implement 3d spline
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
3836e95184
commit
1a14f2595a
|
@ -6,7 +6,7 @@ namespace MoonTools.Curve
|
|||
/// <summary>
|
||||
/// A 3-dimensional Bezier curve defined by 4 points.
|
||||
/// </summary>
|
||||
public struct CubicBezierCurve3D : IEquatable<CubicBezierCurve3D>
|
||||
public struct CubicBezierCurve3D : IEquatable<CubicBezierCurve3D>, ICurve3D
|
||||
{
|
||||
/// <summary>
|
||||
/// The start point.
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
<PrivateAssets>all</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="System.Collections.Immutable" Version="1.7.1"/>
|
||||
<PackageReference Include="System.Numerics.Vectors" Version="4.5.0"/>
|
||||
<PackageReference Include="Microsoft.Bcl.HashCode" Version="1.1.0"/>
|
||||
</ItemGroup>
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace MoonTools.Curve
|
||||
{
|
||||
public interface ICurve3D
|
||||
{
|
||||
Vector3 Point(float t, float startTime, float endTime);
|
||||
Vector3 Velocity(float t, float startTime, float endTime);
|
||||
}
|
||||
}
|
|
@ -6,7 +6,7 @@ namespace MoonTools.Curve
|
|||
/// <summary>
|
||||
/// A 3-dimensional Bezier curve defined by 3 points.
|
||||
/// </summary>
|
||||
public struct QuadraticBezierCurve3D : IEquatable<QuadraticBezierCurve3D>
|
||||
public struct QuadraticBezierCurve3D : IEquatable<QuadraticBezierCurve3D>, ICurve3D
|
||||
{
|
||||
/// <summary>
|
||||
/// The start point.
|
||||
|
|
|
@ -0,0 +1,60 @@
|
|||
using System.Collections.Immutable;
|
||||
using System.Numerics;
|
||||
|
||||
namespace MoonTools.Curve
|
||||
{
|
||||
/// <summary>
|
||||
/// A concatenation of 3D curves with time values.
|
||||
/// </summary>
|
||||
public struct SplineCurve3D
|
||||
{
|
||||
public ImmutableArray<ICurve3D> Curves { get; }
|
||||
public ImmutableArray<float> Times { get; }
|
||||
public float TotalTime { get; }
|
||||
public bool Loop { get; }
|
||||
|
||||
public SplineCurve3D(ImmutableArray<ICurve3D> curves, ImmutableArray<float> times, bool loop = false)
|
||||
{
|
||||
TotalTime = 0;
|
||||
|
||||
for (int i = 0; i < times.Length; i++)
|
||||
{
|
||||
TotalTime += times[i];
|
||||
}
|
||||
|
||||
Curves = curves;
|
||||
Times = times;
|
||||
Loop = loop;
|
||||
}
|
||||
|
||||
public Vector3 Point(float t)
|
||||
{
|
||||
if (!Loop && t >= TotalTime)
|
||||
{
|
||||
var lastIndex = Curves.Length - 1;
|
||||
return Curves[lastIndex].Point(Times[lastIndex], 0, Times[lastIndex]);
|
||||
}
|
||||
|
||||
t %= TotalTime;
|
||||
|
||||
var index = 0;
|
||||
var startTime = 0f;
|
||||
var incrementalTime = 0f;
|
||||
|
||||
for (int i = 0; i < Times.Length; i++)
|
||||
{
|
||||
incrementalTime += Times[i];
|
||||
|
||||
if (t < incrementalTime)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
index++;
|
||||
startTime = Times[i];
|
||||
}
|
||||
|
||||
return Curves[index].Point(t - startTime, 0, Times[index]);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue