void Spline::AddSplineLocalPoint(const Vector3& point, bool updateSpline)
{
const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, Transform(_transform.WorldToLocal(point)));
Curve.GetKeyframes().Add(k);
if (updateSpline)
UpdateSpline();
}
void Spline::AddSplinePoint(const Transform& point, bool updateSpline)
{
const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, _transform.WorldToLocal(point));
Curve.GetKeyframes().Add(k);
if (updateSpline)
UpdateSpline();
}
void Spline::AddSplineLocalPoint(const Transform& point, bool updateSpline)
{
const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, point);
Curve.GetKeyframes().Add(k);
if (updateSpline)
UpdateSpline();
}
void Spline::UpdateSpline()
{
}
void Spline::GetKeyframes(MonoArray* data)
{
Platform::MemoryCopy(mono_array_addr_with_size(data, sizeof(Keyframe), 0), Curve.GetKeyframes().Get(), sizeof(Keyframe) * Curve.GetKeyframes().Count());
}
void Spline::SetKeyframes(MonoArray* data)
{
const auto count = (int32)mono_array_length(data);
Curve.GetKeyframes().Resize(count, false);
Platform::MemoryCopy(Curve.GetKeyframes().Get(), mono_array_addr_with_size(data, sizeof(Keyframe), 0), sizeof(Keyframe) * count);
UpdateSpline();
}
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
namespace
{
void DrawSegment(Spline* spline, int32 start, int32 end, const Color& color, const Transform& transform, bool depthTest)
{
const auto& startKey = spline->Curve[start];
const auto& endKey = spline->Curve[end];
const Vector3 startPos = transform.LocalToWorld(startKey.Value.Translation);
const Vector3 startTangent = transform.LocalToWorld(startKey.TangentOut.Translation);
const Vector3 endPos = transform.LocalToWorld(endKey.Value.Translation);
const Vector3 endTangent = transform.LocalToWorld(endKey.TangentIn.Translation);
const float d = (endKey.Time - startKey.Time) / 3.0f;
DEBUG_DRAW_BEZIER(startPos, startPos + startTangent * d, endPos + endTangent * d, endPos, color, 0.0f, depthTest);
}
void DrawSpline(Spline* spline, const Color& color, const Transform& transform, bool depthTest)
{
const int32 count = spline->Curve.GetKeyframes().Count();
for (int32 i = 0; i < count; i++)
{
Vector3 p = transform.LocalToWorld(spline->Curve[i].Value.Translation);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(p, 5.0f), color, 0.0f, true);
if (i != 0)
DrawSegment(spline, i - 1, i, color, transform, depthTest);
}
if (spline->GetIsLoop() && count > 1)
DrawSegment(spline, count - 1, 0, color, transform, depthTest);
}
}
void Spline::OnDebugDraw()
{
const Color color = GetSplineColor();
DrawSpline(this, color.AlphaMultiplied(0.7f), _transform, true);
// Base
Actor::OnDebugDraw();
}
void Spline::OnDebugDrawSelected()
{
const Color color = GetSplineColor();
DrawSpline(this, color.AlphaMultiplied(0.3f), _transform, false);
DrawSpline(this, color, _transform, true);
// Base
Actor::OnDebugDrawSelected();
}
#endif
void Spline::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
Actor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(Spline);
SERIALIZE_MEMBER(IsLoop, _loop);
SERIALIZE(Curve);
}
void Spline::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
Actor::Deserialize(stream, modifier);
DESERIALIZE_MEMBER(IsLoop, _loop);
DESERIALIZE(Curve);
// Initialize spline when loading data during gameplay
if (IsDuringPlay())
{
UpdateSpline();
}
}
void Spline::OnEnable()
{
// Base
Actor::OnEnable();
// Initialize spline
UpdateSpline();
}

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@@ -0,0 +1,247 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "../Actor.h"
#include "Engine/Animations/Curve.h"
/// <summary>
/// Spline shape actor that defines spatial curve with utility functions for general purpose usage.
/// </summary>
API_CLASS() class FLAXENGINE_API Spline : public Actor
{
DECLARE_SCENE_OBJECT(Spline);
typedef BezierCurveKeyframe<Transform> Keyframe;
private:
bool _loop = false;
public:
/// <summary>
/// The spline bezier curve points represented as series of transformations in 3D space (with tangents). Points are stored in local-space of the actor.
/// </summary>
/// <remarks>Ensure to call UpdateSpline() after editing curve to reflect the changes.</remarks>
BezierCurve<Transform> Curve;
/// <summary>
/// Whether to use spline as closed loop.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(0), EditorDisplay(\"Spline\")")
FORCE_INLINE bool GetIsLoop() const
{
return _loop;
}
/// <summary>
/// Whether to use spline as closed loop.
/// </summary>
API_PROPERTY() void SetIsLoop(bool value);
public:
/// <summary>
/// Evaluates the spline curve at the given time and calculates the point location in 3D (world-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point location (world-space).</returns>
API_FUNCTION() Vector3 GetSplinePoint(float time) const;
/// <summary>
/// Evaluates the spline curve at the given time and calculates the point location in 3D (local-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point location (local-space).</returns>
API_FUNCTION() Vector3 GetSplineLocalPoint(float time) const;
/// <summary>
/// Evaluates the spline curve at the given time and calculates the point rotation in 3D (world-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point rotation (world-space).</returns>
API_FUNCTION() Quaternion GetSplineOrientation(float time) const;
/// <summary>
/// Evaluates the spline curve at the given time and calculates the point rotation in 3D (local-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point rotation (local-space).</returns>
API_FUNCTION() Quaternion GetSplineLocalOrientation(float time) const;
/// <summary>
/// Evaluates the spline curve at the given time and calculates the point scale in 3D (world-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point scale (world-space).</returns>
API_FUNCTION() Vector3 GetSplineScale(float time) const;
/// <summary>
/// Evaluates the spline curve at the given time and calculates the point scale in 3D (local-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point scale (local-space).</returns>
API_FUNCTION() Vector3 GetSplineLocalScale(float time) const;
/// <summary>
/// Evaluates the spline curve at the given time and calculates the transformation in 3D (world-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point transformation (world-space).</returns>
API_FUNCTION() Transform GetSplineTransform(float time) const;
/// <summary>
/// Evaluates the spline curve at the given time and calculates the transformation in 3D (local-space).
/// </summary>
/// <param name="time">The time value. Can be negative or larger than curve length (curve will loop or clamp).</param>
/// <returns>The calculated curve point transformation (local-space).</returns>
API_FUNCTION() Transform GetSplineLocalTransform(float time) const;
/// <summary>
/// Evaluates the spline curve at the given index (world-space).
/// </summary>
/// <param name="index">The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().</param>
/// <returns>The curve point location (world-space).</returns>
API_FUNCTION() Vector3 GetSplinePoint(int32 index) const;
/// <summary>
/// Evaluates the spline curve at the given index (local-space).
/// </summary>
/// <param name="index">The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().</param>
/// <returns>The curve point location (local-space).</returns>
API_FUNCTION() Vector3 GetSplineLocalPoint(int32 index) const;
/// <summary>
/// Evaluates the spline curve at the given index (world-space).
/// </summary>
/// <param name="index">The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().</param>
/// <returns>The curve point transformation (world-space).</returns>
API_FUNCTION() Transform GetSplineTransform(int32 index) const;
/// <summary>
/// Evaluates the spline curve at the given index (local-space).
/// </summary>
/// <param name="index">The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().</param>
/// <returns>The curve point transformation (local-space).</returns>
API_FUNCTION() Transform GetSplineLocalTransform(int32 index) const;
/// <summary>
/// Gets the amount of points in the spline.
/// </summary>
API_PROPERTY() int32 GetSplinePointsCount() const;
/// <summary>
/// Gets the total duration of the spline curve (time of the last point).
/// </summary>
API_PROPERTY() float GetSplineDuration() const;
/// <summary>
/// Gets the total length of the spline curve (distance between all the points).
/// </summary>
API_PROPERTY() float GetSplineLength() const;
/// <summary>
/// Calculates the closest point to the given location and returns the spline time at that point.
/// </summary>
/// <param name="point">The point in world-space to find the spline point that is closest to it.</param>
/// <returns>The spline time.</returns>
API_FUNCTION() float GetSplineTimeClosestToPoint(const Vector3& point) const;
/// <summary>
/// Calculates the closest point to the given location.
/// </summary>
/// <param name="point">The point in world-space to find the spline point that is closest to it.</param>
/// <returns>The spline position.</returns>
API_FUNCTION() Vector3 GetSplinePointClosestToPoint(const Vector3& point) const;
/// <summary>
/// Gets the spline curve points list (world-space).
/// </summary>
/// <param name="points">The result points collection.</param>
API_FUNCTION() void GetSplinePoints(API_PARAM(Out) Array<Vector3>& points) const;
/// <summary>
/// Gets the spline curve points list (local-space).
/// </summary>
/// <param name="points">The result points collection.</param>
API_FUNCTION() void GetSplineLocalPoints(API_PARAM(Out) Array<Vector3>& points) const;
/// <summary>
/// Gets the spline curve points list (world-space).
/// </summary>
/// <param name="points">The result points collection.</param>
API_FUNCTION() void GetSplinePoints(API_PARAM(Out) Array<Transform>& points) const;
/// <summary>
/// Gets the spline curve points list (local-space).
/// </summary>
/// <param name="points">The result points collection.</param>
API_FUNCTION() void GetSplineLocalPoints(API_PARAM(Out) Array<Transform>& points) const;
public:
/// <summary>
/// Clears the spline to be empty.
/// </summary>
API_FUNCTION() void ClearSpline();
/// <summary>
/// Adds the point to the spline curve (at the end).
/// </summary>
/// <param name="point">The location of the point to add to the curve (world-space).</param>
/// <param name="updateSpline">True if update spline after adding the point, otherwise false.</param>
API_FUNCTION() void AddSplinePoint(const Vector3& point, bool updateSpline = true);
/// <summary>
/// Adds the point to the spline curve (at the end).
/// </summary>
/// <param name="point">The location of the point to add to the curve (local-space).</param>
/// <param name="updateSpline">True if update spline after adding the point, otherwise false.</param>
API_FUNCTION() void AddSplineLocalPoint(const Vector3& point, bool updateSpline = true);
/// <summary>
/// Adds the point to the spline curve (at the end).
/// </summary>
/// <param name="point">The transformation of the point to add to the curve (world-space).</param>
/// <param name="updateSpline">True if update spline after adding the point, otherwise false.</param>
API_FUNCTION() void AddSplinePoint(const Transform& point, bool updateSpline = true);
/// <summary>
/// Adds the point to the spline curve (at the end).
/// </summary>
/// <param name="point">The transformation of the point to add to the curve (local-space).</param>
/// <param name="updateSpline">True if update spline after adding the point, otherwise false.</param>
API_FUNCTION() void AddSplineLocalPoint(const Transform& point, bool updateSpline = true);
public:
/// <summary>
/// Updates the spline after it was modified. Recreates the collision and/or any cached state that depends on the spline type.
/// </summary>
API_FUNCTION() virtual void UpdateSpline();
protected:
#if USE_EDITOR
virtual Color GetSplineColor()
{
return Color::White;
}
#endif
private:
// Internal bindings
API_FUNCTION(NoProxy) void GetKeyframes(MonoArray* data);
API_FUNCTION(NoProxy) void SetKeyframes(MonoArray* data);
public:
// [Actor]
#if USE_EDITOR
void OnDebugDraw() override;
void OnDebugDrawSelected() override;
#endif
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
void OnEnable() override;
};

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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.Runtime.InteropServices;
namespace FlaxEngine
{
partial class Spline
{
private BezierCurve<Transform>.Keyframe[] _keyframes;
/// <summary>
/// Gets or sets the spline keyframes collection.
/// </summary>
[Unmanaged]
[Tooltip("Spline keyframes collection.")]
[EditorOrder(10), EditorDisplay("Spline"), Collection(CanReorderItems = false)]
public BezierCurve<Transform>.Keyframe[] SplineKeyframes
{
get
{
var count = SplinePointsCount;
if (_keyframes == null || _keyframes.Length != count)
_keyframes = new BezierCurve<Transform>.Keyframe[count];
#if !BUILD_RELEASE
if (Marshal.SizeOf(typeof(BezierCurve<Transform>.Keyframe)) != Transform.SizeInBytes * 3 + sizeof(float))
throw new Exception("Invalid size of BezierCurve keyframe " + Marshal.SizeOf(typeof(BezierCurve<Transform>.Keyframe)) + " bytes.");
#endif
Internal_GetKeyframes(__unmanagedPtr, _keyframes);
return _keyframes;
}
set
{
if (value == null)
value = Utils.GetEmptyArray<BezierCurve<Transform>.Keyframe>();
_keyframes = null;
Internal_SetKeyframes(__unmanagedPtr, value);
}
}
}
}