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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using bs;
- namespace bs.Editor
- {
- /** @addtogroup AnimationEditor
- * @{
- */
- /// <summary>
- /// <see cref="AnimationCurve"/> wrapper for use in editor only. Allows easier manipulation of animation keyframes, and
- /// also stores keyframe tangent modes which are not required for non-editor curves.
- /// </summary>
- public class EdAnimationCurve
- {
- private AnimationCurve native;
- private KeyFrame[] keyFrames;
- private TangentMode[] tangentModes;
- /// <summary>
- /// Returns tangent modes for each keyframe. Array is guaranteed to be the same size as <see cref="KeyFrames"/>.
- /// If modifying the array values, make sure to call <see cref="Apply"/> to save the changes on the curve.
- /// </summary>
- public TangentMode[] TangentModes
- {
- get { return tangentModes; }
- }
- /// <summary>
- /// All keyframes belonging to the animation curve. If modifying the keyframe values, make sure to call
- /// <see cref="Apply"/> to save the changes on the curve.
- /// </summary>
- public KeyFrame[] KeyFrames
- {
- get { return keyFrames; }
- }
- /// <summary>
- /// Returns the non-editor version of the curve.
- /// </summary>
- public AnimationCurve Normal
- {
- get { return native; }
- }
- /// <summary>
- /// Creates a new animation curve with zero keyframes.
- /// </summary>
- internal EdAnimationCurve()
- {
- keyFrames = new KeyFrame[0];
- native = new AnimationCurve(keyFrames);
- tangentModes = new TangentMode[0];
- }
- /// <summary>
- /// Creates a new editor animation curve using an existing animation curve as a basis.
- /// </summary>
- /// <param name="native">Animation curve to retrieve the keyframes from.</param>
- /// <param name="tangentModes">A set of tangent modes for each keyframe. Should be the same size as the number
- /// of keyframes in the provided animation. Can be null in which case all keyframes will
- /// have tangents set to automatic.</param>
- internal EdAnimationCurve(AnimationCurve native, TangentMode[] tangentModes)
- {
- this.native = native;
- keyFrames = native.KeyFrames;
- this.tangentModes = new TangentMode[keyFrames.Length];
- if (tangentModes != null)
- {
- int numTangents = Math.Min(keyFrames.Length, tangentModes.Length);
- Array.Copy(tangentModes, this.tangentModes, numTangents);
- }
- Apply();
- }
- /// <summary>
- /// Evaluate the animation curve at the specified time.
- /// </summary>
- /// <param name="time">Time to evaluate the curve at. </param>
- /// <param name="loop">If true the curve will loop when it goes past the end or beggining. Otherwise the curve
- /// value will be clamped.</param>
- /// <returns>Interpolated value from the curve at provided time.</returns>
- internal float Evaluate(float time, bool loop = true)
- {
- return native.Evaluate(time, loop);
- }
- /// <summary>
- /// Adds a new keyframe to the animation curve, unless a keyframe with the same time already exists in which case
- /// the existing keyframe is updated with the new value. Newly added keyframe will use the automatic tangent mode.
- /// </summary>
- /// <param name="time">Time at which to add/update the keyframe.</param>
- /// <param name="value">Value of the keyframe.</param>
- internal void AddOrUpdateKeyframe(float time, float value)
- {
- int keyframeIdx = -1;
- for (int i = 0; i < keyFrames.Length; i++)
- {
- if (MathEx.ApproxEquals(keyFrames[i].time, time))
- {
- keyframeIdx = i;
- break;
- }
- }
- if (keyframeIdx != -1)
- UpdateKeyframe(keyframeIdx, time, value);
- else
- AddKeyframe(time, value);
- }
- /// <summary>
- /// Adds a new keyframe to the animation curve. Keyframe will use the automatic tangent mode.
- /// </summary>
- /// <param name="time">Time at which to add the keyframe.</param>
- /// <param name="value">Value of the keyframe.</param>
- internal void AddKeyframe(float time, float value)
- {
- AddKeyframe(time, value, TangentMode.Auto);
- }
- /// <summary>
- /// Adds a new keyframe to the animation curve.
- /// </summary>
- /// <param name="time">Time at which to add the keyframe.</param>
- /// <param name="value">Value of the keyframe.</param>
- /// <param name="tangentMode">Tangent mode of the keyframe.</param>
- internal void AddKeyframe(float time, float value, TangentMode tangentMode)
- {
- KeyFrame[] newKeyFrames = new KeyFrame[keyFrames.Length + 1];
- newKeyFrames[newKeyFrames.Length - 1].time = float.PositiveInfinity;
- TangentMode[] newTangentModes = new TangentMode[tangentModes.Length + 1];
- int insertIdx = keyFrames.Length;
- for (int i = 0; i < keyFrames.Length; i++)
- {
- if (time < keyFrames[i].time)
- {
- insertIdx = i;
- break;
- }
- }
- Array.Copy(keyFrames, newKeyFrames, insertIdx);
- Array.Copy(tangentModes, newTangentModes, insertIdx);
- KeyFrame keyFrame = new KeyFrame();
- keyFrame.time = time;
- keyFrame.value = value;
- newKeyFrames[insertIdx] = keyFrame;
- newTangentModes[insertIdx] = tangentMode;
- if (insertIdx < keyFrames.Length)
- {
- int remaining = keyFrames.Length - insertIdx;
- Array.Copy(keyFrames, insertIdx, newKeyFrames, insertIdx + 1, remaining);
- Array.Copy(tangentModes, insertIdx, newTangentModes, insertIdx + 1, remaining);
- }
- tangentModes = newTangentModes;
- keyFrames = newKeyFrames;
- }
- /// <summary>
- /// Removes a keyframe at the specified index.
- /// </summary>
- /// <param name="index">Index of the keyframe, referencing the <see cref="KeyFrames"/> array.</param>
- internal void RemoveKeyframe(int index)
- {
- if (index < 0 || index >= KeyFrames.Length)
- return;
- KeyFrame[] newKeyFrames = new KeyFrame[KeyFrames.Length - 1];
- TangentMode[] newTangentModes = new TangentMode[tangentModes.Length - 1];
- Array.Copy(KeyFrames, newKeyFrames, index);
- Array.Copy(tangentModes, newTangentModes, index);
- if (index < newKeyFrames.Length)
- {
- int remaining = newKeyFrames.Length - index;
- Array.Copy(KeyFrames, index + 1, newKeyFrames, index, remaining);
- Array.Copy(tangentModes, index + 1, newTangentModes, index, remaining);
- }
- tangentModes = newTangentModes;
- keyFrames = newKeyFrames;
- }
- /// <summary>
- /// Updates key-frame time and value. Since keyframes are ordered by time the index of the keyframe might change,
- /// so a new index of the keyframe is returned by this method.
- /// </summary>
- /// <param name="index">Index of the keyframe to update, referencing the <see cref="KeyFrames"/> array.</param>
- /// <param name="time">Time to which to set the keyframe.</param>
- /// <param name="value">Value of the keyframe.</param>
- /// <returns>New index of the keyframe, referencing the <see cref="KeyFrames"/> array.</returns>
- internal int UpdateKeyframe(int index, float time, float value)
- {
- if (index < 0 || index >= keyFrames.Length)
- return -1;
- keyFrames[index].time = time;
- keyFrames[index].value = value;
- // Check if key moved before or after other keys. Animation curve automatically sorts
- // keys and if this happens our key indices will change. So we sort it here and modify
- // indices.
- int currentKeyIndex = index;
- int prevKeyIdx = currentKeyIndex - 1;
- while (prevKeyIdx >= 0)
- {
- if (time >= keyFrames[prevKeyIdx].time)
- break;
- KeyFrame temp = keyFrames[prevKeyIdx];
- keyFrames[prevKeyIdx] = keyFrames[currentKeyIndex];
- keyFrames[currentKeyIndex] = temp;
- TangentMode tempMode = tangentModes[prevKeyIdx];
- tangentModes[prevKeyIdx] = tangentModes[currentKeyIndex];
- tangentModes[currentKeyIndex] = tempMode;
- currentKeyIndex = prevKeyIdx;
- prevKeyIdx--;
- }
- int nextKeyIdx = currentKeyIndex + 1;
- while (nextKeyIdx < keyFrames.Length)
- {
- if (time <= keyFrames[nextKeyIdx].time)
- break;
- KeyFrame temp = keyFrames[nextKeyIdx];
- keyFrames[nextKeyIdx] = keyFrames[currentKeyIndex];
- keyFrames[currentKeyIndex] = temp;
- TangentMode tempMode = tangentModes[nextKeyIdx];
- tangentModes[nextKeyIdx] = tangentModes[currentKeyIndex];
- tangentModes[currentKeyIndex] = tempMode;
- currentKeyIndex = nextKeyIdx;
- nextKeyIdx++;
- }
- return currentKeyIndex;
- }
- /// <summary>
- /// Changes the tangent mode of a keyframe at the specified index.
- /// </summary>
- /// <param name="index">Index of the keyframe to update, referencing the <see cref="KeyFrames"/> array.</param>
- /// <param name="mode">New tangent mode of the keyframe.</param>
- internal void SetTangentMode(int index, TangentMode mode)
- {
- if (index < 0 || index >= tangentModes.Length)
- return;
- tangentModes[index] = mode;
- }
- /// <summary>
- /// Converts a keyframe tangent (slope) value into a 2D normal vector.
- /// </summary>
- /// <param name="tangent">Keyframe tangent (slope).</param>
- /// <returns>Normalized 2D vector pointing in the direction of the tangent.</returns>
- internal static Vector2 TangentToNormal(float tangent)
- {
- if(tangent == float.PositiveInfinity)
- return new Vector2(0, 1);
- Vector2 normal = new Vector2(1, tangent);
- return Vector2.Normalize(normal);
- }
- /// <summary>
- /// Converts a 2D normal vector into a keyframe tangent (slope).
- /// </summary>
- /// <param name="normal">Normalized 2D vector pointing in the direction of the tangent.</param>
- /// <returns>Keyframe tangent (slope).</returns>
- internal static float NormalToTangent(Vector2 normal)
- {
- // We know the X value must be one, use that to deduce pre-normalized length
- float length = 1/normal.x;
- // Use length to deduce the tangent (y coordinate)
- return MathEx.Sqrt(length*length - 1) * MathEx.Sign(normal.y);
- }
- /// <summary>
- /// Applies the changes of the editor curve, to the actual underlying animation curve.
- /// </summary>
- internal void Apply()
- {
- Array.Sort(keyFrames, (x, y) =>
- {
- return x.time.CompareTo(y.time);
- });
- UpdateTangents();
- native = new AnimationCurve(keyFrames);
- }
- /// <summary>
- /// Recalculates tangents for all keyframes using the keyframe values and set tangent modes.
- /// </summary>
- private void UpdateTangents()
- {
- if (keyFrames.Length == 0)
- return;
- if (keyFrames.Length == 1)
- {
- keyFrames[0].inTangent = 0.0f;
- keyFrames[0].outTangent = 0.0f;
- return;
- }
- // First keyframe
- {
- KeyFrame keyThis = keyFrames[0];
- KeyFrame keyNext = keyFrames[1];
- keyThis.inTangent = 0.0f;
- TangentMode tangentMode = tangentModes[0];
- if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.OutAuto) || tangentMode.HasFlag(TangentMode.OutLinear))
- {
- float diff = keyNext.time - keyThis.time;
- if(!MathEx.ApproxEquals(diff, 0.0f))
- keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
- else
- keyThis.outTangent = float.PositiveInfinity;
- }
- else if (tangentMode.HasFlag(TangentMode.OutStep))
- {
- keyThis.outTangent = float.PositiveInfinity;
- }
- keyFrames[0] = keyThis;
- }
- // Inner keyframes
- for(int i = 1; i < keyFrames.Length - 1; i++)
- {
- KeyFrame keyPrev = keyFrames[i - 1];
- KeyFrame keyThis = keyFrames[i];
- KeyFrame keyNext = keyFrames[i + 1];
- TangentMode tangentMode = tangentModes[i];
- if (tangentMode == TangentMode.Auto) // Both automatic
- {
- float diff = keyNext.time - keyPrev.time;
- if (!MathEx.ApproxEquals(diff, 0.0f))
- keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
- else
- keyThis.outTangent = float.PositiveInfinity;
- keyThis.inTangent = keyThis.outTangent;
- }
- else if (tangentMode == TangentMode.Free) // Both free
- {
- keyThis.inTangent = keyThis.outTangent;
- }
- else // Different per-tangent modes
- {
- // In tangent
- if (tangentMode.HasFlag(TangentMode.InAuto))
- {
- float diff = keyNext.time - keyPrev.time;
- if (!MathEx.ApproxEquals(diff, 0.0f))
- keyThis.inTangent = (keyNext.value - keyPrev.value)/diff;
- else
- keyThis.inTangent = float.PositiveInfinity;
- }
- else if (tangentMode.HasFlag(TangentMode.InLinear))
- {
- float diff = keyThis.time - keyPrev.time;
- if (!MathEx.ApproxEquals(diff, 0.0f))
- keyThis.inTangent = (keyThis.value - keyPrev.value) / diff;
- else
- keyThis.inTangent = float.PositiveInfinity;
- }
- else if (tangentMode.HasFlag(TangentMode.InStep))
- {
- keyThis.inTangent = float.PositiveInfinity;
- }
- // Out tangent
- if (tangentMode.HasFlag(TangentMode.OutAuto))
- {
- float diff = keyNext.time - keyPrev.time;
- if (!MathEx.ApproxEquals(diff, 0.0f))
- keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
- else
- keyThis.outTangent = float.PositiveInfinity;
- }
- else if (tangentMode.HasFlag(TangentMode.OutLinear))
- {
- float diff = keyNext.time - keyThis.time;
- if (!MathEx.ApproxEquals(diff, 0.0f))
- keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
- else
- keyThis.outTangent = float.PositiveInfinity;
- }
- else if (tangentMode.HasFlag(TangentMode.OutStep))
- {
- keyThis.outTangent = float.PositiveInfinity;
- }
- }
- keyFrames[i] = keyThis;
- }
- // Last keyframe
- {
- KeyFrame keyThis = keyFrames[keyFrames.Length - 1];
- KeyFrame keyPrev = keyFrames[keyFrames.Length - 2];
- keyThis.outTangent = 0.0f;
- TangentMode tangentMode = tangentModes[tangentModes.Length - 1];
- if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.InAuto) || tangentMode.HasFlag(TangentMode.InLinear))
- {
- float diff = keyThis.time - keyPrev.time;
- if (!MathEx.ApproxEquals(diff, 0.0f))
- keyThis.inTangent = (keyThis.value - keyPrev.value)/diff;
- else
- keyThis.inTangent = float.PositiveInfinity;
- }
- else if (tangentMode.HasFlag(TangentMode.InStep))
- {
- keyThis.inTangent = float.PositiveInfinity;
- }
- keyFrames[keyFrames.Length - 1] = keyThis;
- }
- }
- }
- /** @} */
- }
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