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Tested new Assets for Visualization of SpatialTime

Furkan Karakocaoglu 1 year ago
parent
commit
33ca9aadd3
100 changed files with 5208 additions and 109 deletions
  1. 1 1
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+ 1 - 1
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testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/TestingFunctions/SpatialTimeSimulation.cs

@@ -37,7 +37,8 @@ public class SpatialTimeSimulation : MonoBehaviour
     // Spatial time visualization
     private List<Vector3>[][] positions;
     public float thickness = 0.1f;
-    public Material color;
+    public Material material;
+    public Color color;
 
     private void Start()
     {
@@ -84,11 +85,17 @@ public class SpatialTimeSimulation : MonoBehaviour
 
                 // Add the LineRenderer to the gameobject
                 LineRenderer drawPath = humansGO[i][j].AddComponent<LineRenderer>();
-                drawPath.material = new Material(Shader.Find("Sprites/Default"));
-                drawPath.startColor = color.color;
-                drawPath.endColor = color.color;
+                //drawPath.material = new Material(Shader.Find("Sprites/Default"));
+                //drawPath.material = new Material(Shader.Find("Particles/Standard Unlit"));
+                //drawPath.material = new Material(Shader.Find("VolumetricLine/LineStrip-TextureAlphaBlended"));
+                drawPath.material = material;
+                drawPath.startColor = color;
+                drawPath.endColor = color;
                 drawPath.startWidth = thickness;
                 drawPath.endWidth = thickness;
+                drawPath.numCapVertices = 90;
+                drawPath.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
+                drawPath.receiveShadows = false;
 
                 drawPath.positionCount = currentStartPoint + 1;
                 drawPath.SetPosition(currentStartPoint, positions[i][j][currentStartPoint]);

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testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_Thief.cs

@@ -18,6 +18,7 @@ public class WanderingAI_Thief : MonoBehaviour
 
     // Settings Leave Market
     private bool leaveMarket = false;
+    private Vector3 endTarget;
 
     // Settings Thief
     [HideInInspector]
@@ -78,6 +79,8 @@ public class WanderingAI_Thief : MonoBehaviour
         
         thief_i = gameObject.GetComponent<ControllingThief>().thief_i;
         thief_j = gameObject.GetComponent<ControllingThief>().thief_j;
+
+        endTarget = CheckTarget(leavePosition, 0);
     }
 
     // To ensure that all market stalls (WPs) are visited, all entries in the WP-list are first edited in a random order
@@ -149,7 +152,6 @@ public class WanderingAI_Thief : MonoBehaviour
                         continue;
                     }
 
-                    Vector3 endTarget = CheckTarget(leavePosition, 0);
                     if (humansNMA[i][j].isActiveAndEnabled && Vector3.Distance(humansNMA[i][j].destination, endTarget) > 0.01f)
                         humansNMA[i][j].SetDestination(endTarget);
 

+ 142 - 103
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testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/SampleCondition.cs

@@ -0,0 +1,25 @@
+using System;
+using UnityEngine;
+
+namespace SchoenLogger.Sample
+{
+    [Serializable]
+    public class SampleCondition : Condition
+    {
+        public enum MovementType
+        {
+            randomMovement,
+            fastRandomMovement
+        }
+        
+        [SerializeField]
+        public MovementType movement;
+
+        public SampleCondition() { }
+
+        public SampleCondition(MovementType movementType)
+        {
+            movement = movementType;
+        }
+    }   
+}

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testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/SampleLogEntry.cs

@@ -0,0 +1,21 @@
+using System;
+using UnityEngine;
+
+namespace SchoenLogger.Sample
+{
+    [Serializable]
+    public class SampleLogEntry : LogEntry
+    {
+        [SerializeField]
+        public float Speed;
+        [SerializeField]
+        public float Time;
+
+        [SerializeField]
+        public float EntryPointX;
+        [SerializeField]
+        public float EntryPointY;
+        [SerializeField]
+        public float EntryPointZ;
+    }
+}

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+ 6 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/SampleLogger.cs

@@ -0,0 +1,6 @@
+namespace SchoenLogger.Sample
+{
+    public class SampleLogger : Logger<SampleLogEntry, SampleCondition>
+    {
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/SampleLogger.cs.meta

@@ -0,0 +1,11 @@
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+guid: 12d75976798818543bdecb0288ff52eb
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+ 12 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/SampleStudyManager.cs

@@ -0,0 +1,12 @@
+namespace SchoenLogger.Sample
+{
+    public class SampleStudyManager : StudyManager<SampleCondition>
+    {
+        protected override void CreateConditions(ref SampleCondition[] conditions)
+        {
+            conditions = new SampleCondition[2];
+            conditions[0] = new SampleCondition(SampleCondition.MovementType.randomMovement);
+            conditions[1] = new SampleCondition(SampleCondition.MovementType.fastRandomMovement);
+        }
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/SampleStudyManager.cs.meta

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testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/Scripts.meta

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+  assetBundleVariant: 

+ 36 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/Scripts/TestLogTrigger.cs

@@ -0,0 +1,36 @@
+using UnityEngine;
+
+namespace SchoenLogger.Sample
+{
+    public class TestLogTrigger : MonoBehaviour
+    {
+        public Logger<SampleLogEntry, SampleCondition> Logger;
+        
+        // Start is called before the first frame update
+        void Start()
+        {
+        
+        }
+
+        // Update is called once per frame
+        void Update()
+        {
+        
+        }
+
+        private void OnTriggerEnter(Collider other)
+        {
+            if (Logger == null)
+                return;
+            
+            SampleLogEntry entry = new SampleLogEntry();
+            entry.Time = Time.time;
+            Vector3 point = other.ClosestPoint(this.transform.position);
+            entry.EntryPointX = point.x * 20000;
+            entry.EntryPointY = point.y / 20000;
+            entry.EntryPointZ = point.z;
+            Logger.Log(entry);
+        }
+    }
+
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/Scripts/TestLogTrigger.cs.meta

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+ 60 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/Scripts/TestObjectMovement.cs

@@ -0,0 +1,60 @@
+using System.Collections;
+using System.Collections.Generic;
+using SchoenLogger;
+using SchoenLogger.Sample;
+using UnityEngine;
+
+namespace SchoenLogger.Sample
+{
+    public class TestObjectMovement : MonoBehaviour
+    {
+        public StudyManager<SampleCondition> StudyManager;
+        public float slowSpeed = 3;
+        public float fastSpeed = 6;
+        
+        private SampleCondition currentCondition;
+        private bool started = false;
+        private Vector3 target = Vector3.zero;
+        
+        // Start is called before the first frame update
+        void Start()
+        {
+            StudyManager.ChangeCondition.AddListener(SetupCondition);
+            StudyManager.StartCondition.AddListener(StartExperiment);
+        }
+
+        // Update is called once per frame
+        void Update()
+        {
+            if (currentCondition == null || !started)
+                return;
+
+            if (Vector3.SqrMagnitude(target - transform.position) < 0.01f)
+            {
+                target.x = Random.Range(-5, 5);
+                target.y = Random.Range(-5, 5);
+                target.z = Random.Range(-5, 5);
+            }
+            
+            switch (currentCondition.movement)
+            {
+                case SampleCondition.MovementType.randomMovement:
+                    transform.position = Vector3.MoveTowards(transform.position, target, Time.deltaTime * slowSpeed);
+                    break;
+                case SampleCondition.MovementType.fastRandomMovement:
+                    transform.position = Vector3.MoveTowards(transform.position, target, Time.deltaTime * fastSpeed);
+                    break;
+            }
+        }
+
+        private void StartExperiment(SampleCondition arg0, int arg1)
+        {
+            started = true;
+        }
+
+        void SetupCondition(SampleCondition cond, int partId)
+        {
+            currentCondition = cond;
+        }
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Sample/Scripts/TestObjectMovement.cs.meta

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testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts.meta

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+ 13 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/Condition.cs

@@ -0,0 +1,13 @@
+using System;
+using System.Linq;
+using System.Reflection;
+using System.Text;
+using UnityEngine;
+
+namespace SchoenLogger
+{
+    [Serializable]
+    public abstract class Condition : CsvCompatible
+    {
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/Condition.cs.meta

@@ -0,0 +1,11 @@
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+guid: fc5a53e9245dcb748a0aa7d090b7860c
+MonoImporter:
+  externalObjects: {}
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+ 64 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/CsvCompatible.cs

@@ -0,0 +1,64 @@
+using System;
+using System.Globalization;
+using System.Linq;
+using System.Reflection;
+using System.Text;
+using UnityEngine;
+
+namespace SchoenLogger
+{
+    public class CsvCompatible
+    {
+        const BindingFlags Bindings = BindingFlags.Public |
+                                      BindingFlags.NonPublic |
+                                      BindingFlags.Instance;
+    
+        public virtual string ToCsv()
+        {
+            StringBuilder csvString = new StringBuilder();
+
+            FieldInfo[] fields = this.GetType()
+                .GetFields(Bindings)
+                .ToArray();
+
+            foreach (FieldInfo fieldInfo in fields)
+            {
+                if (Attribute.IsDefined(fieldInfo, typeof(SerializeField)))
+                {
+                    if (fieldInfo.FieldType == typeof(float))
+                    {
+                        csvString.Append(";" + ((float)fieldInfo.GetValue(this)).ToString("G", CultureInfo.InvariantCulture));
+                        continue;
+                    }
+                    
+                    if (fieldInfo.FieldType == typeof(double))
+                    {
+                        csvString.Append(";" + ((double)fieldInfo.GetValue(this)).ToString("G", CultureInfo.InvariantCulture));
+                        continue;
+                    }
+                    
+                    csvString.Append(";" + fieldInfo.GetValue(this).ToString());
+                }
+            }
+            
+            return csvString.ToString();
+        }
+
+        public static string GetCsvHeader<T>()
+        {
+            StringBuilder headerString = new StringBuilder();
+
+            FieldInfo[] fields = typeof(T)
+                .GetFields(Bindings)
+                .ToArray();
+
+            foreach (FieldInfo fieldInfo in fields)
+            {
+                if (Attribute.IsDefined(fieldInfo, typeof(SerializeField)))
+                    headerString.Append(";" + fieldInfo.Name);
+            }
+            
+            return headerString.ToString();
+        }
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/CsvCompatible.cs.meta

@@ -0,0 +1,11 @@
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+guid: 7528bd5c53490a14c8193f448b70b66a
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+  assetBundleVariant: 

+ 10 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/LogEntry.cs

@@ -0,0 +1,10 @@
+using System;
+
+namespace SchoenLogger
+{
+    [Serializable]
+    public abstract class LogEntry : CsvCompatible
+    {
+    }
+}
+

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/LogEntry.cs.meta

@@ -0,0 +1,11 @@
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+guid: 007a0a3e892e9c448a58687c6888cfe6
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+  externalObjects: {}
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+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 146 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/Logger.cs

@@ -0,0 +1,146 @@
+using UnityEngine;
+using System.IO;
+using System.Text;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace SchoenLogger
+{
+    public class Logger<TLogEntry, TCondition> : MonoBehaviour, ILogger where TLogEntry : LogEntry, new() where TCondition : Condition , new()
+    {
+        [Header("General Settings")]
+        public StudyManager<TCondition> studyManager;
+        [Tooltip("Keep empty to autofill to PersistentDataPath")]
+        public string LogPathOverride= "";
+        [Tooltip("Buffersize (in bytes) for the LogFileWriter. Larger means less writing cycles")]
+        public int BufferSize = 65536;
+        
+        private string LogPath = "";
+        private string LogFilePath = "";
+        private string LogFileName = "";
+        private FileStream LogFileStream;
+        private StreamWriter LogFileWriter;
+        private string CurrentConditionString = "";
+        private int CurrentParticipantId = -1;
+        
+        // Start is called before the first frame update
+        void Start()
+        {
+            StartLogFileStream();
+
+            if (studyManager == null)
+            {
+                studyManager.GetComponent<StudyManager<TCondition>>();
+                if (studyManager == null)
+                {
+                    Debug.LogErrorFormat("{0} has not set studyManager", this.gameObject.name);
+                    return;
+                }
+            }
+            studyManager.ChangeCondition.AddListener(OnConditionChanged);
+        }
+
+        private void OnConditionChanged(TCondition cond, int partId)
+        {
+            CurrentConditionString = cond.ToCsv();
+            CurrentParticipantId = partId;
+        }
+        
+        private void OnApplicationQuit()
+        {
+            LogFileStream.Flush();
+            LogFileWriter?.Dispose();
+            LogFileStream?.Dispose();
+            Debug.Log("Closed Logger FileStreams!");
+        }
+
+        protected void StartLogFileStream()
+        {
+            if(LogPathOverride == "")
+                LogPath = Application.persistentDataPath;
+            else
+                LogPath = LogPathOverride;
+
+            LogFileName = "log_" + typeof(TLogEntry).Name + ".csv";
+            LogFilePath = Path.Combine(LogPath, LogFileName);
+
+            if (!File.Exists(LogFilePath))
+            {
+                using (FileStream stream = File.Open(LogFilePath, FileMode.Create))
+                {
+                    using (StreamWriter writer = new StreamWriter(stream))
+                    {
+                        writer.WriteLine(GetLogFileHeader());
+                        writer.Flush();
+                    }
+                }
+                
+                Debug.LogFormat("Created new Logfile {0}", LogFileName);
+            }
+            
+            LogFileStream = File.Open(LogFilePath, FileMode.Append);
+            LogFileWriter = new StreamWriter(LogFileStream, Encoding.UTF8, BufferSize);
+            LogFileWriter.AutoFlush = true;
+        }
+
+        protected string GetLogFileHeader()
+        {
+            StringBuilder header = new StringBuilder("ParticipantID");
+            header.Append(Condition.GetCsvHeader<TCondition>());
+            header.Append(LogEntry.GetCsvHeader<TLogEntry>());
+            return header.ToString();
+        }
+
+        public void Log(TLogEntry entry)
+        {
+            string logEntry = CreateLogEntryCsvLine(entry);
+            LogFileWriter.WriteLine(CreateLogEntryCsvLine(entry));
+            Debug.Log(logEntry);
+        }
+
+        private string CreateLogEntryCsvLine(TLogEntry entry)
+        {
+            StringBuilder stringBuilder = new StringBuilder();
+            stringBuilder.Append(CurrentParticipantId);
+            stringBuilder.Append(CurrentConditionString);
+            stringBuilder.Append(entry.ToCsv());
+
+            return stringBuilder.ToString();
+        }
+
+        public string GetLogPath()
+        {
+            if (LogPath == "")
+                return Application.persistentDataPath;
+            
+            return LogPath;
+        }
+    }
+
+    public interface ILogger
+    {
+        string GetLogPath();
+    }
+
+#if UNITY_EDITOR
+    [CustomEditor(typeof(Logger<,>), true)]
+    public class LoggerEditor : Editor
+    {
+        public override void OnInspectorGUI()
+        {
+            DrawDefaultInspector();
+            ILogger Target = (ILogger)target;
+
+            EditorGUILayout.Space(10);
+            EditorGUILayout.LabelField("Info", EditorStyles.boldLabel);
+            EditorGUILayout.LabelField("Log Path: ", Target.GetLogPath());
+            if (GUILayout.Button("Show in Explorer"))
+            {
+                string itemPath = Target.GetLogPath().Replace(@"/", @"\");
+                System.Diagnostics.Process.Start("explorer.exe", "/select,"+itemPath);
+            }
+        }
+    }
+#endif
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/Logger.cs.meta

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+ 20 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/Singleton.cs

@@ -0,0 +1,20 @@
+using System;
+using UnityEngine;
+
+namespace SchoenLogger
+{
+    public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
+    {
+        private static readonly Lazy<T> LazyInstance = new Lazy<T>(CreateSingleton);
+
+        public static T Instance => LazyInstance.Value;
+
+        private static T CreateSingleton()
+        {
+            var ownerObject = new GameObject($"{typeof(T).Name} (singleton)");
+            var instance = ownerObject.AddComponent<T>();
+            DontDestroyOnLoad(ownerObject);
+            return instance;
+        }
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/Singleton.cs.meta

@@ -0,0 +1,11 @@
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+ 113 - 0
testumgebung/CrowdModelling/Assets/SchoenLogger/Scripts/StudyManager.cs

@@ -0,0 +1,113 @@
+using UnityEngine;
+using UnityEngine.Events;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace SchoenLogger
+{
+    public abstract class StudyManager<TCondition> : MonoBehaviour, IStudyManager where TCondition : Condition, new()
+    {
+        [Header("Study Settings")]
+        public int ParticipantId = -1;
+        [Header("Study Events")]
+        public UnityEvent<TCondition, int> ChangeCondition;
+        public UnityEvent<TCondition, int> StartCondition;
+        
+        [Header("Misc")]
+        [SerializeField]
+        protected bool EnableConsoleLogging = false;
+        protected TCondition[] Conditions;
+        protected int CurrentConditionIndex = -1;
+    
+        // Start is called before the first frame update
+        void Start()
+        {
+            CreateConditions(ref Conditions);
+        }
+
+        /// <summary>
+        /// Creates all possible Conditions
+        /// </summary>
+        /// <param name="conditions"></param>
+        protected abstract void CreateConditions(ref TCondition[] conditions);
+
+        public void RaiseNextCondition()
+        {
+            CurrentConditionIndex++;
+            if (CurrentConditionIndex >= Conditions.Length)
+                return;
+
+            ChangeCondition?.Invoke(Conditions[CurrentConditionIndex], ParticipantId);
+            
+            if(EnableConsoleLogging)
+                Debug.LogFormat("Changed Condition to {0}!", CurrentConditionIndex);
+        }
+
+        public void RaiseStartCondition()
+        {
+            StartCondition?.Invoke(Conditions[CurrentConditionIndex], ParticipantId);
+            
+            if(EnableConsoleLogging)
+                Debug.LogFormat("Started Condition! {0}", Conditions[CurrentConditionIndex].ToCsv());
+        }
+
+        public string GetConditionCountString()
+        {
+            if (Conditions == null || !Application.isPlaying)
+                return "Only available on play";
+
+            return Conditions.Length.ToString();
+        }
+
+        public int GetCurrentConditionIndex()
+        {
+            return CurrentConditionIndex;
+        }
+    }
+
+    public interface IStudyManager
+    {
+        void RaiseNextCondition();
+
+        void RaiseStartCondition();
+
+        string GetConditionCountString();
+
+        int GetCurrentConditionIndex();
+    }
+    
+#if UNITY_EDITOR
+    [CustomEditor(typeof(StudyManager<>), true)]
+    public class StudyManagerEditor : Editor
+    {
+        public override void OnInspectorGUI()
+        {
+            DrawDefaultInspector();
+            IStudyManager Target = (IStudyManager)target;
+
+            //EditorGUILayout.Space(10);
+            //EditorGUILayout.LabelField("Manage Conditions", EditorStyles.boldLabel);
+            EditorGUILayout.LabelField("Defined Conditions: ", Target.GetConditionCountString());
+            EditorGUILayout.LabelField("Current Condition: ", Target.GetCurrentConditionIndex().ToString());
+            EditorGUILayout.Space(5);
+            EditorGUILayout.LabelField("Controlls", EditorStyles.boldLabel);
+            GUILayout.BeginHorizontal();
+            if (GUILayout.Button("Setup next Condition"))
+            {
+                Target.RaiseNextCondition();
+            }
+            if (GUILayout.Button("Setup & start next Condition"))
+            {
+                Target.RaiseNextCondition();
+                Target.RaiseStartCondition();
+            }
+            GUILayout.EndHorizontal();
+            if (GUILayout.Button("StartCondition"))
+            {
+                Target.RaiseStartCondition();
+            }
+        }
+    }
+#endif
+}

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+* SplineMesh documentation *
+
+// What is it?
+    A spline is a set of nodes connected by bezier curves. Each node is defined by a position and a direction.
+	The MeshBender component create a deformed mesh from a source mesh by moving its vertices accordingly to a bezier curve.
+
+// How to create a spline object?
+    Menu -> GameObject -> 3D Object -> Spline
+     - or -
+	on any object, add the Spline component
+
+// How to draw a spline?
+    select an object with Spline component (and make sure the component is expanded)
+	a basic 2-nodes spline is created by default
+	select a node and move it
+	when a node is selected, the directions appear. Select one of them and move it
+	use the add button in the inspector to insert a node in the spline, directly after the selected one
+	use the delete button in the inspector to delete the selected node (you can't have less than two nodes)
+
+// How to bend a mesh?
+    add the SplineMeshTiling component along with Spline
+    set the mesh, a material and an optional transform to apply to the mesh
+    SplineMeshTiling can bend meshes in a number of ways. Here are some examples:
+      - one mesh fitting each curve,
+      - a single mesh stretched along the spline,
+      - as many meshes as possible in the length of the spline,
+      - a single mesh stretched in a specific interval [start, end] along the curve.
+    SplineMeshTiling covers 80% of the use cases but you will most likely reach limitations. Every use case is unique and you may need to write you own
+    script. SplineMesh is designed for this pupose, and you should be able to exapand the SplineMeshTiling or the other examples to fit you need.
+
+// What else can I do?
+    roads, snake, tentacle, footprint track, tunnels, walls, caves, coconut tree trunks...
+    SplineMesh can also simply place GameObjects along a spline: lamps on the side of a road, asteroids around a planet, leafs in a wind stream, bat trajectory, action camera...
+
+    you can add the AutoSmoother component to automaticaly find a smooth direction for the nodes.
+    you can bake lighting safely on bent meshes by unchecking UpdateInPlayMode option.
+    you can generate a MeshCollider as well
+
+Troubleshooting :
+ - I can't see my bent mesh at all
+Try changing the scale of your mesh in SplineMeshTiling for another order of magnitude. It can be either to small, or to big to be seen
+
+ - My mesh is not bent smoothly
+Your mesh probably lack vertices along the axis to bend : SplineMesh doesn't add vertices to the mesh, it only move existing ones.
+Try adding vertices on the mesh along the axis to bend
+Try to have more smaller curves on your spline
+
+  - My MeshCollider is not updated
+MeshColliders are computationaly intensive and need baking. It is not reasonbly possible to update such a collider each frame.
+Try replace your MeshCollider by sowing primitive colliders that fit in the shape.
+
+ - My mesh seems broken
+The MeshBender only bend along X axis. Your mesh is probably not oriented this way. You can specify a rotation (see ExemplePipe)
+
+ - My mesh is twisted
+When the curve goes vertical, you will encounter a gimbal lock effect. That means that in this configuration, Y and X axis are merged and SplineMesh can't decide
+which direction is the "up". By default, the world up is used. In gimbal lock situations (looping for example), you can display the up vector and specify a value.
+See the bridge in the showcase scene for an example.
+ 
+ - Mesh or extrusion generation is slow in the editor
+More vertices means less performances. Try to reduce the vertex count.
+Very long splines can lead to performance issues too. Try many splines with less nodes.

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testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier.meta

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testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/CubicBezierCurve.cs

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+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+
+namespace SplineMesh {
+    /// <summary>
+    /// Mathematical object for cubic Bézier curve definition.
+    /// It is made of two spline nodes which hold the four needed control points : two positions and two directions
+    /// It provides methods to get positions and tangent along the curve, specifying a distance or a ratio, plus the curve length.
+    /// 
+    /// Note that a time of 0.5 and half the total distance won't necessarily define the same curve point as the curve curvature is not linear.
+    /// </summary>
+    [Serializable]
+    public class CubicBezierCurve {
+
+        private const int STEP_COUNT = 30;
+        private const float T_STEP = 1.0f / STEP_COUNT;
+
+        private readonly List<CurveSample> samples = new List<CurveSample>(STEP_COUNT);
+
+        public SplineNode n1, n2;
+
+        /// <summary>
+        /// Length of the curve in world unit.
+        /// </summary>
+        public float Length { get; private set; }
+
+        /// <summary>
+        /// This event is raised when of of the control points has moved.
+        /// </summary>
+        public UnityEvent Changed = new UnityEvent();
+
+        /// <summary>
+        /// Build a new cubic Bézier curve between two given spline node.
+        /// </summary>
+        /// <param name="n1"></param>
+        /// <param name="n2"></param>
+        public CubicBezierCurve(SplineNode n1, SplineNode n2) {
+            this.n1 = n1;
+            this.n2 = n2;
+            n1.Changed += ComputeSamples;
+            n2.Changed += ComputeSamples;
+            ComputeSamples(null, null);
+        }
+
+        /// <summary>
+        /// Change the start node of the curve.
+        /// </summary>
+        /// <param name="n1"></param>
+        public void ConnectStart(SplineNode n1) {
+            this.n1.Changed -= ComputeSamples;
+            this.n1 = n1;
+            n1.Changed += ComputeSamples;
+            ComputeSamples(null, null);
+        }
+
+        /// <summary>
+        /// Change the end node of the curve.
+        /// </summary>
+        /// <param name="n2"></param>
+        public void ConnectEnd(SplineNode n2) {
+            this.n2.Changed -= ComputeSamples;
+            this.n2 = n2;
+            n2.Changed += ComputeSamples;
+            ComputeSamples(null, null);
+        }
+
+        /// <summary>
+        /// Convinent method to get the third control point of the curve, as the direction of the end spline node indicates the starting tangent of the next curve.
+        /// </summary>
+        /// <returns></returns>
+        public Vector3 GetInverseDirection() {
+            return (2 * n2.Position) - n2.Direction;
+        }
+
+        /// <summary>
+        /// Returns point on curve at given time. Time must be between 0 and 1.
+        /// </summary>
+        /// <param name="t"></param>
+        /// <returns></returns>
+        private Vector3 GetLocation(float t) {
+            float omt = 1f - t;
+            float omt2 = omt * omt;
+            float t2 = t * t;
+            return
+                n1.Position * (omt2 * omt) +
+                n1.Direction * (3f * omt2 * t) +
+                GetInverseDirection() * (3f * omt * t2) +
+                n2.Position * (t2 * t);
+        }
+
+        /// <summary>
+        /// Returns tangent of curve at given time. Time must be between 0 and 1.
+        /// </summary>
+        /// <param name="t"></param>
+        /// <returns></returns>
+        private Vector3 GetTangent(float t) {
+            float omt = 1f - t;
+            float omt2 = omt * omt;
+            float t2 = t * t;
+            Vector3 tangent =
+                n1.Position * (-omt2) +
+                n1.Direction * (3 * omt2 - 2 * omt) +
+                GetInverseDirection() * (-3 * t2 + 2 * t) +
+                n2.Position * (t2);
+            return tangent.normalized;
+        }
+
+        private Vector3 GetUp(float t) {
+            return Vector3.Lerp(n1.Up, n2.Up, t);
+        }
+
+        private Vector2 GetScale(float t) {
+            return Vector2.Lerp(n1.Scale, n2.Scale, t);
+        }
+
+        private float GetRoll(float t) {
+            return Mathf.Lerp(n1.Roll, n2.Roll, t);
+        }
+
+        private void ComputeSamples(object sender, EventArgs e) {
+            samples.Clear();
+            Length = 0;
+            Vector3 previousPosition = GetLocation(0);
+            for (float t = 0; t < 1; t += T_STEP) {
+                Vector3 position = GetLocation(t);
+                Length += Vector3.Distance(previousPosition, position);
+                previousPosition = position;
+                samples.Add(CreateSample(Length, t));
+            }
+            Length += Vector3.Distance(previousPosition, GetLocation(1));
+            samples.Add(CreateSample(Length, 1));
+
+            if (Changed != null) Changed.Invoke();
+        }
+
+        private CurveSample CreateSample(float distance, float time) {
+            return new CurveSample(
+                GetLocation(time),
+                GetTangent(time),
+                GetUp(time),
+                GetScale(time),
+                GetRoll(time),
+                distance,
+                time,
+                this);
+        }
+
+        /// <summary>
+        /// Returns an interpolated sample of the curve, containing all curve data at this time.
+        /// </summary>
+        /// <param name="time"></param>
+        /// <returns></returns>
+        public CurveSample GetSample(float time) {
+            AssertTimeInBounds(time);
+            CurveSample previous = samples[0];
+            CurveSample next = default(CurveSample);
+            bool found = false;
+            foreach (CurveSample cp in samples) {
+                if (cp.timeInCurve >= time) {
+                    next = cp;
+                    found = true;
+                    break;
+                }
+                previous = cp;
+            }
+            if (!found) throw new Exception("Can't find curve samples.");
+            float t = next == previous ? 0 : (time - previous.timeInCurve) / (next.timeInCurve - previous.timeInCurve);
+
+            return CurveSample.Lerp(previous, next, t);
+        }
+
+        /// <summary>
+        /// Returns an interpolated sample of the curve, containing all curve data at this distance.
+        /// </summary>
+        /// <param name="d"></param>
+        /// <returns></returns>
+        public CurveSample GetSampleAtDistance(float d) {
+            if (d < 0 || d > Length)
+                throw new ArgumentException("Distance must be positive and less than curve length. Length = " + Length + ", given distance was " + d);
+
+            CurveSample previous = samples[0];
+            CurveSample next = default(CurveSample);
+            bool found = false;
+            foreach (CurveSample cp in samples) {
+                if (cp.distanceInCurve >= d) {
+                    next = cp;
+                    found = true;
+                    break;
+                }
+                previous = cp;
+            }
+            if (!found) throw new Exception("Can't find curve samples.");
+            float t = next == previous ? 0 : (d - previous.distanceInCurve) / (next.distanceInCurve - previous.distanceInCurve);
+
+            return CurveSample.Lerp(previous, next, t);
+        }
+
+        private static void AssertTimeInBounds(float time) {
+            if (time < 0 || time > 1) throw new ArgumentException("Time must be between 0 and 1 (was " + time + ").");
+        }
+
+        public CurveSample GetProjectionSample(Vector3 pointToProject) {
+            float minSqrDistance = float.PositiveInfinity;
+            int closestIndex = -1;
+            int i = 0;
+            foreach (var sample in samples) {
+                float sqrDistance = (sample.location - pointToProject).sqrMagnitude;
+                if (sqrDistance < minSqrDistance) {
+                    minSqrDistance = sqrDistance;
+                    closestIndex = i;
+                }
+                i++;
+            }
+            CurveSample previous, next;
+            if(closestIndex == 0) {
+                previous = samples[closestIndex];
+                next = samples[closestIndex + 1];
+            } else if(closestIndex == samples.Count - 1) {
+                previous = samples[closestIndex - 1];
+                next = samples[closestIndex];
+            } else {
+                var toPreviousSample = (pointToProject - samples[closestIndex - 1].location).sqrMagnitude;
+                var toNextSample = (pointToProject - samples[closestIndex + 1].location).sqrMagnitude;
+                if (toPreviousSample < toNextSample) {
+                    previous = samples[closestIndex - 1];
+                    next = samples[closestIndex];
+                } else {
+                    previous = samples[closestIndex];
+                    next = samples[closestIndex + 1];
+                }
+            }
+
+            var onCurve = Vector3.Project(pointToProject - previous.location, next.location - previous.location) + previous.location;
+            var rate = (onCurve - previous.location).sqrMagnitude / (next.location - previous.location).sqrMagnitude;
+            rate = Mathf.Clamp(rate, 0, 1);
+            var result = CurveSample.Lerp(previous, next, rate);
+            return result;
+        }
+    }
+}

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