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