EdAnimationCurve.cs 19 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. /** @addtogroup AnimationEditor
  8. * @{
  9. */
  10. /// <summary>
  11. /// Type of tangent on a keyframe in an animation curve.
  12. /// </summary>
  13. internal enum TangentType
  14. {
  15. In = 1 << 0,
  16. Out = 1 << 1
  17. }
  18. /// <summary>
  19. /// Flags that are used for describing how are tangents calculated for a specific keyframe in an animation curve.
  20. /// Modes for "in" and "out" tangents can be combined.
  21. /// </summary>
  22. [Flags]
  23. internal enum TangentMode
  24. {
  25. /// <summary>
  26. /// Both tangents are calculated automatically based on the two surrounding keyframes.
  27. /// </summary>
  28. Auto = 0,
  29. /// <summary>
  30. /// Left tangent is calculated automatically based on the two surrounding keyframes.
  31. /// </summary>
  32. InAuto = TangentType.In | 1 << 2,
  33. /// <summary>
  34. /// Left tangent is manually adjusted by the user.
  35. /// </summary>
  36. InFree = TangentType.In | 1 << 3,
  37. /// <summary>
  38. /// Tangent is calculated automatically based on the previous keyframe.
  39. /// </summary>
  40. InLinear = TangentType.In | 1 << 4,
  41. /// <summary>
  42. /// Tangent is infinite, ensuring there is a instantaneus jump between previous and current keyframe value.
  43. /// </summary>
  44. InStep = TangentType.In | 1 << 5,
  45. /// <summary>
  46. /// Right tangents are calculated automatically based on the two surrounding keyframes.
  47. /// </summary>
  48. OutAuto = TangentType.Out | 1 << 6,
  49. /// <summary>
  50. /// Right tangent is manually adjusted by the user.
  51. /// </summary>
  52. OutFree = TangentType.Out | 1 << 7,
  53. /// <summary>
  54. /// Tangent is calculated automatically based on the next keyframe.
  55. /// </summary>
  56. OutLinear = TangentType.Out | 1 << 8,
  57. /// <summary>
  58. /// Tangent is infinite, ensuring there is a instantaneus jump between current and next keyframe value.
  59. /// </summary>
  60. OutStep = TangentType.Out | 1 << 9,
  61. /// <summary>
  62. /// Both tangents are manually adjusted by the user.
  63. /// </summary>
  64. Free = 1 << 10,
  65. }
  66. /// <summary>
  67. /// <see cref="AnimationCurve"/> wrapper for use in editor only. Allows easier manipulation of animation keyframes, and
  68. /// also stores keyframe tangent modes which are not required for non-editor curves.
  69. /// </summary>
  70. internal class EdAnimationCurve
  71. {
  72. private AnimationCurve native;
  73. private KeyFrame[] keyFrames;
  74. private TangentMode[] tangentModes;
  75. /// <summary>
  76. /// Returns tangent modes for each keyframe. Array is guaranteed to be the same size as <see cref="KeyFrames"/>.
  77. /// If modifying the array values, make sure to call <see cref="Apply"/> to save the changes on the curve.
  78. /// </summary>
  79. public TangentMode[] TangentModes
  80. {
  81. get { return tangentModes; }
  82. }
  83. /// <summary>
  84. /// All keyframes belonging to the animation curve. If modifying the keyframe values, make sure to call
  85. /// <see cref="Apply"/> to save the changes on the curve.
  86. /// </summary>
  87. public KeyFrame[] KeyFrames
  88. {
  89. get { return keyFrames; }
  90. }
  91. /// <summary>
  92. /// Creates a new animation curve with zero keyframes.
  93. /// </summary>
  94. internal EdAnimationCurve()
  95. {
  96. keyFrames = new KeyFrame[0];
  97. native = new AnimationCurve(keyFrames);
  98. tangentModes = new TangentMode[0];
  99. }
  100. /// <summary>
  101. /// Creates a new editor animation curve using an existing animation curve as a basis.
  102. /// </summary>
  103. /// <param name="native">Animation curve to retrieve the keyframes from.</param>
  104. /// <param name="tangentModes">A set of tangent modes for each keyframe. Should be the same size as the number
  105. /// of keyframes in the provided animation. Can be null in which case all keyframes will
  106. /// have tangents set to automatic.</param>
  107. internal EdAnimationCurve(AnimationCurve native, TangentMode[] tangentModes)
  108. {
  109. this.native = native;
  110. keyFrames = native.KeyFrames;
  111. this.tangentModes = new TangentMode[keyFrames.Length];
  112. if (tangentModes != null)
  113. {
  114. int numTangents = Math.Min(keyFrames.Length, tangentModes.Length);
  115. Array.Copy(tangentModes, this.tangentModes, numTangents);
  116. }
  117. Apply();
  118. }
  119. /// <summary>
  120. /// Evaluate the animation curve at the specified time.
  121. /// </summary>
  122. /// <param name="time">Time to evaluate the curve at. </param>
  123. /// <param name="loop">If true the curve will loop when it goes past the end or beggining. Otherwise the curve
  124. /// value will be clamped.</param>
  125. /// <returns>Interpolated value from the curve at provided time.</returns>
  126. internal float Evaluate(float time, bool loop = true)
  127. {
  128. return native.Evaluate(time, loop);
  129. }
  130. /// <summary>
  131. /// Adds a new keyframe to the animation curve. Keyframe will use the automatic tangent mode.
  132. /// </summary>
  133. /// <param name="time">Time at which to add the keyframe.</param>
  134. /// <param name="value">Value of the keyframe.</param>
  135. internal void AddKeyframe(float time, float value)
  136. {
  137. AddKeyframe(time, value, TangentMode.Auto);
  138. }
  139. /// <summary>
  140. /// Adds a new keyframe to the animation curve.
  141. /// </summary>
  142. /// <param name="time">Time at which to add the keyframe.</param>
  143. /// <param name="value">Value of the keyframe.</param>
  144. /// <param name="tangentMode">Tangent mode of the keyframe.</param>
  145. internal void AddKeyframe(float time, float value, TangentMode tangentMode)
  146. {
  147. KeyFrame[] newKeyFrames = new KeyFrame[keyFrames.Length + 1];
  148. newKeyFrames[newKeyFrames.Length - 1].time = float.PositiveInfinity;
  149. TangentMode[] newTangentModes = new TangentMode[tangentModes.Length + 1];
  150. int insertIdx = keyFrames.Length;
  151. for (int i = 0; i < keyFrames.Length; i++)
  152. {
  153. if (time < keyFrames[i].time)
  154. {
  155. insertIdx = i;
  156. break;
  157. }
  158. }
  159. Array.Copy(keyFrames, newKeyFrames, insertIdx);
  160. Array.Copy(tangentModes, newTangentModes, insertIdx);
  161. KeyFrame keyFrame = new KeyFrame();
  162. keyFrame.time = time;
  163. keyFrame.value = value;
  164. newKeyFrames[insertIdx] = keyFrame;
  165. newTangentModes[insertIdx] = tangentMode;
  166. if (insertIdx < keyFrames.Length)
  167. {
  168. int remaining = keyFrames.Length - insertIdx;
  169. Array.Copy(keyFrames, insertIdx, newKeyFrames, insertIdx + 1, remaining);
  170. Array.Copy(tangentModes, insertIdx, newTangentModes, insertIdx + 1, remaining);
  171. }
  172. tangentModes = newTangentModes;
  173. keyFrames = newKeyFrames;
  174. }
  175. /// <summary>
  176. /// Removes a keyframe at the specified index.
  177. /// </summary>
  178. /// <param name="index">Index of the keyframe, referencing the <see cref="KeyFrames"/> array.</param>
  179. internal void RemoveKeyframe(int index)
  180. {
  181. if (index < 0 || index >= KeyFrames.Length)
  182. return;
  183. KeyFrame[] newKeyFrames = new KeyFrame[KeyFrames.Length - 1];
  184. TangentMode[] newTangentModes = new TangentMode[tangentModes.Length - 1];
  185. Array.Copy(KeyFrames, newKeyFrames, index);
  186. Array.Copy(tangentModes, newTangentModes, index);
  187. if (index < newKeyFrames.Length)
  188. {
  189. int remaining = newKeyFrames.Length - index;
  190. Array.Copy(KeyFrames, index + 1, newKeyFrames, index, remaining);
  191. Array.Copy(tangentModes, index + 1, newTangentModes, index, remaining);
  192. }
  193. tangentModes = newTangentModes;
  194. keyFrames = newKeyFrames;
  195. }
  196. /// <summary>
  197. /// Updates key-frame time and value. Since keyframes are ordered by time the index of the keyframe might change,
  198. /// so a new index of the keyframe is returned by this method.
  199. /// </summary>
  200. /// <param name="index">Index of the keyframe to update, referencing the <see cref="KeyFrames"/> array.</param>
  201. /// <param name="time">Time to which to set the keyframe.</param>
  202. /// <param name="value">Value of the keyframe.</param>
  203. /// <returns>New index of the keyframe, referencing the <see cref="KeyFrames"/> array.</returns>
  204. internal int UpdateKeyframe(int index, float time, float value)
  205. {
  206. if (index < 0 || index >= keyFrames.Length)
  207. return -1;
  208. keyFrames[index].time = time;
  209. keyFrames[index].value = value;
  210. // Check if key moved before or after other keys. Animation curve automatically sorts
  211. // keys and if this happens our key indices will change. So we sort it here and modify
  212. // indices.
  213. int currentKeyIndex = index;
  214. int prevKeyIdx = currentKeyIndex - 1;
  215. while (prevKeyIdx >= 0)
  216. {
  217. if (time >= keyFrames[prevKeyIdx].time)
  218. break;
  219. KeyFrame temp = keyFrames[prevKeyIdx];
  220. keyFrames[prevKeyIdx] = keyFrames[currentKeyIndex];
  221. keyFrames[currentKeyIndex] = temp;
  222. TangentMode tempMode = tangentModes[prevKeyIdx];
  223. tangentModes[prevKeyIdx] = tangentModes[currentKeyIndex];
  224. tangentModes[currentKeyIndex] = tempMode;
  225. currentKeyIndex = prevKeyIdx;
  226. prevKeyIdx--;
  227. }
  228. int nextKeyIdx = currentKeyIndex + 1;
  229. while (nextKeyIdx < keyFrames.Length)
  230. {
  231. if (time <= keyFrames[nextKeyIdx].time)
  232. break;
  233. KeyFrame temp = keyFrames[nextKeyIdx];
  234. keyFrames[nextKeyIdx] = keyFrames[currentKeyIndex];
  235. keyFrames[currentKeyIndex] = temp;
  236. TangentMode tempMode = tangentModes[nextKeyIdx];
  237. tangentModes[nextKeyIdx] = tangentModes[currentKeyIndex];
  238. tangentModes[currentKeyIndex] = tempMode;
  239. currentKeyIndex = nextKeyIdx;
  240. nextKeyIdx++;
  241. }
  242. return currentKeyIndex;
  243. }
  244. /// <summary>
  245. /// Changes the tangent mode of a keyframe at the specified index.
  246. /// </summary>
  247. /// <param name="index">Index of the keyframe to update, referencing the <see cref="KeyFrames"/> array.</param>
  248. /// <param name="mode">New tangent mode of the keyframe.</param>
  249. internal void SetTangentMode(int index, TangentMode mode)
  250. {
  251. if (index < 0 || index >= tangentModes.Length)
  252. return;
  253. tangentModes[index] = mode;
  254. }
  255. /// <summary>
  256. /// Converts a keyframe tangent (slope) value into a 2D normal vector.
  257. /// </summary>
  258. /// <param name="tangent">Keyframe tangent (slope).</param>
  259. /// <returns>Normalized 2D vector pointing in the direction of the tangent.</returns>
  260. internal static Vector2 TangentToNormal(float tangent)
  261. {
  262. if(tangent == float.PositiveInfinity)
  263. return new Vector2(0, 1);
  264. Vector2 normal = new Vector2(1, tangent);
  265. return Vector2.Normalize(normal);
  266. }
  267. /// <summary>
  268. /// Converts a 2D normal vector into a keyframe tangent (slope).
  269. /// </summary>
  270. /// <param name="normal">Normalized 2D vector pointing in the direction of the tangent.</param>
  271. /// <returns>Keyframe tangent (slope).</returns>
  272. internal static float NormalToTangent(Vector2 normal)
  273. {
  274. // We know the X value must be one, use that to deduce pre-normalized length
  275. float length = 1/normal.x;
  276. // Use length to deduce the tangent (y coordinate)
  277. return MathEx.Sqrt(length*length - 1) * MathEx.Sign(normal.y);
  278. }
  279. /// <summary>
  280. /// Applies the changes of the editor curve, to the actual underlying animation curve.
  281. /// </summary>
  282. internal void Apply()
  283. {
  284. Array.Sort(keyFrames, (x, y) =>
  285. {
  286. return x.time.CompareTo(y.time);
  287. });
  288. UpdateTangents();
  289. native.KeyFrames = keyFrames;
  290. }
  291. /// <summary>
  292. /// Recalculates tangents for all keyframes using the keyframe values and set tangent modes.
  293. /// </summary>
  294. private void UpdateTangents()
  295. {
  296. if (keyFrames.Length == 0)
  297. return;
  298. if (keyFrames.Length == 1)
  299. {
  300. keyFrames[0].inTangent = 0.0f;
  301. keyFrames[0].outTangent = 0.0f;
  302. return;
  303. }
  304. // First keyframe
  305. {
  306. KeyFrame keyThis = keyFrames[0];
  307. KeyFrame keyNext = keyFrames[1];
  308. keyThis.inTangent = 0.0f;
  309. TangentMode tangentMode = tangentModes[0];
  310. if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.OutAuto) || tangentMode.HasFlag(TangentMode.OutLinear))
  311. {
  312. float diff = keyNext.time - keyThis.time;
  313. if(!MathEx.ApproxEquals(diff, 0.0f))
  314. keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
  315. else
  316. keyThis.outTangent = float.PositiveInfinity;
  317. }
  318. else if (tangentMode.HasFlag(TangentMode.OutStep))
  319. {
  320. keyThis.outTangent = float.PositiveInfinity;
  321. }
  322. keyFrames[0] = keyThis;
  323. }
  324. // Inner keyframes
  325. for(int i = 1; i < keyFrames.Length - 1; i++)
  326. {
  327. KeyFrame keyPrev = keyFrames[i - 1];
  328. KeyFrame keyThis = keyFrames[i];
  329. KeyFrame keyNext = keyFrames[i + 1];
  330. keyThis.inTangent = 0.0f;
  331. TangentMode tangentMode = tangentModes[i];
  332. if (tangentMode == TangentMode.Auto) // Both automatic
  333. {
  334. float diff = keyNext.time - keyPrev.time;
  335. if (!MathEx.ApproxEquals(diff, 0.0f))
  336. keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
  337. else
  338. keyThis.outTangent = float.PositiveInfinity;
  339. keyThis.inTangent = keyThis.outTangent;
  340. }
  341. else if (tangentMode == TangentMode.Free) // Both free
  342. {
  343. keyThis.inTangent = keyThis.outTangent;
  344. }
  345. else // Different per-tangent modes
  346. {
  347. // In tangent
  348. if (tangentMode.HasFlag(TangentMode.InAuto))
  349. {
  350. float diff = keyNext.time - keyPrev.time;
  351. if (!MathEx.ApproxEquals(diff, 0.0f))
  352. keyThis.inTangent = (keyNext.value - keyPrev.value)/diff;
  353. else
  354. keyThis.inTangent = float.PositiveInfinity;
  355. }
  356. else if (tangentMode.HasFlag(TangentMode.InLinear))
  357. {
  358. float diff = keyThis.time - keyPrev.time;
  359. if (!MathEx.ApproxEquals(diff, 0.0f))
  360. keyThis.inTangent = (keyThis.value - keyPrev.value) / diff;
  361. else
  362. keyThis.inTangent = float.PositiveInfinity;
  363. }
  364. else if (tangentMode.HasFlag(TangentMode.InStep))
  365. {
  366. keyThis.inTangent = float.PositiveInfinity;
  367. }
  368. // Out tangent
  369. if (tangentMode.HasFlag(TangentMode.OutAuto))
  370. {
  371. float diff = keyNext.time - keyPrev.time;
  372. if (!MathEx.ApproxEquals(diff, 0.0f))
  373. keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
  374. else
  375. keyThis.outTangent = float.PositiveInfinity;
  376. }
  377. else if (tangentMode.HasFlag(TangentMode.OutLinear))
  378. {
  379. float diff = keyNext.time - keyThis.time;
  380. if (!MathEx.ApproxEquals(diff, 0.0f))
  381. keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
  382. else
  383. keyThis.outTangent = float.PositiveInfinity;
  384. }
  385. else if (tangentMode.HasFlag(TangentMode.OutStep))
  386. {
  387. keyThis.outTangent = float.PositiveInfinity;
  388. }
  389. }
  390. keyFrames[i] = keyThis;
  391. }
  392. // Last keyframe
  393. {
  394. KeyFrame keyThis = keyFrames[keyFrames.Length - 1];
  395. KeyFrame keyPrev = keyFrames[keyFrames.Length - 2];
  396. keyThis.outTangent = 0.0f;
  397. TangentMode tangentMode = tangentModes[tangentModes.Length - 1];
  398. if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.InAuto) || tangentMode.HasFlag(TangentMode.InLinear))
  399. {
  400. float diff = keyThis.time - keyPrev.time;
  401. if (!MathEx.ApproxEquals(diff, 0.0f))
  402. keyThis.inTangent = (keyThis.value - keyPrev.value)/diff;
  403. else
  404. keyThis.inTangent = float.PositiveInfinity;
  405. }
  406. else if (tangentMode.HasFlag(TangentMode.InStep))
  407. {
  408. keyThis.inTangent = float.PositiveInfinity;
  409. }
  410. keyFrames[keyFrames.Length - 1] = keyThis;
  411. }
  412. }
  413. }
  414. /// <summary>
  415. /// Structure containing a reference to a keyframe as a curve index, and a keyframe index within that curve.
  416. /// </summary>
  417. internal struct KeyframeRef
  418. {
  419. public KeyframeRef(int curveIdx, int keyIdx)
  420. {
  421. this.curveIdx = curveIdx;
  422. this.keyIdx = keyIdx;
  423. }
  424. public int curveIdx;
  425. public int keyIdx;
  426. }
  427. /// <summary>
  428. /// Structure containing a reference to a keyframe tangent, as a keyframe reference and type of the tangent.
  429. /// </summary>
  430. internal struct TangentRef
  431. {
  432. public TangentRef(KeyframeRef keyframeRef, TangentType type)
  433. {
  434. this.keyframeRef = keyframeRef;
  435. this.type = type;
  436. }
  437. public KeyframeRef keyframeRef;
  438. public TangentType type;
  439. }
  440. /** @} */
  441. }