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3 Commits
Author | SHA1 | Date |
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cosmonaut | 3db1fee4d0 | |
cosmonaut | f1120a2572 | |
cosmonaut | 1a14f2595a |
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@ -6,7 +6,7 @@ namespace MoonTools.Curve
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/// <summary>
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/// A 3-dimensional Bezier curve defined by 4 points.
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/// </summary>
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public struct CubicBezierCurve3D : IEquatable<CubicBezierCurve3D>
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public struct CubicBezierCurve3D : IEquatable<CubicBezierCurve3D>, ICurve3D
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{
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/// <summary>
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/// The start point.
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@ -13,12 +13,14 @@
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<AssemblyName>MoonTools.Curve</AssemblyName>
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<PackageLicenseExpression>LGPL-3.0-only</PackageLicenseExpression>
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<PackageProjectUrl>https://gitea.moonside.games/MoonsideGames/MoonTools.Curve</PackageProjectUrl>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.CodeAnalysis.FxCopAnalyzers" Version="2.9.8">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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<PackageReference Include="System.Collections.Immutable" Version="1.7.1" />
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<PackageReference Include="System.Numerics.Vectors" Version="4.5.0" />
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<PackageReference Include="Microsoft.Bcl.HashCode" Version="1.1.0" />
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</ItemGroup>
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@ -0,0 +1,10 @@
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using System.Numerics;
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namespace MoonTools.Curve
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{
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public interface ICurve3D
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{
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Vector3 Point(float t, float startTime, float endTime);
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Vector3 Velocity(float t, float startTime, float endTime);
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}
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}
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@ -6,7 +6,7 @@ namespace MoonTools.Curve
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/// <summary>
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/// A 3-dimensional Bezier curve defined by 3 points.
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/// </summary>
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public struct QuadraticBezierCurve3D : IEquatable<QuadraticBezierCurve3D>
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public struct QuadraticBezierCurve3D : IEquatable<QuadraticBezierCurve3D>, ICurve3D
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{
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/// <summary>
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/// The start point.
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@ -0,0 +1,60 @@
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using System.Collections.Immutable;
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using System.Numerics;
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namespace MoonTools.Curve
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{
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/// <summary>
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/// A concatenation of 3D curves with time values.
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/// </summary>
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public struct SplineCurve3D
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{
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private ICurve3D[] Curves { get; }
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private float[] Times { get; }
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public float TotalTime { get; }
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public bool Loop { get; }
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public SplineCurve3D(ICurve3D[] curves, float[] times, bool loop = false)
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{
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TotalTime = 0;
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for (int i = 0; i < times.Length; i++)
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{
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TotalTime += times[i];
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}
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Curves = curves;
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Times = times;
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Loop = loop;
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}
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public Vector3 Point(float t)
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{
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if (!Loop && t >= TotalTime)
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{
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var lastIndex = Curves.Length - 1;
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return Curves[lastIndex].Point(Times[lastIndex], 0, Times[lastIndex]);
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}
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t %= TotalTime;
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var index = 0;
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var startTime = 0f;
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var incrementalTime = 0f;
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for (int i = 0; i < Times.Length; i++)
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{
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incrementalTime += Times[i];
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if (t < incrementalTime)
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{
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break;
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}
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index++;
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startTime = incrementalTime;
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}
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return Curves[index].Point(t - startTime, 0, Times[index]);
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}
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}
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}
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