//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Collections.Generic;
using BansheeEngine;
namespace BansheeEditor
{
/** @addtogroup AnimationEditor
* @{
*/
///
/// Draws one or multiple curves over the specified physical area. User can specify horizontal and vertical range to
/// display, as well as physical size of the GUI area.
///
internal class GUICurveDrawing : GUITimelineBase
{
private const int LINE_SPLIT_WIDTH = 2;
private const int TANGENT_LINE_DISTANCE = 30;
private static readonly Color COLOR_MID_GRAY = new Color(90.0f / 255.0f, 90.0f / 255.0f, 90.0f / 255.0f, 1.0f);
private static readonly Color COLOR_DARK_GRAY = new Color(40.0f / 255.0f, 40.0f / 255.0f, 40.0f / 255.0f, 1.0f);
private CurveDrawInfo[] curveInfos;
private bool[][] selectedKeyframes;
private float yRange = 20.0f;
private float yOffset;
private GUIGraphTicks tickHandler;
///
/// Creates a new curve drawing GUI element.
///
/// Layout into which to add the GUI element.
/// Width of the element in pixels.
/// Height of the element in pixels.
/// Initial set of curves to display.
public GUICurveDrawing(GUILayout layout, int width, int height, CurveDrawInfo[] curveInfos)
:base(layout, width, height)
{
tickHandler = new GUIGraphTicks(GUITickStepType.Time);
this.curveInfos = curveInfos;
ClearSelectedKeyframes(); // Makes sure the array is initialized
}
///
/// Change the set of curves to display.
///
/// New set of curves to draw on the GUI element.
public void SetCurves(CurveDrawInfo[] curveInfos)
{
this.curveInfos = curveInfos;
}
///
/// Changes the visible range that the GUI element displays.
///
/// Range of the horizontal area. Displayed area will range from [0, xRange].
/// Range of the vertical area. Displayed area will range from
/// [-yRange * 0.5, yRange * 0.5]
public void SetRange(float xRange, float yRange)
{
SetRange(xRange);
this.yRange = yRange;
}
///
/// Returns the offset at which the displayed timeline values start at.
///
/// Value to start the timeline values at.
public void SetOffset(Vector2 offset)
{
SetOffset(offset.x);
yOffset = offset.y;
}
///
/// Marks the specified key-frame as selected, changing the way it is displayed.
///
/// Keyframe reference containing the curve and keyframe index.
/// True to select it, false to deselect it.
public void SelectKeyframe(KeyframeRef keyframeRef, bool selected)
{
if (selectedKeyframes == null)
return;
if (keyframeRef.curveIdx < 0 || keyframeRef.curveIdx >= selectedKeyframes.Length)
return;
if (keyframeRef.keyIdx < 0 || keyframeRef.keyIdx >= selectedKeyframes[keyframeRef.curveIdx].Length)
return;
selectedKeyframes[keyframeRef.curveIdx][keyframeRef.keyIdx] = selected;
}
///
/// Clears any key-frames that were marked as selected.
///
public void ClearSelectedKeyframes()
{
selectedKeyframes = new bool[curveInfos.Length][];
for (int i = 0; i < curveInfos.Length; i++)
{
KeyFrame[] keyframes = curveInfos[i].curve.KeyFrames;
selectedKeyframes[i] = new bool[keyframes.Length];
}
}
///
/// Attempts to find a keyframe under the provided coordinates.
///
/// Coordinates relative to this GUI element in pixels.
/// Output object containing keyframe index and index of the curve it belongs to. Only valid
/// if method returns true.
/// True if there is a keyframe under the coordinates, false otherwise.
public bool FindKeyFrame(Vector2I pixelCoords, out KeyframeRef keyframe)
{
keyframe = new KeyframeRef();
float nearestDistance = float.MaxValue;
for (int i = 0; i < curveInfos.Length; i++)
{
EdAnimationCurve curve = curveInfos[i].curve;
KeyFrame[] keyframes = curve.KeyFrames;
for (int j = 0; j < keyframes.Length; j++)
{
Vector2 keyframeCurveCoords = new Vector2(keyframes[j].time, keyframes[j].value);
Vector2I keyframeCoords = CurveToPixelSpace(keyframeCurveCoords);
float distanceToKey = Vector2I.Distance(pixelCoords, keyframeCoords);
if (distanceToKey < nearestDistance)
{
nearestDistance = distanceToKey;
keyframe.keyIdx = j;
keyframe.curveIdx = i;
}
}
}
// We're not near any keyframe
if (nearestDistance > 5.0f)
return false;
return true;
}
///
/// Attempts to find a a tangent handle under the provided coordinates.
///
/// Coordinates relative to this GUI element in pixels.
/// Output object containing keyframe information and tangent type. Only valid if method
/// returns true.
/// True if there is a tangent handle under the coordinates, false otherwise.
public bool FindTangent(Vector2I pixelCoords, out TangentRef tangent)
{
tangent = new TangentRef();
float nearestDistance = float.MaxValue;
for (int i = 0; i < curveInfos.Length; i++)
{
EdAnimationCurve curve = curveInfos[i].curve;
KeyFrame[] keyframes = curve.KeyFrames;
for (int j = 0; j < keyframes.Length; j++)
{
if (!IsSelected(i, j))
continue;
TangentMode tangentMode = curve.TangentModes[j];
if (IsTangentDisplayed(tangentMode, TangentType.In))
{
Vector2I tangentCoords = GetTangentPosition(keyframes[j], TangentType.In);
float distanceToHandle = Vector2I.Distance(pixelCoords, tangentCoords);
if (distanceToHandle < nearestDistance)
{
nearestDistance = distanceToHandle;
tangent.keyframeRef.keyIdx = j;
tangent.keyframeRef.curveIdx = i;
tangent.type = TangentType.In;
}
; }
if (IsTangentDisplayed(tangentMode, TangentType.Out))
{
Vector2I tangentCoords = GetTangentPosition(keyframes[j], TangentType.Out);
float distanceToHandle = Vector2I.Distance(pixelCoords, tangentCoords);
if (distanceToHandle < nearestDistance)
{
nearestDistance = distanceToHandle;
tangent.keyframeRef.keyIdx = j;
tangent.keyframeRef.curveIdx = i;
tangent.type = TangentType.Out;
}
}
}
}
// We're not near any keyframe
if (nearestDistance > 5.0f)
return false;
return true;
}
///
/// Converts pixel coordinates into coordinates in curve space.
///
/// Coordinates relative to this GUI element, in pixels.
/// Curve coordinates within the range as specified by . Only
/// valid when function returns true.
/// Determines should coordinates over padding be registered.
/// True if the coordinates are within the curve area, false otherwise.
public bool PixelToCurveSpace(Vector2I pixelCoords, out Vector2 curveCoords, bool padding = false)
{
Rect2I bounds = canvas.Bounds;
bool outsideHorizontal;
if (padding)
outsideHorizontal = pixelCoords.x < bounds.x || pixelCoords.x >= (bounds.x + bounds.width);
else
outsideHorizontal = pixelCoords.x < (bounds.x + PADDING) || pixelCoords.x >= (bounds.x + bounds.width - PADDING);
// Check if outside of curve drawing bounds
if (outsideHorizontal || pixelCoords.y < bounds.y || pixelCoords.y >= (bounds.y + bounds.height))
{
curveCoords = new Vector2();
return false;
}
// Find time and value of the place under the coordinates
Vector2I relativeCoords = pixelCoords - new Vector2I(bounds.x + PADDING, bounds.y);
float lengthPerPixel = GetRange() / drawableWidth;
float heightPerPixel = yRange / height;
float centerOffset = yRange / 2.0f;
float t = rangeOffset + relativeCoords.x * lengthPerPixel;
float value = yOffset + centerOffset - relativeCoords.y * heightPerPixel;
curveCoords = new Vector2();
curveCoords.x = t;
curveCoords.y = value;
return true;
}
///
/// Converts coordinate in curve space (time, value) into pixel coordinates relative to this element's origin.
///
/// Time and value of the location to convert.
/// Coordinates relative to this element's origin, in pixels.
public Vector2I CurveToPixelSpace(Vector2 curveCoords)
{
int heightOffset = height / 2; // So that y = 0 is at center of canvas
Vector2 relativeCurveCoords = curveCoords - new Vector2(rangeOffset, yOffset);
Vector2I pixelCoords = new Vector2I();
pixelCoords.x = (int)((relativeCurveCoords.x / GetRange()) * drawableWidth) + PADDING;
pixelCoords.y = heightOffset - (int)((relativeCurveCoords.y / yRange) * height);
return pixelCoords;
}
///
/// Generates a unique color based on the provided index.
///
/// Index to use for generating a color. Should be less than 30 in order to guarantee reasonably
/// different colors.
/// Unique color.
public static Color GetUniqueColor(int idx)
{
const int COLOR_SPACING = 359 / 15;
float hue = ((idx * COLOR_SPACING) % 359) / 359.0f;
return Color.HSV2RGB(new Color(hue, 175.0f / 255.0f, 175.0f / 255.0f));
}
///
/// Draws a vertical frame marker on the curve area.
///
/// Time at which to draw the marker.
/// Color with which to draw the marker.
/// Determines should the marker be drawn above or below the curve.
private void DrawFrameMarker(float t, Color color, bool onTop)
{
int xPos = (int)(((t - rangeOffset) / GetRange()) * drawableWidth) + PADDING;
Vector2I start = new Vector2I(xPos, 0);
Vector2I end = new Vector2I(xPos, height);
byte depth;
if (onTop)
depth = 110;
else
depth = 128;
canvas.DrawLine(start, end, color, depth);
}
///
/// Draws a horizontal line representing the line at y = 0.
///
private void DrawCenterLine()
{
Vector2I center = CurveToPixelSpace(new Vector2(0.0f, 0.0f));
Vector2I start = new Vector2I(0, center.y);
Vector2I end = new Vector2I(width, center.y);
canvas.DrawLine(start, end, COLOR_DARK_GRAY);
}
///
/// Draws a diamond shape of the specified size at the coordinates.
///
/// Position at which to place the diamond's center, in pixel coordinates.
/// Determines number of pixels to extend the diamond in each direction.
/// Color of the diamond's background.
/// Color of the diamond's outline.
private void DrawDiamond(Vector2I center, int size, Color innerColor, Color outerColor)
{
Vector2I a = new Vector2I(center.x - size, center.y);
Vector2I b = new Vector2I(center.x, center.y - size);
Vector2I c = new Vector2I(center.x + size, center.y);
Vector2I d = new Vector2I(center.x, center.y + size);
// Draw diamond shape
Vector2I[] linePoints = new Vector2I[] { a, b, c, d, a };
Vector2I[] trianglePoints = new Vector2I[] { b, c, a, d };
canvas.DrawTriangleStrip(trianglePoints, innerColor, 101);
canvas.DrawPolyLine(linePoints, outerColor, 100);
}
///
/// Draws a keyframe a the specified time and value.
///
/// Time to draw the keyframe at.
/// Y value to draw the keyframe at.
/// Determines should the keyframe be drawing using the selected color scheme, or normally.
///
private void DrawKeyframe(float t, float y, bool selected)
{
Vector2I pixelCoords = CurveToPixelSpace(new Vector2(t, y));
if (selected)
DrawDiamond(pixelCoords, 3, Color.White, Color.BansheeOrange);
else
DrawDiamond(pixelCoords, 3, Color.White, Color.Black);
}
///
/// Draws zero, one or two tangents for the specified keyframe. Whether tangents are drawn depends on the provided
/// mode.
///
/// Keyframe to draw the tangents for.
/// Type of tangents in the keyframe.
private void DrawTangents(KeyFrame keyFrame, TangentMode tangentMode)
{
Vector2I keyframeCoords = CurveToPixelSpace(new Vector2(keyFrame.time, keyFrame.value));
if (IsTangentDisplayed(tangentMode, TangentType.In))
{
Vector2I tangentCoords = GetTangentPosition(keyFrame, TangentType.In);
canvas.DrawLine(keyframeCoords, tangentCoords, Color.LightGray);
DrawDiamond(tangentCoords, 2, Color.Green, Color.Black);
}
if (IsTangentDisplayed(tangentMode, TangentType.Out))
{
Vector2I tangentCoords = GetTangentPosition(keyFrame, TangentType.Out);
canvas.DrawLine(keyframeCoords, tangentCoords, Color.LightGray);
DrawDiamond(tangentCoords, 2, Color.Green, Color.Black);
}
}
///
/// Returns the position of the tangent, in element's pixel space.
///
/// Keyframe that the tangent belongs to.
/// Which tangent to retrieve the position for.
/// Position of the tangent, relative to the this GUI element's origin, in pixels.
private Vector2I GetTangentPosition(KeyFrame keyFrame, TangentType type)
{
Vector2I position = CurveToPixelSpace(new Vector2(keyFrame.time, keyFrame.value));
Vector2 normal;
if (type == TangentType.In)
normal = -EdAnimationCurve.TangentToNormal(keyFrame.inTangent);
else
normal = EdAnimationCurve.TangentToNormal(keyFrame.outTangent);
// X/Y ranges aren't scaled 1:1, adjust normal accordingly
normal.x /= GetRange();
normal.y /= yRange;
normal = Vector2.Normalize(normal);
// Convert normal (in percentage) to pixel values
Vector2I offset = new Vector2I((int)(normal.x * TANGENT_LINE_DISTANCE),
(int)(-normal.y * TANGENT_LINE_DISTANCE));
return position + offset;
}
///
/// Checks if the tangent should be displayed, depending on the active tangent mode.
///
/// Tangent mode for the keyframe.
/// Which tangent to check for.
/// True if the tangent should be displayed.
private bool IsTangentDisplayed(TangentMode mode, TangentType type)
{
if (mode == TangentMode.Auto)
return false;
else if (mode == TangentMode.Free)
return true;
if (type == TangentType.In)
return mode.HasFlag(TangentMode.InFree);
else
return mode.HasFlag(TangentMode.OutFree);
}
///
/// Rebuilds the internal GUI elements. Should be called whenever timeline properties change.
///
public override void Rebuild()
{
canvas.Clear();
if (curveInfos == null)
return;
tickHandler.SetRange(rangeOffset, rangeOffset + GetRange(true), drawableWidth + PADDING);
// Draw vertical frame markers
int numTickLevels = tickHandler.NumLevels;
for (int i = numTickLevels - 1; i >= 0; i--)
{
float[] ticks = tickHandler.GetTicks(i);
float strength = tickHandler.GetLevelStrength(i);
for (int j = 0; j < ticks.Length; j++)
{
Color color = COLOR_DARK_GRAY;
color.a *= strength;
DrawFrameMarker(ticks[j], color, false);
}
}
// Draw center line
DrawCenterLine();
// Draw curves
int curveIdx = 0;
foreach (var curveInfo in curveInfos)
{
DrawCurve(curveInfo.curve, curveInfo.color);
// Draw keyframes
KeyFrame[] keyframes = curveInfo.curve.KeyFrames;
for (int i = 0; i < keyframes.Length; i++)
{
bool isSelected = IsSelected(curveIdx, i);
DrawKeyframe(keyframes[i].time, keyframes[i].value, isSelected);
if (isSelected)
DrawTangents(keyframes[i], curveInfo.curve.TangentModes[i]);
}
curveIdx++;
}
// Draw selected frame marker
if (markedFrameIdx != -1)
DrawFrameMarker(GetTimeForFrame(markedFrameIdx), Color.BansheeOrange, true);
}
///
/// Checks is the provided key-frame currently marked as selected.
///
/// Index of the curve the keyframe is on.
/// Index of the keyframe.
/// True if selected, false otherwise.
private bool IsSelected(int curveIdx, int keyIdx)
{
if (selectedKeyframes == null)
return false;
if (curveIdx < 0 || curveIdx >= selectedKeyframes.Length)
return false;
if (keyIdx < 0 || keyIdx >= selectedKeyframes[curveIdx].Length)
return false;
return selectedKeyframes[curveIdx][keyIdx];
}
///
/// Draws the curve using the provided color.
///
/// Curve to draw within the currently set range.
/// Color to draw the curve with.
private void DrawCurve(EdAnimationCurve curve, Color color)
{
float range = GetRange();
float lengthPerPixel = range / drawableWidth;
KeyFrame[] keyframes = curve.KeyFrames;
if (keyframes.Length <= 0)
return;
// Draw start line
{
float curveStart = MathEx.Clamp(keyframes[0].time, 0.0f, range);
float curveValue = curve.Evaluate(0.0f, false);
Vector2I start = CurveToPixelSpace(new Vector2(0.0f, curveValue));
start.x -= GUIGraphTime.PADDING;
Vector2I end = CurveToPixelSpace(new Vector2(curveStart, curveValue));
canvas.DrawLine(start, end, COLOR_MID_GRAY);
}
List linePoints = new List();
// Draw in between keyframes
for (int i = 0; i < keyframes.Length - 1; i++)
{
float start = MathEx.Clamp(keyframes[i].time, 0.0f, range);
float end = MathEx.Clamp(keyframes[i + 1].time, 0.0f, range);
bool isStep = keyframes[i].outTangent == float.PositiveInfinity ||
keyframes[i + 1].inTangent == float.PositiveInfinity;
// If step tangent, draw the required lines without sampling, as the sampling will miss the step
if (isStep)
{
float startValue = curve.Evaluate(start, false);
float endValue = curve.Evaluate(end, false);
linePoints.Add(CurveToPixelSpace(new Vector2(start, startValue)));
linePoints.Add(CurveToPixelSpace(new Vector2(end, startValue)));
linePoints.Add(CurveToPixelSpace(new Vector2(end, endValue)));
}
else // Draw normally
{
float timeIncrement = LINE_SPLIT_WIDTH*lengthPerPixel;
int startPixel = (int)(start / lengthPerPixel);
int endPixel = (int)(end / lengthPerPixel);
int numSplits;
if (startPixel != endPixel)
{
float fNumSplits = (end - start) / timeIncrement;
numSplits = MathEx.CeilToInt(fNumSplits);
timeIncrement = (end - start)/numSplits;
}
else
{
numSplits = 1;
timeIncrement = 0.0f;
}
for (int j = 0; j < numSplits; j++)
{
float t = Math.Min(start + j * timeIncrement, end);
float value = curve.Evaluate(t, false);
linePoints.Add(CurveToPixelSpace(new Vector2(t, value)));
}
}
}
canvas.DrawPolyLine(linePoints.ToArray(), color);
// Draw end line
{
float curveEnd = MathEx.Clamp(keyframes[keyframes.Length - 1].time, 0.0f, range);
float curveValue = curve.Evaluate(range, false);
Vector2I start = CurveToPixelSpace(new Vector2(curveEnd, curveValue));
Vector2I end = new Vector2I(width, start.y);
canvas.DrawLine(start, end, COLOR_MID_GRAY);
}
}
}
///
/// Information necessary to draw a curve.
///
internal struct CurveDrawInfo
{
public CurveDrawInfo(EdAnimationCurve curve, Color color)
{
this.curve = curve;
this.color = color;
}
public EdAnimationCurve curve;
public Color color;
}
/** }@ */
}