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a unity3d c# port of the threejs tube renderer
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
* Extensible curve object
**/
abstract class Curve {
// Get point at relative position in curve according to arc length
// - u [0 .. 1]
public abstract Vector3 getPoint(float u);
public Vector3 getPointAt(float u) {
float t = this.getUtoTmapping( u );
return this.getPoint( t );
}
// Get sequence of points using getPoint( t )
List<Vector3> getPoints(float divisions = 0) {
if ( divisions == 0 ) divisions = 5;
List<Vector3> pts = new List<Vector3>();
for (float d = 0; d <= divisions; d ++ ) {
pts.Add( this.getPoint( d / divisions ) );
}
return pts;
}
// Get sequence of points using getPointAt( u )
List<Vector3> getSpacedPoints(float divisions = 0) {
if ( divisions == 0 ) divisions = 5;
List<Vector3> pts = new List<Vector3>();
for (float d = 0; d <= divisions; d ++ ) {
pts.Add( this.getPointAt( d / divisions ) );
}
return pts;
}
// Get total curve arc length
float getLength() {
List<float> lengths = this.getLengths();
return lengths[ lengths.Count - 1 ];
}
// Get list of cumulative segment lengths
int __arcLengthDivisions = 0; // anselm TODO examine xxx
List<float> cacheArcLengths = null;
bool needsUpdate = true;
List<float> getLengths(int divisions = 0) {
if ( divisions == 0 ) divisions = this.__arcLengthDivisions > 0 ? this.__arcLengthDivisions : 200;
if ( this.cacheArcLengths != null
&& ( this.cacheArcLengths.Count == divisions + 1 )
&& ! this.needsUpdate) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
List<float> cache = new List<float>();
Vector3 current, last = this.getPoint(0);
float sum = 0;
cache.Add( 0 );
for (float p = 1; p <= divisions; p ++ ) {
current = this.getPoint ( p / divisions );
sum += Vector3.Distance(current,last);
cache.Add( sum );
last = current;
}
this.cacheArcLengths = cache;
return cache; // { sums: cache, sum:sum }; Sum is in the last element.
}
void updateArcLengths() {
this.needsUpdate = true;
this.getLengths();
}
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
float getUtoTmapping(float u,float distance = 0) {
List<float> arcLengths = this.getLengths();
int i = 0, il = arcLengths.Count;
float targetArcLength; // The targeted u distance value to get
if ( distance != 0 ) {
targetArcLength = distance;
} else {
targetArcLength = u * arcLengths[ il - 1 ];
}
//var time = Date.now();
// binary search for the index with largest value smaller than target u distance
int low = 0, high = il - 1;
while ( low <= high ) {
i = (int)Mathf.Floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
float comparison = arcLengths[ i ] - targetArcLength;
if ( comparison < 0 ) {
low = i + 1;
} else if ( comparison > 0 ) {
high = i - 1;
} else {
high = i;
break;
}
}
i = high;
//console.log('b' , i, low, high, Date.now()- time);
if ( arcLengths[ i ] == targetArcLength ) {
float t = ((float)i) / ( ((float)il) - 1.0f );
return t;
}
// we could get finer grain at lengths, or use simple interpolatation between two points
float lengthBefore = arcLengths[ i ];
float lengthAfter = arcLengths[ i + 1 ];
float segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
float segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
float t2 = ( ((float)i) + ((float)segmentFraction) ) / ( ((float)il) - 1.0f );
return t2;
}
// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation
Vector3 getTangent(float t ) {
float delta = 0.0001f;
float t1 = t - delta;
float t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0;
if ( t2 > 1 ) t2 = 1;
Vector3 pt1 = this.getPoint( t1 );
Vector3 pt2 = this.getPoint( t2 );
Vector3 vec = pt2 - pt1; // anselm
vec.Normalize();
return vec;
}
public Vector3 getTangentAt(float u) {
float t = this.getUtoTmapping( u );
return this.getTangent( t );
}
/*
float tangentQuadraticBezier(float t,float p0,float p1,float p2 ) {
return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
}
// Puay Bing, thanks for helping with this derivative!
float tangentCubicBezier(float t, float p0, float p1, float p2, float p3 ) {
return - 3 * p0 * (1 - t) * (1 - t) +
3 * p1 * (1 - t) * (1 - t) - 6 * t * p1 * (1 - t) +
6 * t * p2 * (1 - t) - 3 * t * t * p2 +
3 * t * t * p3;
}
float tangentSpline(float t,float p0,float p1,float p2,float p3 ) {
// To check if my formulas are correct
float h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
float h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
float h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
float h11 = 3 * t * t - 2 * t; // t3 − t2
return h00 + h10 + h01 + h11;
}
*/
// Catmull-Rom
public float interpolate(float p0,float p1,float p2,float p3,float t ) {
float v0 = ( p2 - p0 ) * 0.5f;
float v1 = ( p3 - p1 ) * 0.5f;
float t2 = t * t;
float t3 = t * t2;
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
}
}
class SplineCurve3: Curve {
List<Vector3> points = null;
public SplineCurve3(List<Vector3> points = null) {
this.points = points != null ? points : new List<Vector3>();
}
public override Vector3 getPoint(float t) {
int length = points.Count;
float point = ( length - 1 ) * t;
int intPoint = (int)Mathf.Floor( point );
float weight = point - intPoint;
Vector3 point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
Vector3 point1 = points[ intPoint ];
Vector3 point2 = points[ intPoint > length - 2 ? length - 1 : intPoint + 1 ];
Vector3 point3 = points[ intPoint > length - 3 ? length - 1 : intPoint + 2 ];
return new Vector3(
this.interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
this.interpolate( point0.y, point1.y, point2.y, point3.y, weight ),
this.interpolate( point0.z, point1.z, point2.z, point3.z, weight ) );
}
}
public class Tubular : MonoBehaviour {
public Material mainMaterial;
public Material shadowMaterial;
public enum STYLE {
NONE,
RIBBON,
SWATCH,
TUBE,
//GLOW,
//SPARKLE,
//BLOCK,
//PUTTY,
//MAGNETIC
};
public STYLE style = STYLE.NONE;
GameObject main;
GameObject bottom;
GameObject shadow;
Mesh mainMesh;
Mesh bottomMesh;
Mesh shadowMesh;
int totalCount = 0;
void Start () {
//focus = Instantiate(prefabSwatch) as GameObject;
//focus.transform.parent = this.transform;
//Swatch3d art = focus.GetComponent<Swatch3d>() as Swatch3d;
Setup(Color.green,STYLE.TUBE);
}
void Update () {
}
public void Setup(Color _color, STYLE _style = STYLE.NONE, Material _material = null, Material _shadowMaterial = null) {
style = _style;
// Set materials supplied else use default else crash
if(_material != null) mainMaterial = _material;
if(_shadowMaterial !=null) shadowMaterial = _material;
// Always clone the main material so we can modify it without affecting other swatches
mainMaterial = Object.Instantiate(mainMaterial) as Material;
mainMaterial.color = _color;
// Basic mesh
if(true) {
main = gameObject;
main.name = "Draw"+totalCount; totalCount++;
//gameObject.GetComponent<Renderer>().material = mainMaterial;
GetComponent<Renderer>().material = new Material(Shader.Find("Diffuse"));
MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
mainMesh = meshFilter.mesh = new Mesh();
}
List<Vector3> points = new List<Vector3>();
points.Add ( new Vector3(-1000, 0, 0) );
for(int i = 0; i < 10 ; i++ ) {
points.Add ( new Vector3( Random.Range (-1000,1000), Random.Range (-1000,1000), Random.Range(-1000,1000) ) );
}
points.Add ( new Vector3( 1000, 0, 0) );
var path = new SplineCurve3(points);
TubeGeometry(path, 500, 100, 3 );
}
Matrix4x4 makeRotationAxis(Vector3 axis, float angle) { // XXX ANSELM TODO - implication of NEW? also row/order?
Matrix4x4 mat = new Matrix4x4();
float c = Mathf.Cos( angle );
float s = Mathf.Sin( angle );
float t = 1 - c;
float x = axis.x, y = axis.y, z = axis.z;
float tx = t * x, ty = t * y;
mat.SetRow (0,new Vector3(tx * x + c , tx * y - s * z, tx * z + s * y ));
mat.SetRow (1,new Vector3(tx * y + s * z, ty * y + c, ty * z - s * x ));
mat.SetRow (2,new Vector3(tx * z - s * y, ty * z + s * x, t * z * z + c ));
mat.SetRow (3,new Vector4(0,0,0,1));
return mat;
}
// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
void FrenetFrames(Curve path,float segments,Vector3[] tangents, Vector3[] normals, Vector3[] binormals) {
Vector3 normal = new Vector3();
Vector3 vec;
float numpoints = segments + 1;
float epsilon = 0.0001f;
float smallest;
float tx, ty, tz;
int i;
float u;
// compute the tangent vectors for each segment on the path
for ( i = 0; i < numpoints; i ++ ) {
u = ((float)i) / ( ((float)numpoints) - 1.0f );
tangents[ i ] = path.getTangentAt( u );
tangents[ i ].Normalize();
}
{
// select an initial normal vector perpenicular to the first tangent vector,
// and in the direction of the smallest tangent xyz component
normals[ 0 ] = new Vector3();
binormals[ 0 ] = new Vector3();
smallest = float.MaxValue; //Number.MAX_VALUE;
tx = Mathf.Abs( tangents[ 0 ].x );
ty = Mathf.Abs( tangents[ 0 ].y );
tz = Mathf.Abs( tangents[ 0 ].z );
if ( tx <= smallest ) {
smallest = tx;
normal.Set( 1, 0, 0 );
}
if ( ty <= smallest ) {
smallest = ty;
normal.Set( 0, 1, 0 );
}
if ( tz <= smallest ) {
normal.Set( 0, 0, 1 );
}
vec = Vector3.Cross (tangents[0],normal).normalized;
normals[0] = Vector3.Cross (tangents[0],vec);
binormals[0] = Vector3.Cross (tangents[0],normals[0]);
}
// compute the slowly-varying normal and binormal vectors for each segment on the path
for ( i = 1; i < numpoints; i ++ ) {
normals[ i ] = normals[ i - 1 ];
binormals[ i ] = binormals[ i - 1 ];
vec = Vector3.Cross( tangents[ i - 1 ], tangents[ i ] );
if ( vec.magnitude > epsilon ) {
vec.Normalize();
float dot = Vector3.Dot(tangents[i-1],tangents[i]);
if(dot<-1)dot=-1;
if(dot>1)dot=1;
float theta = Mathf.Acos(dot);
// anselm normals[ i ].applyMatrix4( makeRotationAxis( vec, theta ) );
normals[ i ] = makeRotationAxis(vec,theta).MultiplyVector ( normals[i] );
}
binormals[i] = Vector3.Cross (tangents[i],normals[i]);
}
}
/**
* @author WestLangley / https://github.com/WestLangley
* @author zz85 / https://github.com/zz85
* @author miningold / https://github.com/miningold
* @author jonobr1 / https://github.com/jonobr1
*
* Modified from the TorusKnotGeometry by @oosmoxiecode
*
* Creates a tube which extrudes along a 3d spline
*
* Uses parallel transport frames as described in
* http://www.cs.indiana.edu/pub/techreports/TR425.pdf
*/
void TubeGeometry(Curve path, int segments = 0, float radius = 0, int radialSegments = 0 ) {
if(segments == 0) segments = 64;
if(radius == 0) radius = 1;
if(radialSegments == 0) radialSegments = 8;
int numpoints = segments + 1;
int i, j;
Vector3[] tangents = new Vector3[numpoints];
Vector3[] normals = new Vector3[numpoints];
Vector3[] binormals = new Vector3[numpoints];
FrenetFrames( path, segments, tangents, normals, binormals );
// generate smooth UV along entire length
// TODO later it would be nice to have a non linear distortion for ribbons so that textured ends wouldn't stretch out so far
Vector2[] uv = new Vector2[numpoints*radialSegments];
for( i = 0; i < numpoints; i++ ) {
float p2 = (float)i/(float)(numpoints-1);
for( j = 0; j < radialSegments; j++ ) {
float p1 = (float)j/(float)(((float)radialSegments)-1);
uv[i*radialSegments+j] = new Vector2(p1,p2);
Debug.Log ("Made UVS " + uv[i*radialSegments+j] );
}
}
// construct the grid
Vector3[] v = new Vector3[numpoints*radialSegments];
for ( i = 0; i < numpoints; i ++ ) {
Vector3 pos = path.getPointAt( ((float)i) / (numpoints-1) );
//Vector3 tangent = tangents[ i ];
Vector3 normal = normals[ i ];
Vector3 binormal = binormals[ i ];
for ( j = 0; j < radialSegments; j ++ ) {
float vi = ((float)j) / ((float)radialSegments) * 2.0f * Mathf.PI;
float cx = - radius * Mathf.Cos( vi ); // Hack: Negating it so it faces outside.
float cy = radius * Mathf.Sin( vi );
v[i*radialSegments+j] = new Vector3(
pos.x + cx*normal.x + cy*binormal.x,
pos.y + cx*normal.y + cy*binormal.y,
pos.z + cx*normal.z + cy*binormal.z
);
Debug.Log ("Made Vertex " + v[i*radialSegments+j] + " " + radius + " " + vi + " " + cx + " " + cy + " " + normal + " " + binormal );
}
}
// construct the mesh
int[] tri = new int[segments*radialSegments*2*3];
for ( i = 0; i < segments; i ++ ) {
for ( j = 0; j < radialSegments; j ++ ) {
int ip = i + 1;
int jp = (j + 1) % radialSegments;
int a = i * radialSegments + j; // *** NOT NECESSARILY PLANAR ! ***
int b = ip * radialSegments + j;
int c = ip * radialSegments + jp;
int d = i * radialSegments + jp;
tri[i*radialSegments*2*3+j*2*3+0] = a;
tri[i*radialSegments*2*3+j*2*3+1] = b;
tri[i*radialSegments*2*3+j*2*3+2] = d;
tri[i*radialSegments*2*3+j*2*3+3] = b;
tri[i*radialSegments*2*3+j*2*3+4] = c;
tri[i*radialSegments*2*3+j*2*3+5] = d;
//Vector2 uva = new Vector2( i / segments, j / radialSegments );
//Vector2 uvb = new Vector2( ( i + 1 ) / segments, j / radialSegments );
//Vector2 uvc = new Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
//Vector2 uvd = new Vector2( i / segments, ( j + 1 ) / radialSegments );
//this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
//this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
Debug.Log ("Tri " + tri[i*radialSegments+j*2*3] );
}
}
if(true) {
// Promote geometry to unity - for ribbons, swatches and tubes
mainMesh.Clear();
mainMesh.vertices = v;
mainMesh.uv = uv;
mainMesh.triangles = tri;
//mainMesh.vertices = new Vector3[] { new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(1,1,1) };
//mainMesh.triangles = new int[3] { 1,0,2 };
//mainMesh.uv = new Vector2[3] { new Vector2(0,0), new Vector2(0,1), new Vector2(1,1) };
mainMesh.RecalculateNormals();
mainMesh.RecalculateBounds();
}
//this.computeFaceNormals();
//this.computeVertexNormals();
// todo
}
//--------------------------------------------------------------------------------------------------------------------------
// douglas peucker - utility
// https://github.com/mourner/simplify-js/blob/3d/simplify.js
//--------------------------------------------------------------------------------------------------------------------------
float getSquareSegmentDistance(Vector3 p, Vector3 p1, Vector3 p2) {
float x = p1.x, y = p1.y, z = p1.z, dx = p2.x - x, dy = p2.y - y, dz = p2.z - z;
if (dx != 0 || dy != 0 || dz != 0) {
float t = ((p.x - x) * dx + (p.y - y) * dy + (p.z - z) * dz) / (dx * dx + dy * dy + dz * dz);
if (t > 1) {
x = p2.x;
y = p2.y;
z = p2.z;
} else if (t > 0) {
x += dx * t;
y += dy * t;
z += dz * t;
}
}
dx = p.x - x;
dy = p.y - y;
dz = p.z - z;
return dx * dx + dy * dy + dz * dz;
}
List<Vector3> simplifyRadialDistance(List<Vector3> points, float sqTolerance) {
Vector3 p1 = points[0];
List<Vector3> newPoints = new List<Vector3>();
newPoints.Add(p1);
Vector3 p2 = p1;
for (int i = 1, len = points.Count; i < len; i++) {
p2 = points[i];
float dx=p1.x-p2.x, dy=p1.y-p2.y, dz=p1.z-p2.z;
if(dx*dx + dy*dy + dz*dz > sqTolerance) {
newPoints.Add(p2);
p1 = p2;
}
}
if (p2 != p1) {
newPoints.Add(p2); // might as well keep where the player is currently focused
}
return newPoints;
}
/*
const float sqrToleranceMin = 0.1f;
const float sqrToleranceQuick = 3 * 3;
public bool simplifyDouglasPeucker(float Tolerance = sqrToleranceMin) {
if (points.Count < 4) return false;
List<int> pointIndexsToKeep = new List<int>();
int firstPoint = 0;
int lastPoint = points.Count - 1;
pointIndexsToKeep.Add(firstPoint);
pointIndexsToKeep.Add(lastPoint);
while (points[firstPoint].Equals(points[lastPoint])) {
lastPoint--;
}
DouglasPeuckerReduction(firstPoint, lastPoint, Tolerance, ref pointIndexsToKeep);
if(pointIndexsToKeep.Count == points.Count) return false;
//Debug.Log ("Number of points coming into the system was " + points.Count );
pointIndexsToKeep.Sort();
List<Vector3> points2 = new List<Vector3>();
List<Vector3> rights2 = new List<Vector3>();
List<Vector3> forwards2 = new List<Vector3>();
List<float> velocities2 = new List<float>();
foreach (int i in pointIndexsToKeep) {
points2.Add(points[i]);
rights2.Add(rights[i]);
forwards2.Add(forwards[i]);
velocities2.Add(velocities[i]);
}
points = points2;
rights = rights2;
forwards = forwards2;
velocities = velocities2;
//Debug.Log ("Number of points after system was " + points.Count );
return true;
}
private void DouglasPeuckerReduction(int firstPoint, int lastPoint, float tolerance, ref List<int> pointIndexsToKeep) {
float maxDistance = 0;
int indexFarthest = 0;
// find the biggest bump
for (int index = firstPoint; index < lastPoint; index++) {
float distance = getSquareSegmentDistance(points[index], points[firstPoint], points[lastPoint]);
//float distance = PerpendicularDistance(points[firstPoint], points[lastPoint], points[index]);
if (distance > maxDistance) {
maxDistance = distance;
indexFarthest = index;
}
}
// keep it
if (maxDistance > tolerance && indexFarthest != 0) {
pointIndexsToKeep.Add(indexFarthest);
DouglasPeuckerReduction(firstPoint, indexFarthest, tolerance, ref pointIndexsToKeep);
DouglasPeuckerReduction(indexFarthest, lastPoint, tolerance, ref pointIndexsToKeep);
}
}
*/
}
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