149 lines
4.9 KiB
C#
149 lines
4.9 KiB
C#
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using System;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// A wrapper on top of <see cref="AnimationCurve"/> to handle zero-key curves and keyframe
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/// loops.
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/// </summary>
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[Serializable]
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public sealed class Spline
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{
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/// <summary>
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/// Precision of the curve.
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/// </summary>
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public const int k_Precision = 128;
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/// <summary>
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/// The inverse of the precision of the curve.
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/// </summary>
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public const float k_Step = 1f / k_Precision;
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/// <summary>
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/// The underlying animation curve instance.
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/// </summary>
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public AnimationCurve curve;
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[SerializeField]
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bool m_Loop;
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[SerializeField]
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float m_ZeroValue;
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[SerializeField]
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float m_Range;
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AnimationCurve m_InternalLoopingCurve;
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// Used to track frame changes for data caching
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int frameCount = -1;
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/// <summary>
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/// An array holding pre-computed curve values.
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/// </summary>
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public float[] cachedData;
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/// <summary>
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/// Creates a new spline.
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/// </summary>
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/// <param name="curve">The animation curve to base this spline off</param>
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/// <param name="zeroValue">The value to return when the curve has no keyframe</param>
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/// <param name="loop">Should this curve loop?</param>
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/// <param name="bounds">The curve bounds</param>
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public Spline(AnimationCurve curve, float zeroValue, bool loop, Vector2 bounds)
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{
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Assert.IsNotNull(curve);
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this.curve = curve;
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m_ZeroValue = zeroValue;
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m_Loop = loop;
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m_Range = bounds.magnitude;
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cachedData = new float[k_Precision];
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}
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/// <summary>
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/// Caches the curve data at a given frame. The curve data will only be cached once per
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/// frame.
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/// </summary>
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/// <param name="frame">A frame number</param>
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public void Cache(int frame)
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{
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// Note: it would be nice to have a way to check if a curve has changed in any way, that
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// would save quite a few CPU cycles instead of having to force cache it once per frame :/
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// Only cache once per frame
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if (frame == frameCount)
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return;
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var length = curve.length;
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if (m_Loop && length > 1)
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{
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if (m_InternalLoopingCurve == null)
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m_InternalLoopingCurve = new AnimationCurve();
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var prev = curve[length - 1];
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prev.time -= m_Range;
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var next = curve[0];
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next.time += m_Range;
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m_InternalLoopingCurve.keys = curve.keys;
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m_InternalLoopingCurve.AddKey(prev);
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m_InternalLoopingCurve.AddKey(next);
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}
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for (int i = 0; i < k_Precision; i++)
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cachedData[i] = Evaluate((float)i * k_Step, length);
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frameCount = Time.renderedFrameCount;
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}
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/// <summary>
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/// Evaluates the curve at a point in time.
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/// </summary>
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/// <param name="t">The time to evaluate</param>
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/// <param name="length">The number of keyframes in the curve</param>
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/// <returns>The value of the curve at time <paramref name="t"/></returns>
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public float Evaluate(float t, int length)
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{
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if (length == 0)
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return m_ZeroValue;
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if (!m_Loop || length == 1)
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return curve.Evaluate(t);
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return m_InternalLoopingCurve.Evaluate(t);
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}
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/// <summary>
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/// Evaluates the curve at a point in time.
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/// </summary>
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/// <param name="t">The time to evaluate</param>
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/// <returns>The value of the curve at time <paramref name="t"/></returns>
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/// <remarks>
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/// Calling the length getter on a curve is expensive to it's better to cache its length and
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/// call <see cref="Evaluate(float,int)"/> instead of getting the length for every call.
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/// </remarks>
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public float Evaluate(float t)
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{
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// Calling the length getter on a curve is expensive (!?) so it's better to cache its
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// length and call Evaluate(t, length) instead of getting the length for every call to
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// Evaluate(t)
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return Evaluate(t, curve.length);
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}
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/// <summary>
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/// Returns the computed hash code for this parameter.
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/// </summary>
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/// <returns>A computed hash code</returns>
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public override int GetHashCode()
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{
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unchecked
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{
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int hash = 17;
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hash = hash * 23 + curve.GetHashCode(); // Not implemented in Unity, so it'll always return the same value :(
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return hash;
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}
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}
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}
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}
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