Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Utils/Spline.cs

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2023-03-28 13:24:16 -04:00
using System;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.PostProcessing
{
/// <summary>
/// A wrapper on top of <see cref="AnimationCurve"/> to handle zero-key curves and keyframe
/// loops.
/// </summary>
[Serializable]
public sealed class Spline
{
/// <summary>
/// Precision of the curve.
/// </summary>
public const int k_Precision = 128;
/// <summary>
/// The inverse of the precision of the curve.
/// </summary>
public const float k_Step = 1f / k_Precision;
/// <summary>
/// The underlying animation curve instance.
/// </summary>
public AnimationCurve curve;
[SerializeField]
bool m_Loop;
[SerializeField]
float m_ZeroValue;
[SerializeField]
float m_Range;
AnimationCurve m_InternalLoopingCurve;
// Used to track frame changes for data caching
int frameCount = -1;
/// <summary>
/// An array holding pre-computed curve values.
/// </summary>
public float[] cachedData;
/// <summary>
/// Creates a new spline.
/// </summary>
/// <param name="curve">The animation curve to base this spline off</param>
/// <param name="zeroValue">The value to return when the curve has no keyframe</param>
/// <param name="loop">Should this curve loop?</param>
/// <param name="bounds">The curve bounds</param>
public Spline(AnimationCurve curve, float zeroValue, bool loop, Vector2 bounds)
{
Assert.IsNotNull(curve);
this.curve = curve;
m_ZeroValue = zeroValue;
m_Loop = loop;
m_Range = bounds.magnitude;
cachedData = new float[k_Precision];
}
/// <summary>
/// Caches the curve data at a given frame. The curve data will only be cached once per
/// frame.
/// </summary>
/// <param name="frame">A frame number</param>
public void Cache(int frame)
{
// Note: it would be nice to have a way to check if a curve has changed in any way, that
// would save quite a few CPU cycles instead of having to force cache it once per frame :/
// Only cache once per frame
if (frame == frameCount)
return;
var length = curve.length;
if (m_Loop && length > 1)
{
if (m_InternalLoopingCurve == null)
m_InternalLoopingCurve = new AnimationCurve();
var prev = curve[length - 1];
prev.time -= m_Range;
var next = curve[0];
next.time += m_Range;
m_InternalLoopingCurve.keys = curve.keys;
m_InternalLoopingCurve.AddKey(prev);
m_InternalLoopingCurve.AddKey(next);
}
for (int i = 0; i < k_Precision; i++)
cachedData[i] = Evaluate((float)i * k_Step, length);
frameCount = Time.renderedFrameCount;
}
/// <summary>
/// Evaluates the curve at a point in time.
/// </summary>
/// <param name="t">The time to evaluate</param>
/// <param name="length">The number of keyframes in the curve</param>
/// <returns>The value of the curve at time <paramref name="t"/></returns>
public float Evaluate(float t, int length)
{
if (length == 0)
return m_ZeroValue;
if (!m_Loop || length == 1)
return curve.Evaluate(t);
return m_InternalLoopingCurve.Evaluate(t);
}
/// <summary>
/// Evaluates the curve at a point in time.
/// </summary>
/// <param name="t">The time to evaluate</param>
/// <returns>The value of the curve at time <paramref name="t"/></returns>
/// <remarks>
/// Calling the length getter on a curve is expensive to it's better to cache its length and
/// call <see cref="Evaluate(float,int)"/> instead of getting the length for every call.
/// </remarks>
public float Evaluate(float t)
{
// Calling the length getter on a curve is expensive (!?) so it's better to cache its
// length and call Evaluate(t, length) instead of getting the length for every call to
// Evaluate(t)
return Evaluate(t, curve.length);
}
/// <summary>
/// Returns the computed hash code for this parameter.
/// </summary>
/// <returns>A computed hash code</returns>
public override int GetHashCode()
{
unchecked
{
int hash = 17;
hash = hash * 23 + curve.GetHashCode(); // Not implemented in Unity, so it'll always return the same value :(
return hash;
}
}
}
}