EdAnimationCurve.cs 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using System;
  4. using BansheeEngine;
  5. namespace BansheeEditor
  6. {
  7. internal enum TangentType
  8. {
  9. In = 1 << 0,
  10. Out = 1 << 1
  11. }
  12. [Flags]
  13. internal enum TangentMode
  14. {
  15. Auto = 0,
  16. InAuto = TangentType.In | 1 << 2,
  17. InFree = TangentType.In | 1 << 3,
  18. InLinear = TangentType.In | 1 << 4,
  19. InStep = TangentType.In | 1 << 5,
  20. OutAuto = TangentType.Out | 1 << 6,
  21. OutFree = TangentType.Out | 1 << 7,
  22. OutLinear = TangentType.Out | 1 << 8,
  23. OutStep = TangentType.Out | 1 << 9,
  24. Free = 1 << 10,
  25. }
  26. internal class EdAnimationCurve
  27. {
  28. private AnimationCurve native;
  29. private KeyFrame[] keyFrames;
  30. private TangentMode[] tangentModes;
  31. public TangentMode[] TangentModes
  32. {
  33. get { return tangentModes; }
  34. }
  35. public KeyFrame[] KeyFrames
  36. {
  37. get { return keyFrames; }
  38. }
  39. internal EdAnimationCurve()
  40. {
  41. keyFrames = new KeyFrame[0];
  42. native = new AnimationCurve(keyFrames);
  43. tangentModes = new TangentMode[0];
  44. }
  45. // Tangent modes should match number of curve keyframes
  46. internal EdAnimationCurve(AnimationCurve native, TangentMode[] tangentModes)
  47. {
  48. this.native = native;
  49. keyFrames = native.KeyFrames;
  50. this.tangentModes = new TangentMode[keyFrames.Length];
  51. if (tangentModes != null)
  52. {
  53. int numTangents = Math.Min(keyFrames.Length, tangentModes.Length);
  54. Array.Copy(tangentModes, this.tangentModes, numTangents);
  55. }
  56. Apply();
  57. }
  58. /// <summary>
  59. /// Evaluate the animation curve at the specified time.
  60. /// </summary>
  61. /// <param name="time">Time to evaluate the curve at. </param>
  62. /// <param name="loop">If true the curve will loop when it goes past the end or beggining. Otherwise the curve
  63. /// value will be clamped.</param>
  64. /// <returns>Interpolated value from the curve at provided time.</returns>
  65. internal float Evaluate(float time, bool loop = true)
  66. {
  67. return native.Evaluate(time, loop);
  68. }
  69. internal void AddKeyframe(float time, float value)
  70. {
  71. AddKeyframe(time, value, TangentMode.Auto);
  72. }
  73. internal void AddKeyframe(float time, float value, TangentMode tangentMode)
  74. {
  75. KeyFrame[] newKeyFrames = new KeyFrame[keyFrames.Length + 1];
  76. newKeyFrames[newKeyFrames.Length - 1].time = float.PositiveInfinity;
  77. TangentMode[] newTangentModes = new TangentMode[tangentModes.Length + 1];
  78. int insertIdx = keyFrames.Length;
  79. for (int i = 0; i < keyFrames.Length; i++)
  80. {
  81. if (time < keyFrames[i].time)
  82. {
  83. insertIdx = i;
  84. break;
  85. }
  86. }
  87. Array.Copy(keyFrames, newKeyFrames, insertIdx);
  88. Array.Copy(tangentModes, newTangentModes, insertIdx);
  89. KeyFrame keyFrame = new KeyFrame();
  90. keyFrame.time = time;
  91. keyFrame.value = value;
  92. newKeyFrames[insertIdx] = keyFrame;
  93. newTangentModes[insertIdx] = tangentMode;
  94. if (insertIdx < keyFrames.Length)
  95. {
  96. int remaining = keyFrames.Length - insertIdx;
  97. Array.Copy(keyFrames, insertIdx, newKeyFrames, insertIdx + 1, remaining);
  98. Array.Copy(tangentModes, insertIdx, newTangentModes, insertIdx + 1, remaining);
  99. }
  100. tangentModes = newTangentModes;
  101. keyFrames = newKeyFrames;
  102. }
  103. internal void RemoveKeyframe(int index)
  104. {
  105. if (index < 0 || index >= KeyFrames.Length)
  106. return;
  107. KeyFrame[] newKeyFrames = new KeyFrame[KeyFrames.Length - 1];
  108. TangentMode[] newTangentModes = new TangentMode[tangentModes.Length - 1];
  109. Array.Copy(KeyFrames, newKeyFrames, index);
  110. Array.Copy(tangentModes, newTangentModes, index);
  111. if (index < newKeyFrames.Length)
  112. {
  113. int remaining = newKeyFrames.Length - index;
  114. Array.Copy(KeyFrames, index + 1, newKeyFrames, index, remaining);
  115. Array.Copy(tangentModes, index + 1, newTangentModes, index, remaining);
  116. }
  117. tangentModes = newTangentModes;
  118. keyFrames = newKeyFrames;
  119. }
  120. // Updates key-frame value and returns new keyframe index
  121. internal int UpdateKeyframe(int index, float time, float value)
  122. {
  123. if (index < 0 || index >= keyFrames.Length)
  124. return -1;
  125. keyFrames[index].time = time;
  126. keyFrames[index].value = value;
  127. // Check if key moved before or after other keys. Animation curve automatically sorts
  128. // keys and if this happens our key indices will change. So we sort it here and modify
  129. // indices.
  130. int currentKeyIndex = index;
  131. int prevKeyIdx = currentKeyIndex - 1;
  132. while (prevKeyIdx >= 0)
  133. {
  134. if (time >= keyFrames[prevKeyIdx].time)
  135. break;
  136. KeyFrame temp = keyFrames[prevKeyIdx];
  137. keyFrames[prevKeyIdx] = keyFrames[currentKeyIndex];
  138. keyFrames[currentKeyIndex] = temp;
  139. TangentMode tempMode = tangentModes[prevKeyIdx];
  140. tangentModes[prevKeyIdx] = tangentModes[currentKeyIndex];
  141. tangentModes[currentKeyIndex] = tempMode;
  142. currentKeyIndex = prevKeyIdx;
  143. prevKeyIdx--;
  144. }
  145. int nextKeyIdx = currentKeyIndex + 1;
  146. while (nextKeyIdx < keyFrames.Length)
  147. {
  148. if (time <= keyFrames[nextKeyIdx].time)
  149. break;
  150. KeyFrame temp = keyFrames[nextKeyIdx];
  151. keyFrames[nextKeyIdx] = keyFrames[currentKeyIndex];
  152. keyFrames[currentKeyIndex] = temp;
  153. TangentMode tempMode = tangentModes[nextKeyIdx];
  154. tangentModes[nextKeyIdx] = tangentModes[currentKeyIndex];
  155. tangentModes[currentKeyIndex] = tempMode;
  156. currentKeyIndex = nextKeyIdx;
  157. nextKeyIdx++;
  158. }
  159. return currentKeyIndex;
  160. }
  161. internal void SetTangentMode(int index, TangentMode mode)
  162. {
  163. if (index < 0 || index >= tangentModes.Length)
  164. return;
  165. tangentModes[index] = mode;
  166. }
  167. internal static Vector2 TangentToNormal(float tangent)
  168. {
  169. if(tangent == float.PositiveInfinity)
  170. return new Vector2(0, 1);
  171. Vector2 normal = new Vector2(1, tangent);
  172. return Vector2.Normalize(normal);
  173. }
  174. internal static float NormalToTangent(Vector2 normal)
  175. {
  176. // We know the X value must be one, use that to deduce pre-normalized length
  177. float length = 1/normal.x;
  178. // Use length to deduce the tangent (y coordinate)
  179. return MathEx.Sqrt(length*length - 1) * MathEx.Sign(normal.y);
  180. }
  181. internal void Apply()
  182. {
  183. Array.Sort(keyFrames, (x, y) =>
  184. {
  185. return x.time.CompareTo(y.time);
  186. });
  187. UpdateTangents();
  188. native.KeyFrames = keyFrames;
  189. }
  190. private void UpdateTangents()
  191. {
  192. if (keyFrames.Length == 0)
  193. return;
  194. if (keyFrames.Length == 1)
  195. {
  196. keyFrames[0].inTangent = 0.0f;
  197. keyFrames[0].outTangent = 0.0f;
  198. return;
  199. }
  200. // First keyframe
  201. {
  202. KeyFrame keyThis = keyFrames[0];
  203. KeyFrame keyNext = keyFrames[1];
  204. keyThis.inTangent = 0.0f;
  205. TangentMode tangentMode = tangentModes[0];
  206. if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.OutAuto) || tangentMode.HasFlag(TangentMode.OutLinear))
  207. {
  208. float diff = keyNext.time - keyThis.time;
  209. if(!MathEx.ApproxEquals(diff, 0.0f))
  210. keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
  211. else
  212. keyThis.outTangent = float.PositiveInfinity;
  213. }
  214. else if (tangentMode.HasFlag(TangentMode.OutStep))
  215. {
  216. keyThis.outTangent = float.PositiveInfinity;
  217. }
  218. keyFrames[0] = keyThis;
  219. }
  220. // Inner keyframes
  221. for(int i = 1; i < keyFrames.Length - 1; i++)
  222. {
  223. KeyFrame keyPrev = keyFrames[i - 1];
  224. KeyFrame keyThis = keyFrames[i];
  225. KeyFrame keyNext = keyFrames[i + 1];
  226. keyThis.inTangent = 0.0f;
  227. TangentMode tangentMode = tangentModes[i];
  228. if (tangentMode == TangentMode.Auto) // Both automatic
  229. {
  230. float diff = keyNext.time - keyPrev.time;
  231. if (!MathEx.ApproxEquals(diff, 0.0f))
  232. keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
  233. else
  234. keyThis.outTangent = float.PositiveInfinity;
  235. keyThis.inTangent = keyThis.outTangent;
  236. }
  237. else if (tangentMode == TangentMode.Free) // Both free
  238. {
  239. keyThis.inTangent = keyThis.outTangent;
  240. }
  241. else // Different per-tangent modes
  242. {
  243. // In tangent
  244. if (tangentMode.HasFlag(TangentMode.InAuto))
  245. {
  246. float diff = keyNext.time - keyPrev.time;
  247. if (!MathEx.ApproxEquals(diff, 0.0f))
  248. keyThis.inTangent = (keyNext.value - keyPrev.value)/diff;
  249. else
  250. keyThis.inTangent = float.PositiveInfinity;
  251. }
  252. else if (tangentMode.HasFlag(TangentMode.InLinear))
  253. {
  254. float diff = keyThis.time - keyPrev.time;
  255. if (!MathEx.ApproxEquals(diff, 0.0f))
  256. keyThis.inTangent = (keyThis.value - keyPrev.value) / diff;
  257. else
  258. keyThis.inTangent = float.PositiveInfinity;
  259. }
  260. else if (tangentMode.HasFlag(TangentMode.InStep))
  261. {
  262. keyThis.inTangent = float.PositiveInfinity;
  263. }
  264. // Out tangent
  265. if (tangentMode.HasFlag(TangentMode.OutAuto))
  266. {
  267. float diff = keyNext.time - keyPrev.time;
  268. if (!MathEx.ApproxEquals(diff, 0.0f))
  269. keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
  270. else
  271. keyThis.outTangent = float.PositiveInfinity;
  272. }
  273. else if (tangentMode.HasFlag(TangentMode.OutLinear))
  274. {
  275. float diff = keyNext.time - keyThis.time;
  276. if (!MathEx.ApproxEquals(diff, 0.0f))
  277. keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
  278. else
  279. keyThis.outTangent = float.PositiveInfinity;
  280. }
  281. else if (tangentMode.HasFlag(TangentMode.OutStep))
  282. {
  283. keyThis.outTangent = float.PositiveInfinity;
  284. }
  285. }
  286. keyFrames[i] = keyThis;
  287. }
  288. // Last keyframe
  289. {
  290. KeyFrame keyThis = keyFrames[keyFrames.Length - 1];
  291. KeyFrame keyPrev = keyFrames[keyFrames.Length - 2];
  292. keyThis.outTangent = 0.0f;
  293. TangentMode tangentMode = tangentModes[tangentModes.Length - 1];
  294. if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.InAuto) || tangentMode.HasFlag(TangentMode.InLinear))
  295. {
  296. float diff = keyThis.time - keyPrev.time;
  297. if (!MathEx.ApproxEquals(diff, 0.0f))
  298. keyThis.inTangent = (keyThis.value - keyPrev.value)/diff;
  299. else
  300. keyThis.inTangent = float.PositiveInfinity;
  301. }
  302. else if (tangentMode.HasFlag(TangentMode.InStep))
  303. {
  304. keyThis.inTangent = float.PositiveInfinity;
  305. }
  306. keyFrames[keyFrames.Length - 1] = keyThis;
  307. }
  308. }
  309. }
  310. internal struct KeyframeRef
  311. {
  312. public KeyframeRef(int curveIdx, int keyIdx)
  313. {
  314. this.curveIdx = curveIdx;
  315. this.keyIdx = keyIdx;
  316. }
  317. public int curveIdx;
  318. public int keyIdx;
  319. }
  320. internal struct TangentRef
  321. {
  322. public TangentRef(KeyframeRef keyframeRef, TangentType type)
  323. {
  324. this.keyframeRef = keyframeRef;
  325. this.type = type;
  326. }
  327. public KeyframeRef keyframeRef;
  328. public TangentType type;
  329. }
  330. }