Move third party assets to ThirdParty folder

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2024-08-08 11:26:28 +02:00
parent 386f303057
commit bd91af6f98
10340 changed files with 100 additions and 175 deletions

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrCatmullRomSpline.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
namespace UltimateXR.Animation.Splines
{
/// <summary>
/// Catmull-Rom spline. It is used to interpolate smoothly between a set of points.
/// </summary>
public class UxrCatmullRomSpline : UxrSpline
{
#region Public Overrides UxrSpline
/// <summary>
/// Does the object contain valid data in order to evaluate the curve?
/// </summary>
public override bool HasValidData => _points != null && _points.Count > 1;
/// <summary>
/// Evaluates the curve
/// </summary>
/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
/// <param name="position">Interpolated point</param>
/// <returns>Success or failure</returns>
public override bool Evaluate(float t, out Vector3 position)
{
return Evaluate(t, out position, out float _);
}
#endregion
#region Public Methods
/// <summary>
/// Smoothly interpolates, using Catmull-Rom equations, from p1 to p2 using additional p0 and p3 points.
/// </summary>
/// <param name="p0">Point 0</param>
/// <param name="p1">Point 1</param>
/// <param name="p2">Point 2</param>
/// <param name="p3">Point 3</param>
/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
/// <returns>Interpolated point</returns>
public static Vector3 Evaluate(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
Vector3 ret = new Vector3();
float t2 = t * t;
float t3 = t2 * t;
ret.x = 0.5f * (2.0f * p1.x + (-p0.x + p2.x) * t + (2.0f * p0.x - 5.0f * p1.x + 4 * p2.x - p3.x) * t2 + (-p0.x + 3.0f * p1.x - 3.0f * p2.x + p3.x) * t3);
ret.y = 0.5f * (2.0f * p1.y + (-p0.y + p2.y) * t + (2.0f * p0.y - 5.0f * p1.y + 4 * p2.y - p3.y) * t2 + (-p0.y + 3.0f * p1.y - 3.0f * p2.y + p3.y) * t3);
ret.z = 0.5f * (2.0f * p1.z + (-p0.z + p2.z) * t + (2.0f * p0.z - 5.0f * p1.z + 4 * p2.z - p3.z) * t2 + (-p0.z + 3.0f * p1.z - 3.0f * p2.z + p3.z) * t3);
return ret;
}
/// <summary>
/// Creates a spline. If <see cref="UxrSpline.UsePrecomputedSampleCount" /> > 0 it will also precompute samples in
/// order to evaluate the spline using arc-length parameter.
/// </summary>
/// <param name="inOutMultiplier">
/// Magnitude of spline start and end dummy tangent vectors
/// compared to their respective control points. A value of 1 (default) will create dummies
/// mirroring p1 and p(n-1) vectors. A different value will multiply these vectors by it.
/// It can be used to change the spline start/end curvature.
/// </param>
/// <param name="points">Set of points defining the curve</param>
/// <returns>Success or failure</returns>
public bool Create(float inOutMultiplier = 1.0f, params Vector3[] points)
{
_points = new List<Vector3>(points);
if (points.Length < 2)
{
return false;
}
_dummyStart = points[0] + (points[0] - points[1]) * inOutMultiplier;
_dummyEnd = points[points.Length - 1] + (points[points.Length - 1] - points[points.Length - 2]) * inOutMultiplier;
ComputeArcLengthSamples();
return true;
}
#endregion
#region Private Methods
/// <summary>
/// Interpolates the curve using Catmull-Rom equations.
/// </summary>
/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
/// <param name="position">Interpolated position</param>
/// <param name="segmentLength">Length of the segment that this point belongs to</param>
/// <returns>Success or failure</returns>
private bool Evaluate(float t, out Vector3 position, out float segmentLength)
{
position = Vector3.zero;
segmentLength = 0.0f;
t = Mathf.Clamp01(t);
// Compute the index of p1 and build a Catmull segment with 4 points from there
int indexA = Mathf.FloorToInt(t * (_points.Count - 1));
float segmentT = t * (_points.Count - 1) - indexA;
if (indexA >= _points.Count - 1)
{
indexA = _points.Count - 2;
segmentT = 1.0f;
}
Vector3 p0 = indexA == 0 ? _dummyStart : _points[indexA - 1];
Vector3 p1 = _points[indexA];
Vector3 p2 = _points[indexA + 1];
Vector3 p3 = indexA >= _points.Count - 2 ? _dummyEnd : _points[indexA + 2];
segmentLength = Vector3.Distance(p1, p2);
// Interpolate
position = Evaluate(p0, p1, p2, p3, segmentT);
return true;
}
#endregion
#region Private Types & Data
private List<Vector3> _points;
private Vector3 _dummyStart;
private Vector3 _dummyEnd;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrLinearPath.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
namespace UltimateXR.Animation.Splines
{
/// <summary>
/// Linear interpolation point sequence. It is used to interpolate linearly between a set of points.
/// </summary>
public class UxrLinearPath : UxrSpline
{
#region Public Overrides UxrSpline
/// <summary>
/// Does the object contain valid data in order to evaluate the path?
/// </summary>
public override bool HasValidData => _points != null && _points.Count > 1;
/// <summary>
/// Evaluates the path.
/// </summary>
/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
/// <param name="position">Interpolated point</param>
/// <returns>Success or failure</returns>
public override bool Evaluate(float t, out Vector3 position)
{
return Evaluate(t, out position, out float _);
}
#endregion
#region Public Methods
/// <summary>
/// Creates a path. If <see cref="UxrSpline.UsePrecomputedSampleCount" /> > 0 it will also precompute samples in order
/// to evaluate the path using arc-length parameter.
/// </summary>
/// <param name="points">Set of points defining the curve</param>
/// <returns>Success or failure</returns>
public bool Create(params Vector3[] points)
{
_points = new List<Vector3>(points);
if (points.Length < 2)
{
return false;
}
ComputeArcLengthSamples();
return true;
}
#endregion
#region Private Methods
/// <summary>
/// Interpolates the path using linear interpolation.
/// </summary>
/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
/// <param name="position">Interpolated position</param>
/// <param name="segmentLength">Length of the segment that this point belongs to</param>
/// <returns>Success or failure</returns>
private bool Evaluate(float t, out Vector3 position, out float segmentLength)
{
position = Vector3.zero;
segmentLength = 0.0f;
t = Mathf.Clamp01(t);
// Compute the index of p1
int indexA = Mathf.FloorToInt(t * (_points.Count - 1));
float segmentT = t * (_points.Count - 1) - indexA;
if (indexA >= _points.Count - 1)
{
indexA = _points.Count - 2;
segmentT = 1.0f;
}
Vector3 p1 = _points[indexA];
Vector3 p2 = _points[indexA + 1];
segmentLength = Vector3.Distance(p1, p2);
// Interpolate
position = Vector3.Lerp(p1, p2, segmentT);
return true;
}
#endregion
#region Private Types & Data
private List<Vector3> _points;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrSpline.Sample.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace UltimateXR.Animation.Splines
{
public abstract partial class UxrSpline
{
#region Private Types & Data
/// <summary>
/// Pre-computed curve sample, used for arc-length parametrization.
/// </summary>
private class Sample
{
#region Public Types & Data
/// <summary>
/// Gets the global spline evaluation t value this sample represents.
/// </summary>
public float LerpT { get; }
/// <summary>
/// Gets the arc-length distance to the start of the spline.
/// </summary>
public float Distance { get; }
/// <summary>
/// Gets the interpolated spline value.
/// </summary>
public Vector3 Position { get; }
#endregion
#region Constructors & Finalizer
/// <summary>
/// Constructor
/// </summary>
/// <param name="t">Interpolation value [0.0, 1.0] between the spline start and end position.</param>
/// <param name="distance">Arc-length distance to the start</param>
/// <param name="position">Spline position</param>
public Sample(float t, float distance, Vector3 position)
{
LerpT = t;
Distance = distance;
Position = position;
}
#endregion
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrSpline.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
namespace UltimateXR.Animation.Splines
{
/// <summary>
/// Spline base class. We use splines to interpolate smoothly between a set of points.
/// Interpolation can be done using the traditional t [0.0f, 1.0f] parameter and also distances to allow
/// arc-length evaluation.
/// </summary>
public abstract partial class UxrSpline
{
#region Public Types & Data
/// <summary>
/// Gets whether the spline contains valid data in order to evaluate the curve.
/// </summary>
public abstract bool HasValidData { get; }
/// <summary>
/// Gets the actual length of the curve.
/// </summary>
public float ArcLength => _arcLength;
/// <summary>
/// Gets whether the spline contains valid data in order to evaluate the curve using arc length parametrization.
/// </summary>
public bool HasValidArcLengthData => HasValidData && _precomputedSamples != null && _precomputedSamples.Count > 0;
/// <summary>
/// Number of curve samples that are going to be pre-computed in order to enable arc length parametrization.
/// This method must be called before creating the spline and will enable EvaluateUsingArcLength() calls.
/// For short splines the default value is enough. For very long splines it may be required to increase the
/// sample count.
/// </summary>
public int UsePrecomputedSampleCount { get; set; } = DefaultPrecomputedSampleCount;
#endregion
#region Public Methods
/// <summary>
/// Evaluates the curve
/// </summary>
/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
/// <param name="position">Interpolated point</param>
/// <returns>Success or failure</returns>
public abstract bool Evaluate(float t, out Vector3 position);
/// <summary>
/// Evaluates the curve
/// </summary>
/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
/// <param name="position">Interpolated point</param>
/// <param name="direction">Interpolated point direction vector</param>
/// <returns>Success or failure</returns>
public bool Evaluate(float t, out Vector3 position, out Vector3 direction)
{
position = Vector3.zero;
direction = Vector3.zero;
if (!HasValidData)
{
return false;
}
// First the out of range cases. Needed because direction needs distance between the evaluated points.
// If we have ArcLength information it's helpful to map distance to interpolation value.
// Otherwise we risk guessing an interpolation value which may or may not be precise enough.
float distanceT = HasValidArcLengthData ? EvalDirectionDistanceArcLength * ArcLength : EvalDirectionDistanceT;
if (t < 0.0f)
{
Evaluate(0.0f, out position);
Evaluate(distanceT, out Vector3 positionTo);
direction = (positionTo - position).normalized;
return true;
}
if (t > 1.0f)
{
Evaluate(1.0f, out position);
Evaluate(1.0f - distanceT, out Vector3 positionFrom);
direction = (position - positionFrom).normalized;
return true;
}
// Evaluate position
if (!Evaluate(t, out position))
{
return false;
}
// Evaluate a position a little bit further, to get the direction (see EvalDirectionDistance constant).
if (!Evaluate(t + EvalDirectionDistanceT, out Vector3 position2))
{
return false;
}
// Compute direction vector and normalize
direction = (position2 - position).normalized;
return true;
}
/// <summary>
/// Evaluates the curve using arc-length parametrization
/// </summary>
/// <param name="distance">Distance parameter [0.0f, ArcLength]</param>
/// <param name="position">Interpolated point</param>
/// <returns>Success or failure</returns>
public bool EvaluateUsingArcLength(float distance, out Vector3 position)
{
position = Vector3.zero;
if (!HasValidArcLengthData)
{
return false;
}
// Search using the cache
int foundPos;
for (foundPos = _cachedIndexA; foundPos >= 0 && foundPos < _precomputedSamples.Count - 1;)
{
if (distance < _precomputedSamples[foundPos].Distance)
{
--foundPos;
}
else if (distance > _precomputedSamples[foundPos + 1].Distance)
{
++foundPos;
}
else
{
break;
}
}
foundPos = Mathf.Clamp(foundPos, 0, _precomputedSamples.Count - 2);
// 0.0f <= segmentT <= 1.0f. It will tell us where in between the two pre-computed points our point lies.
float segmentT = (distance - _precomputedSamples[foundPos].Distance)
/ (_precomputedSamples[foundPos + 1].Distance - _precomputedSamples[foundPos].Distance);
// 0.0f <= t <= 1.0f. It will tell us which "t" to use to evaluate our curve.
float t = Mathf.Lerp(_precomputedSamples[foundPos].LerpT, _precomputedSamples[foundPos + 1].LerpT, segmentT);
// Update cache
_cachedIndexA = foundPos;
_cachedArcLength = _precomputedSamples[foundPos].Distance;
// Evaluate our curve!
return Evaluate(t, out position);
}
/// <summary>
/// Evaluates the curve using arc-length parametrization
/// </summary>
/// <param name="distance">Distance parameter [0.0f, ArcLength]</param>
/// <param name="position">Interpolated point</param>
/// <param name="direction">Interpolated point direction vector</param>
/// <returns>Success or failure</returns>
public bool EvaluateUsingArcLength(float distance, out Vector3 position, out Vector3 direction)
{
position = Vector3.zero;
direction = Vector3.zero;
if (!HasValidArcLengthData)
{
return false;
}
// Early tests. Needed because we need two points with distance between them to compute the direction vector.
if (distance <= 0.0f)
{
Evaluate(0.0f, out position);
EvaluateUsingArcLength(EvalDirectionDistanceArcLength, out Vector3 positionTo);
direction = (positionTo - position).normalized;
return true;
}
if (distance >= _arcLength)
{
Evaluate(1.0f, out position);
EvaluateUsingArcLength(1.0f - EvalDirectionDistanceArcLength, out Vector3 positionFrom);
direction = (position - positionFrom).normalized;
return true;
}
// Evaluate position
if (!EvaluateUsingArcLength(distance, out position))
{
return false;
}
// Evaluate a position a little bit further, to get the direction (see EvalDirectionDistance constant)
if (!EvaluateUsingArcLength(distance + EvalDirectionDistanceArcLength, out Vector3 position2))
{
return false;
}
// Compute direction vector and normalize
direction = (position2 - position).normalized;
return true;
}
#endregion
#region Protected Methods
/// <summary>
/// Pre-computes a set of samples that will enable to evaluate the curve using arc-length parametrization.
/// </summary>
protected void ComputeArcLengthSamples()
{
_precomputedSamples = new List<Sample>();
_arcLength = 0.0f;
Vector3 lastPos = Vector3.zero;
for (int i = 0; i < UsePrecomputedSampleCount; ++i)
{
float t = i / (UsePrecomputedSampleCount - 1.0f);
Evaluate(t, out Vector3 position);
if (i > 0)
{
_arcLength += Vector3.Distance(lastPos, position);
}
_precomputedSamples.Add(new Sample(t, _arcLength, position));
lastPos = position;
}
_cachedIndexA = 0;
_cachedArcLength = 0.0f;
}
#endregion
#region Private Types & Data
private const int DefaultPrecomputedSampleCount = 100;
private const float EvalDirectionDistanceT = 0.005f;
private const float EvalDirectionDistanceArcLength = 0.005f;
private float _arcLength;
private List<Sample> _precomputedSamples;
private int _cachedIndexA;
private float _cachedArcLength;
#endregion
}
}

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