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base repository: hugepython2016/Path-Creator
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head repository: SebLague/Path-Creator
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- 14 commits
- 143 files changed
- 5 contributors
Commits on Jan 9, 2020
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Fixed distance computation for placing new 3d points (SebLague#47)
When placing a new point on a non-closed path, the expected behavior is that the point would be placed a distance from the scene camera equal to the distance from the scene camera and the last point on the spline. However, distance was being computed by comparing the scene camera's global coordinates and the end point's local coordinates, meaning the computation would only be correct when the parent game object is located at the scene origin. Modified the distance computation to compare distances using the end point's global position. Also added a check to pick the "end point" based on whether the new point is getting appended or prepended. Tested manually in scene with a PathCreator component.
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Commits on Feb 17, 2020
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Add raycast check to GetMouseWorldPosition (SebLague#50)
When building a path on top of a given scene, may intuitively expect to click on points in the scene geometry to add path segments. However, the path creator always creates points a pre-specified distance from the editor camera. Added a raycast check that looks for potential geometry the user may be clicking on. If there is geometry close to the pre-specified distance, a point will be generated at the ray intersection. Otherwise, we fall back to the original behavior. Tested manually in editor.
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VertexPath.CalculateClosestPointOnPathData optimization (SebLague#53)
* added test scene/script that checks if the position returned by GetClosestPointOnPath is almost identical to the input position if the input position is on the path already. * added functionality to the test the old GetClosestPointOnPath, GetClosestTimeOnPath and GetClosestDistanceAlongPath results with the upcoming optimized implementations. added functionality to profile the old and new implementations. added scene that visualizes a position near the path and its actual old and new GetClosestPointOnPath results. * Optimized VertexPath.CalculateClosestPointOnPathData method. On my PC, with the provided test scene "GetClosestPointOnPath Test" the profiling results are: - Old implementation: 5.58ms - 14.62ms - New implementation: 0.25ms - 0.40ms The idea for the optimization is to do the math in "VertexPath local-space" rather than world-space. This optimization thus avoids to transform hundrets or thousands of path positions to world-space. It only applies two transformations instead: One to transform the incoming worldPoint into local-space and then a transform of the computed result from local- to world-space.
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Commits on Oct 1, 2020
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Commits on Nov 14, 2020
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Sometimes the num variable in the method for rotating the normals by user angle was equal to 1 -> 1 - 1f is 0 so you'd get NaN due to dividing by 0.
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Commits on May 17, 2022
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Commits on May 24, 2022
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Commits on May 4, 2023
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Commits on Jan 12, 2024
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Merge pull request SebLague#135 from riccardone/initialise-bezierpath
Fix null ref exception: add default constructor to initialise bezierpath instance
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