I am creating Bézier curves using the code below which I got from here. I have also made a BezierPair
game object which has two Bézier curves as child objects.
From the respective images below and BezierPair, where points[0]
...points[3]
is represented as P0
...P3
:
- I want
P0
of each Bézier curve always remain the same when one is moved. In other words I want them to move together always, with the option of turning this movement off.
- Say
P1
of both curves are apart. How can I makeP1
of each curve move in the same direction covering the same distance?
- Say
P2
of both curves are apart. How can I makeP2
of one curve mirrorP2
of another curve along a line joiningP0
andP3
? Note that the mirror line would be taken from the curve 1 in the example below becausecurve1
'sP2
is moved. Ifcurve2
'sP2
is moved, then the mirror line will be taken fromcurve2
'sP0P3
.
I don’t want to do this at run time. So a custom editor has to be used. I tried solving 1. in the code below but the position for the second curve wouldn’t update without my selecting BezierPair in the hierarchy window
Bezier:
public static class Bezier { public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { t = Mathf.Clamp01(t); float oneMinusT = 1f - t; return oneMinusT * oneMinusT * oneMinusT * p0 + 3f * oneMinusT * oneMinusT * t * p1 + 3f * oneMinusT * t * t * p2 + t * t * t * p3; } public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { t = Mathf.Clamp01(t); float oneMinusT = 1f - t; return 3f * oneMinusT * oneMinusT * (p1 - p0) + 6f * oneMinusT * t * (p2 - p1) + 3f * t * t * (p3 - p2); } }
BezierCurve:
[RequireComponent(typeof(LineRenderer))] public class BezierCurve : MonoBehaviour { public Vector3[] points; LineRenderer lr; public int numPoints = 49; bool controlPointsChanged = false; bool isMoving = false; public void Reset () { points = new Vector3[] { new Vector3(1f, 0f, 0f), new Vector3(2f, 0f, 0f), new Vector3(3f, 0f, 0f), new Vector3(4f, 0f, 0f) }; } void Start() { lr = GetComponent<LineRenderer> (); lr.positionCount = 0; DrawBezierCurve (); } public Vector3 GetPoint (float t) { return transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t)); } public void DrawBezierCurve () { lr = GetComponent<LineRenderer> (); lr.positionCount = 1; lr.SetPosition(0, points[0]); for (int i = 1; i < numPoints+1; i++) { float t = i / (float)numPoints; lr.positionCount = i+1; lr.SetPosition(i, GetPoint(t)); } } public Vector3 GetVelocity (float t) { return transform.TransformPoint( Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position; } public Vector3 GetDirection (float t) { return GetVelocity(t).normalized; } }
BezierCurveEditor:
[CustomEditor(typeof(BezierCurve))] public class BezierCurveEditor : Editor { private BezierCurve curve; private Transform handleTransform; private Quaternion handleRotation; private const int lineSteps = 10; private const float directionScale = 0.5f; private void OnSceneGUI () { curve = target as BezierCurve; handleTransform = curve.transform; handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity; Vector3 p0 = ShowPoint(0); Vector3 p1 = ShowPoint(1); Vector3 p2 = ShowPoint(2); Vector3 p3 = ShowPoint(3); Handles.color = Color.gray; Handles.DrawLine(p0, p1); Handles.DrawLine(p2, p3); Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); curve.DrawBezierCurve (); if (GUI.changed) { curve.DrawBezierCurve (); EditorUtility.SetDirty( curve ); Repaint(); } } private void ShowDirections () { Handles.color = Color.green; Vector3 point = curve.GetPoint(0f); Handles.DrawLine(point, point + curve.GetDirection(0f) * directionScale); for (int i = 1; i <= lineSteps; i++) { point = curve.GetPoint(i / (float)lineSteps); Handles.DrawLine(point, point + curve.GetDirection(i / (float)lineSteps) * directionScale); } } private Vector3 ShowPoint (int index) { Vector3 point = handleTransform.TransformPoint(curve.points[index]); EditorGUI.BeginChangeCheck(); point = Handles.DoPositionHandle(point, handleRotation); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(curve, "Move Point"); EditorUtility.SetDirty(curve); curve.points[index] = handleTransform.InverseTransformPoint(point); } return point; } }
BezierPair:
public class BezierPair : MonoBehaviour { public GameObject bez1; public GameObject bez2; public void setupCurves() { bez1 = GameObject.Find("Bez1"); bez2 = GameObject.Find("Bez2"); } }
BezierPairEditor:
[CustomEditor(typeof(BezierPair))] public class BezierPairEditor : Editor { private BezierPair bezPair; public override void OnInspectorGUI() { bezPair = target as BezierPair; if (bezPair.bez1.GetComponent<BezierCurve>().points[0] != bezPair.bez2.GetComponent<BezierCurve>().points[0]) { Vector3 assignPoint0 = bezPair.bez1.GetComponent<BezierCurve>().points[0]; bezPair.bez2.GetComponent<BezierCurve>().points[0] = assignPoint0; } if (GUI.changed) { EditorUtility.SetDirty(bezPair.bez1); EditorUtility.SetDirty(bezPair.bez2); Repaint(); } }
2 Answers
Answers 1
I tried solving 1. in the code below but the position for the second curve wouldn’t update without my selecting BezierPair in the hierarchy window
This is because you are using OnInspectorGUI()
callback inside your BezierPairEditor
class. It is only executed when the inspector of BezierPairEditor
is shown on your editor window. Thus if you do not click on the GameObject
with the BezierPair
component, the BezierPair
's inspector is not shown, and the callback does not trigger.
Instead, use the EditorApplication.update
delegate. Inside your BezierPairEditor
class:
void OnEnable() { EditorApplication.update += OnUpdate; //Register to the update callback } void OnUpdate() { //Implement your code to update positions here }
Secondly, try caching your BezierCurve
references. This is because you don't really want to run GetComponent
inside every update loop, as it is costly. Again, inside your BezierPairEditor
class (I will omit the code above for clarity, merge it yourself):
BezierCurve bez1C; BezierCurve bez2C; void OnEnable() { BezierPair pair = target as BezierPair; bez1C = pair.bez1.GetComponent<BezierCurve>(); bez2C = pair.bez2.GetComponenet<BezierCurve>(); } void OnUpdate() { //Do something with bez1C and bez2C here }
Finally, to solve points 1 to 3, since you did not specify, I shall assume that you are moving bez1
manually, and bez2
should follow. In the case where either one can be moved manually and the other should follow, I would recommend you to implement an isChanged
check in your BezierCurve
class. Then in your BezierPairEditor
class, you can check which one has moved, and update the other one accordingly.
Inside BezierPairEditor
class (again, I will omit the code above for clarity, merge it yourself):
Vector2 bez1CPrev1; void OnEnable() { bez1CPrev1 = bez1C.points[1]; //Ensure that they have the same starting point //Either you shift just points[0] of bez2 to be the same as bez1, or you shift every point. Implement this yourself. } void OnUpdate() { Vector2 disp = bez1C.points[1] - bez1CPrev1; //1. bez2C.points[0] = bez1C.points[0]; //2. bez2C.points[1] = bez2C.points[1] + disp; //3. Here, we are gonna use Vector2.Reflect(). Why? //Imagine throwing a ball from newP2(curve1) to P3(curve1). //If the 'surface' that the ball hits has a normal of P0(curve1)-P3(curve1), you will have the ball bounce back to reach newP2(curve2). //Effectively: newP2(curve2) = P3(curve1) + [newP2(curve2) - P3(curve1)]. The term in the square brackets, we will do it with Vector2.Reflect(). bez2C.points[2] = bez1C.points[3] + Vector2.Reflect(bez1C.points[3] - bez1C.points[2], (bez1C.points[0] - bez1C.points[3]).normalized); //Draw your bezier curve etc. here bez1CPrev1 = bez1C.points[1]; }
Answers 2
EDITED:
I dont think you'll need your BezierPair
class. I suggest you to add a reference to the other BezierCurve
object you want to "pair" as a public field on the BezierCurve
class (paired
). That other curve will get "paired" with this curve. Once paired, the constraints on the movement may apply. You can control the desired behaviors with the 3 public bool fields behavior1
, behavior2
and behavior3
.
Note#1: Instead of calling the method DrawBezierCurve
from the Editor, I added the [ExecuteInEditMode]
to the Component Class. This way, You don't mix responsibilities between the Component and the Editor: The BezierCurve component draws itself on the scene, while the BezierCurveEditor only manages edit logic, like applying the constraints and drawing the handlers.
BezierCurve:
using UnityEngine; [RequireComponent(typeof(LineRenderer))] [ExecuteInEditMode] // Makes Update() being called often even in Edit Mode public class BezierCurve : MonoBehaviour { public Vector3[] points; public int numPoints = 50; // Curve that is paired with this curve public BezierCurve paired; public bool behavior1; // check on editor if you desired behavior 1 ON/OFF public bool behavior2; // check on editor if you desired behavior 2 ON/OFF public bool behavior3; // check on editor if you desired behavior 3 ON/OFF LineRenderer lr; void Reset() { points = new Vector3[] { new Vector3(1f, 0f, 0f), new Vector3(2f, 0f, 0f), new Vector3(3f, 0f, 0f), new Vector3(4f, 0f, 0f) }; } void Start() { lr = GetComponent<LineRenderer>(); } void Update() { // This component is the only responsible for drawing itself. DrawBezierCurve(); } // This method is called whenever a field is changed on Editor void OnValidate() { // This avoids pairing with itself if (paired == this) paired = null; } void DrawBezierCurve() { lr.positionCount = numPoints; for (int i = 0; i < numPoints; i++) { // This corrects the "strange" extra point you had with your script. float t = i / (float)(numPoints - 1); lr.SetPosition(i, GetPoint(t)); } } public Vector3 GetPoint(float t) { return transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t)); } public Vector3 GetVelocity(float t) { return transform.TransformPoint(Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position; } public Vector3 GetDirection(float t) { return GetVelocity(t).normalized; } }
Note#2: The desired behavior were coded inside the handler drawing methods, so you have access to Undo and other features.
Note#3: EditorUtility.SetDirty
is considered obsolete since Unity 5.3 for marking objects as dirty for drawing, and should no-longer be used for modifying objects in scenes. Undo.RecordObject
does the job.
BezierCurveEditor:
using UnityEngine; using UnityEditor; [CustomEditor(typeof(BezierCurve))] // This attribute allows you to select multiple curves and manipulate them all as a whole on Scene or Inspector [CanEditMultipleObjects] public class BezierCurveEditor : Editor { BezierCurve curve; Transform handleTransform; Quaternion handleRotation; const int lineSteps = 10; const float directionScale = 0.5f; BezierCurve prevPartner; // Useful later. void OnSceneGUI() { curve = target as BezierCurve; if (curve == null) return; handleTransform = curve.transform; handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity; Vector3 p0 = ShowPoint(0); Vector3 p1 = ShowPoint(1); Vector3 p2 = ShowPoint(2); Vector3 p3 = ShowPoint(3); Handles.color = Color.gray; Handles.DrawLine(p0, p1); Handles.DrawLine(p2, p3); Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); // Handles multiple selection var sel = Selection.GetFiltered(typeof(BezierCurve), SelectionMode.Editable); if (sel.Length == 1) { // This snippet checks if you just attached or dettached another curve, // so it updates the attached member in the other curve too automatically if (prevPartner != curve.paired) { if (prevPartner != null) { prevPartner.paired = null; } prevPartner = curve.paired; } } if (curve.paired != null & curve.paired != curve) { // Pair the curves. var partner = curve.paired; partner.paired = curve; partner.behavior1 = curve.behavior1; partner.behavior2 = curve.behavior2; partner.behavior3 = curve.behavior3; } } void ShowDirections() { Handles.color = Color.green; Vector3 point = curve.GetPoint(0f); Handles.DrawLine(point, point + curve.GetDirection(0f) * directionScale); for (int i = 1; i <= lineSteps; i++) { point = curve.GetPoint(i / (float)lineSteps); Handles.DrawLine(point, point + curve.GetDirection(i / (float)lineSteps) * directionScale); } } // Constraints for a curve attached to back // The trick here is making the object being inspected the "master" and the attached object is adjusted to it. // This way, you avoid the conflict of one object trying to move the other. // [ExecuteInEditMode] on component class makes it posible to have real-time drawing while editing. // If you were calling DrawBezierCurve from here, you would only see updates on the other curve when you select it Vector3 ShowPoint(int index) { Vector3 point = handleTransform.TransformPoint(curve.points[index]); EditorGUI.BeginChangeCheck(); point = Handles.DoPositionHandle(point, handleRotation); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(curve, "Move Point" + index.ToString()); var thisPts = curve.points; var pairPts = curve.paired.points; switch (index) { case 0: { if (curve.behavior1) { pairPts[0] = curve.paired.transform.InverseTransformPoint(point); } break; } case 1: { if (curve.behavior2) { pairPts[1] += thisPts[1] - handleTransform.InverseTransformPoint(point); } break; } case 2: { if (curve.behavior1) { pairPts[2] = thisPts[3] + Vector3.Reflect(thisPts[3] - thisPts[2], (thisPts[0] - thisPts[3]).normalized); } break; } default: break; } curve.points[index] = handleTransform.InverseTransformPoint(point); } return point; } }
For have it working, reference one BezierCurve
to another's paired field through inspector, and set ON/OFF the behaviors you want.
Tips: tinker the properties of the LineRenderer
to get cool gradients or width variation (like a brush stroke). If you have a cusp node and want it to look continuous, increase the value of End Cap Vertices
on the Line Renderer. Use Sprites-Default
as Material, for 2D.
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