EdAnimationCurve.cs 12 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 TangentMode[] tangentModes;
  30. public AnimationCurve Native
  31. {
  32. get { return native; }
  33. }
  34. public TangentMode[] TangentModes
  35. {
  36. get { return tangentModes; }
  37. }
  38. internal EdAnimationCurve()
  39. {
  40. KeyFrame[] keyframes = new KeyFrame[0];
  41. native = new AnimationCurve(keyframes);
  42. tangentModes = new TangentMode[0];
  43. }
  44. // Tangent modes should match number of curve keyframes
  45. internal EdAnimationCurve(AnimationCurve native, TangentMode[] tangentModes)
  46. {
  47. this.native = native;
  48. KeyFrame[] keyFrames = native.KeyFrames;
  49. this.tangentModes = new TangentMode[keyFrames.Length];
  50. if (tangentModes != null)
  51. {
  52. int numTangents = Math.Min(keyFrames.Length, tangentModes.Length);
  53. Array.Copy(tangentModes, this.tangentModes, numTangents);
  54. }
  55. UpdateTangents(keyFrames, this.tangentModes);
  56. }
  57. internal void AddKeyframe(float time, float value)
  58. {
  59. AddKeyframe(time, value, TangentMode.Auto);
  60. }
  61. internal void AddKeyframe(float time, float value, TangentMode tangentMode)
  62. {
  63. KeyFrame[] existingKeyFrames = native.KeyFrames;
  64. KeyFrame[] newKeyFrames = new KeyFrame[existingKeyFrames.Length + 1];
  65. newKeyFrames[newKeyFrames.Length - 1].time = float.PositiveInfinity;
  66. TangentMode[] newTangentModes = new TangentMode[tangentModes.Length + 1];
  67. int insertIdx = existingKeyFrames.Length;
  68. for (int i = 0; i < existingKeyFrames.Length; i++)
  69. {
  70. if (time < existingKeyFrames[i].time)
  71. {
  72. insertIdx = i;
  73. break;
  74. }
  75. }
  76. Array.Copy(existingKeyFrames, newKeyFrames, insertIdx);
  77. Array.Copy(tangentModes, newTangentModes, insertIdx);
  78. KeyFrame keyFrame = new KeyFrame();
  79. keyFrame.time = time;
  80. keyFrame.value = value;
  81. newKeyFrames[insertIdx] = keyFrame;
  82. newTangentModes[insertIdx] = tangentMode;
  83. if (insertIdx < existingKeyFrames.Length)
  84. {
  85. int remaining = existingKeyFrames.Length - insertIdx;
  86. Array.Copy(existingKeyFrames, insertIdx, newKeyFrames, insertIdx + 1, remaining);
  87. Array.Copy(tangentModes, insertIdx, newTangentModes, insertIdx + 1, remaining);
  88. }
  89. UpdateTangents(newKeyFrames, newTangentModes);
  90. tangentModes = newTangentModes;
  91. native.KeyFrames = newKeyFrames;
  92. }
  93. internal void RemoveKeyframe(int index)
  94. {
  95. KeyFrame[] existingKeyFrames = native.KeyFrames;
  96. if (index < 0 || index >= existingKeyFrames.Length)
  97. return;
  98. KeyFrame[] newKeyFrames = new KeyFrame[existingKeyFrames.Length - 1];
  99. TangentMode[] newTangentModes = new TangentMode[tangentModes.Length - 1];
  100. Array.Copy(existingKeyFrames, newKeyFrames, index);
  101. Array.Copy(tangentModes, newTangentModes, index);
  102. if (index < newKeyFrames.Length)
  103. {
  104. int remaining = newKeyFrames.Length - index;
  105. Array.Copy(existingKeyFrames, index + 1, newKeyFrames, index, remaining);
  106. Array.Copy(tangentModes, index + 1, newTangentModes, index, remaining);
  107. }
  108. UpdateTangents(newKeyFrames, newTangentModes);
  109. tangentModes = newTangentModes;
  110. native.KeyFrames = newKeyFrames;
  111. }
  112. internal void SetTangentMode(int index, TangentMode mode)
  113. {
  114. if (index < 0 || index >= tangentModes.Length)
  115. return;
  116. tangentModes[index] = mode;
  117. KeyFrame[] keyFrames = native.KeyFrames;
  118. UpdateTangents(keyFrames, tangentModes);
  119. native.KeyFrames = keyFrames;
  120. }
  121. internal static Vector2 TangentToNormal(float tangent)
  122. {
  123. if(tangent == float.PositiveInfinity)
  124. return new Vector2(0, 1);
  125. Vector2 normal = new Vector2(1, tangent);
  126. return Vector2.Normalize(normal);
  127. }
  128. internal static float NormalToTangent(Vector2 normal)
  129. {
  130. // We know the X value must be one, use that to deduce pre-normalized length
  131. float length = 1/normal.x;
  132. // Use length to deduce the tangent (y coordinate)
  133. return MathEx.Sqrt(length*length - 1);
  134. }
  135. private void UpdateTangents(KeyFrame[] keyFrames, TangentMode[] tangentModes)
  136. {
  137. if (keyFrames.Length == 0)
  138. return;
  139. if (keyFrames.Length == 1)
  140. {
  141. keyFrames[0].inTangent = 0.0f;
  142. keyFrames[0].outTangent = 0.0f;
  143. return;
  144. }
  145. // First keyframe
  146. {
  147. KeyFrame keyThis = keyFrames[0];
  148. KeyFrame keyNext = keyFrames[1];
  149. keyThis.inTangent = 0.0f;
  150. TangentMode tangentMode = tangentModes[0];
  151. if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.OutAuto) || tangentMode.HasFlag(TangentMode.OutLinear))
  152. {
  153. float diff = keyNext.time - keyThis.time;
  154. if(!MathEx.ApproxEquals(diff, 0.0f))
  155. keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
  156. else
  157. keyThis.outTangent = float.PositiveInfinity;
  158. }
  159. else if (tangentMode.HasFlag(TangentMode.OutStep))
  160. {
  161. keyThis.outTangent = float.PositiveInfinity;
  162. }
  163. keyFrames[0] = keyThis;
  164. }
  165. // Inner keyframes
  166. for(int i = 1; i < keyFrames.Length - 1; i++)
  167. {
  168. KeyFrame keyPrev = keyFrames[i - 1];
  169. KeyFrame keyThis = keyFrames[i];
  170. KeyFrame keyNext = keyFrames[i + 1];
  171. keyThis.inTangent = 0.0f;
  172. TangentMode tangentMode = tangentModes[i];
  173. if (tangentMode == TangentMode.Auto) // Both automatic
  174. {
  175. float diff = keyNext.time - keyPrev.time;
  176. if (!MathEx.ApproxEquals(diff, 0.0f))
  177. keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
  178. else
  179. keyThis.outTangent = float.PositiveInfinity;
  180. keyThis.inTangent = keyThis.outTangent;
  181. }
  182. else if (tangentMode == TangentMode.Free) // Both free
  183. {
  184. keyThis.inTangent = keyThis.outTangent;
  185. }
  186. else // Different per-tangent modes
  187. {
  188. // In tangent
  189. if (tangentMode.HasFlag(TangentMode.InAuto))
  190. {
  191. float diff = keyNext.time - keyPrev.time;
  192. if (!MathEx.ApproxEquals(diff, 0.0f))
  193. keyThis.inTangent = (keyNext.value - keyPrev.value)/diff;
  194. else
  195. keyThis.inTangent = float.PositiveInfinity;
  196. }
  197. else if (tangentMode.HasFlag(TangentMode.InLinear))
  198. {
  199. float diff = keyThis.time - keyPrev.time;
  200. if (!MathEx.ApproxEquals(diff, 0.0f))
  201. keyThis.inTangent = (keyThis.value - keyPrev.value) / diff;
  202. else
  203. keyThis.inTangent = float.PositiveInfinity;
  204. }
  205. else if (tangentMode.HasFlag(TangentMode.InStep))
  206. {
  207. keyThis.inTangent = float.PositiveInfinity;
  208. }
  209. // Out tangent
  210. if (tangentMode.HasFlag(TangentMode.OutAuto))
  211. {
  212. float diff = keyNext.time - keyPrev.time;
  213. if (!MathEx.ApproxEquals(diff, 0.0f))
  214. keyThis.outTangent = (keyNext.value - keyPrev.value) / diff;
  215. else
  216. keyThis.outTangent = float.PositiveInfinity;
  217. }
  218. else if (tangentMode.HasFlag(TangentMode.OutLinear))
  219. {
  220. float diff = keyNext.time - keyThis.time;
  221. if (!MathEx.ApproxEquals(diff, 0.0f))
  222. keyThis.outTangent = (keyNext.value - keyThis.value) / diff;
  223. else
  224. keyThis.outTangent = float.PositiveInfinity;
  225. }
  226. else if (tangentMode.HasFlag(TangentMode.OutStep))
  227. {
  228. keyThis.outTangent = float.PositiveInfinity;
  229. }
  230. }
  231. keyFrames[i] = keyThis;
  232. }
  233. // Last keyframe
  234. {
  235. KeyFrame keyThis = keyFrames[keyFrames.Length - 1];
  236. KeyFrame keyPrev = keyFrames[keyFrames.Length - 2];
  237. keyThis.outTangent = 0.0f;
  238. TangentMode tangentMode = tangentModes[tangentModes.Length - 1];
  239. if (tangentMode == TangentMode.Auto || tangentMode.HasFlag(TangentMode.InAuto) || tangentMode.HasFlag(TangentMode.InLinear))
  240. {
  241. float diff = keyThis.time - keyPrev.time;
  242. if (!MathEx.ApproxEquals(diff, 0.0f))
  243. keyThis.inTangent = (keyThis.value - keyPrev.value)/diff;
  244. else
  245. keyThis.inTangent = float.PositiveInfinity;
  246. }
  247. else if (tangentMode.HasFlag(TangentMode.InStep))
  248. {
  249. keyThis.inTangent = float.PositiveInfinity;
  250. }
  251. keyFrames[keyFrames.Length - 1] = keyThis;
  252. }
  253. }
  254. }
  255. internal struct KeyframeRef
  256. {
  257. public KeyframeRef(int curveIdx, int keyIdx)
  258. {
  259. this.curveIdx = curveIdx;
  260. this.keyIdx = keyIdx;
  261. }
  262. public int curveIdx;
  263. public int keyIdx;
  264. }
  265. internal struct TangentRef
  266. {
  267. public TangentRef(KeyframeRef keyframeRef, TangentType type)
  268. {
  269. this.keyframeRef = keyframeRef;
  270. this.type = type;
  271. }
  272. public KeyframeRef keyframeRef;
  273. public TangentType type;
  274. }
  275. }