using UnityEngine;
namespace Pathfinding.Examples {
using Pathfinding.Drawing;
///
/// Moves an object along a spline.
/// Helper script in the example scene called 'Moving'.
///
[HelpURL("https://arongranberg.com/astar/documentation/stable/beziermover.html")]
public class BezierMover : VersionedMonoBehaviour {
public Transform[] points;
public float speed = 1;
public float tiltAmount = 1f;
public float tiltSmoothing = 1.0f;
float time = 0;
Vector3 averageCurvature;
Vector3 Evaluate (float t, out Vector3 derivative, out Vector3 secondDerivative, out Vector3 curvature) {
int c = points.Length;
int pt = (Mathf.FloorToInt(t) + c) % c;
var p0 = points[(pt-1+c)%c].position;
var p1 = points[pt].position;
var p2 = points[(pt+1)%c].position;
var p3 = points[(pt+2)%c].position;
var tprime = t - Mathf.FloorToInt(t);
CatmullRomToBezier(p0, p1, p2, p3, out var c0, out var c1, out var c2, out var c3);
derivative = AstarSplines.CubicBezierDerivative(c0, c1, c2, c3, tprime);
secondDerivative = AstarSplines.CubicBezierSecondDerivative(c0, c1, c2, c3, tprime);
curvature = Curvature(derivative, secondDerivative);
return AstarSplines.CubicBezier(c0, c1, c2, c3, tprime);
}
/// Converts a catmull-rom spline to bezier control points
static void CatmullRomToBezier (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, out Vector3 c0, out Vector3 c1, out Vector3 c2, out Vector3 c3) {
c0 = p1;
c1 = (-p0 + 6*p1 + 1*p2)*(1/6.0f);
c2 = (p1 + 6*p2 - p3)*(1/6.0f);
c3 = p2;
}
static Vector3 Curvature (Vector3 derivate, Vector3 secondDerivative) {
var dx = derivate.magnitude;
if (dx < 0.000001f) return Vector3.zero;
return Vector3.Cross(derivate, secondDerivative) / (dx*dx*dx);
}
/// Update is called once per frame
void Update () {
// Move the agent a small distance along the path, according to its speed
float mn = time;
float mx = time+1;
while (mx - mn > 0.0001f) {
float mid = (mn+mx)/2;
Vector3 p = Evaluate(mid, out var dummy1, out var dummy2, out var dummy3);
if ((p-transform.position).sqrMagnitude > (speed*Time.deltaTime)*(speed*Time.deltaTime)) {
mx = mid;
} else {
mn = mid;
}
}
time = (mn+mx)/2;
transform.position = Evaluate(time, out var derivative, out var dummy, out var curvature);
averageCurvature = Vector3.Lerp(averageCurvature, curvature, Time.deltaTime);
// Estimate the acceleration at the current point and use it to tilt the object inwards on the curve
var centripetalAcceleration = -Vector3.Cross(derivative.normalized, averageCurvature);
var up = new Vector3(0, 1/(tiltAmount + 0.00001f), 0) + centripetalAcceleration;
transform.rotation = Quaternion.LookRotation(derivative, up);
}
public override void DrawGizmos () {
if (points != null && points.Length >= 3) {
for (int i = 0; i < points.Length; i++) if (points[i] == null) return;
Vector3 pp = Evaluate(0, out var derivative, out var secondDerivative, out var curvature);
for (int pt = 0; pt < points.Length; pt++) {
for (int i = 1; i <= 100; i++) {
var p = Evaluate(pt + (i / 100f), out derivative, out secondDerivative, out curvature);
Draw.Line(pp, p, Color.white);
pp = p;
}
}
}
}
}
}