AnimationCurveUtil.cs
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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2017. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using Leap.Unity.Query;
namespace Leap.Unity {
public static class DefaultCurve {
public static AnimationCurve Zero {
get {
AnimationCurve curve = new AnimationCurve();
curve.AddKey(0, 0);
curve.AddKey(1, 0);
return curve;
}
}
public static AnimationCurve One {
get {
AnimationCurve curve = new AnimationCurve();
curve.AddKey(0, 1);
curve.AddKey(1, 1);
return curve;
}
}
public static AnimationCurve LinearUp {
get {
AnimationCurve curve = new AnimationCurve();
curve.AddKey(new Keyframe(0, 0, 1, 1));
curve.AddKey(new Keyframe(1, 1, 1, 1));
return curve;
}
}
public static AnimationCurve LinearDown {
get {
AnimationCurve curve = new AnimationCurve();
curve.AddKey(new Keyframe(0, 1, -1, -1));
curve.AddKey(new Keyframe(1, 0, -1, -1));
return curve;
}
}
public static AnimationCurve SigmoidUp {
get {
AnimationCurve curve = new AnimationCurve();
curve.AddKey(new Keyframe(0, 0, 0, 0));
curve.AddKey(new Keyframe(1, 1, 0, 0));
return curve;
}
}
public static AnimationCurve SigmoidDown {
get {
AnimationCurve curve = new AnimationCurve();
curve.AddKey(new Keyframe(0, 1, 0, 0));
curve.AddKey(new Keyframe(1, 0, 0, 0));
return curve;
}
}
}
public static class AnimationCurveUtil {
public static bool IsConstant(this AnimationCurve curve) {
var keys = curve.keys;
var first = keys[0];
for (int i = 0; i < keys.Length; i++) {
var key = keys[i];
if (!Mathf.Approximately(first.value, key.value)) {
return false;
}
if (!Mathf.Approximately(key.inTangent, 0) && !float.IsInfinity(key.inTangent)) {
return false;
}
if (!Mathf.Approximately(key.outTangent, 0) && !float.IsInfinity(key.outTangent)) {
return false;
}
}
return true;
}
#if UNITY_EDITOR
public static AnimationCurve Compress(AnimationCurve curve, float maxDelta = 0.005f, int checkSteps = 8) {
var curveArray = new AnimationCurve[] { curve };
var result = CompressCurves(curveArray,
(src, dst, t) => {
float originalValue = src[0].Evaluate(t);
float compressedValue = dst[0].Evaluate(t);
return Mathf.Abs(originalValue - compressedValue) < maxDelta;
},
checkSteps);
return result[0];
}
public static void CompressRotations(AnimationCurve xCurve,
AnimationCurve yCurve,
AnimationCurve zCurve,
AnimationCurve wCurve,
out AnimationCurve compressedXCurve,
out AnimationCurve compressedYCurve,
out AnimationCurve compressedZCurve,
out AnimationCurve compressedWCurve,
float maxAngleError = 1,
int checkSteps = 8) {
var curveArray = new AnimationCurve[] {
xCurve,
yCurve,
zCurve,
wCurve
};
var result = CompressCurves(curveArray,
(src, dst, t) => {
Quaternion srcRot;
srcRot.x = src[0].Evaluate(t);
srcRot.y = src[1].Evaluate(t);
srcRot.z = src[2].Evaluate(t);
srcRot.w = src[3].Evaluate(t);
Quaternion dstRot;
dstRot.x = dst[0].Evaluate(t);
dstRot.y = dst[1].Evaluate(t);
dstRot.z = dst[2].Evaluate(t);
dstRot.w = dst[3].Evaluate(t);
float angle;
Vector3 axis;
(Quaternion.Inverse(dstRot) * srcRot).ToAngleAxis(out angle, out axis);
return angle < maxAngleError;
},
checkSteps);
compressedXCurve = result[0];
compressedYCurve = result[1];
compressedZCurve = result[2];
compressedWCurve = result[3];
}
public static void CompressPositions(AnimationCurve xCurve,
AnimationCurve yCurve,
AnimationCurve zCurve,
out AnimationCurve compressedXCurve,
out AnimationCurve compressedYCurve,
out AnimationCurve compressedZCurve,
float maxDistanceError = 0.005f,
int checkSteps = 8) {
var curveArray = new AnimationCurve[] {
xCurve,
yCurve,
zCurve
};
var results = CompressCurves(curveArray,
(src, dst, t) => {
Vector3 srcPos;
srcPos.x = src[0].Evaluate(t);
srcPos.y = src[1].Evaluate(t);
srcPos.z = src[2].Evaluate(t);
Vector3 dstPos;
dstPos.x = dst[0].Evaluate(t);
dstPos.y = dst[1].Evaluate(t);
dstPos.z = dst[2].Evaluate(t);
return Vector3.Distance(srcPos, dstPos) < maxDistanceError;
},
checkSteps);
compressedXCurve = results[0];
compressedYCurve = results[1];
compressedZCurve = results[2];
}
public static AnimationCurve CompressScale(AnimationCurve curve,
float maxScaleFactor,
int checkSteps = 8) {
var curveArray = new AnimationCurve[] {
curve,
};
var results = CompressCurves(curveArray,
(src, dst, t) => {
float srcValue = src[0].Evaluate(t);
float dstValue = dst[0].Evaluate(t);
if (Mathf.Sign(srcValue) == Mathf.Sign(dstValue)) {
return srcValue / dstValue < maxScaleFactor
&& dstValue / srcValue < maxScaleFactor;
} else {
return false;
}
},
checkSteps);
return results[0];
}
public static void CompressColorsHSV(AnimationCurve rCurve,
AnimationCurve gCurve,
AnimationCurve bCurve,
out AnimationCurve compressedRCurve,
out AnimationCurve compressedGCurve,
out AnimationCurve compressedBCurve,
float maxHueError,
float maxSaturationError,
float maxValueError,
int checkSteps = 8) {
var curveArray = new AnimationCurve[] {
rCurve,
gCurve,
bCurve
};
var results = CompressCurves(curveArray,
(src, dst, t) => {
Color srcColor;
srcColor.r = src[0].Evaluate(t);
srcColor.g = src[1].Evaluate(t);
srcColor.b = src[2].Evaluate(t);
srcColor.a = 1;
Color dstColor;
dstColor.r = dst[0].Evaluate(t);
dstColor.g = dst[1].Evaluate(t);
dstColor.b = dst[2].Evaluate(t);
dstColor.a = 1;
float sH, sS, sV;
float dH, dS, dV;
Color.RGBToHSV(srcColor, out sH, out sS, out sV);
Color.RGBToHSV(dstColor, out dH, out dS, out dV);
return Mathf.Abs(sH - dH) < maxHueError &&
Mathf.Abs(sS - dS) < maxSaturationError &&
Mathf.Abs(sV - dV) < maxValueError;
},
checkSteps);
compressedRCurve = results[0];
compressedGCurve = results[1];
compressedBCurve = results[2];
}
public static AnimationCurve[] CompressCurves(AnimationCurve[] curves,
Func<AnimationCurve[], AnimationCurve[], float, bool> isGood,
int checkSteps = 8) {
var keyframes = new Keyframe[curves.Length][];
var position = new int[curves.Length];
var nextFrame = new int[curves.Length];
var compressedCurves = new AnimationCurve[curves.Length];
for (int i = 0; i < curves.Length; i++) {
var keys = curves[i].keys;
compressedCurves[i] = new AnimationCurve(keys);
for (int j = 0; j < keys.Length; j++) {
var leftT = AnimationUtility.GetKeyLeftTangentMode(curves[i], j);
var rightT = AnimationUtility.GetKeyRightTangentMode(curves[i], j);
AnimationUtility.SetKeyLeftTangentMode(compressedCurves[i], j, leftT);
AnimationUtility.SetKeyRightTangentMode(compressedCurves[i], j, rightT);
}
keyframes[i] = keys;
position[i] = keys.Length - 2;
nextFrame[i] = keys.Length - 1;
}
do {
for (int i = 0; i < curves.Length; i++) {
if (position[i] > 0) {
Keyframe nextKeyframe = keyframes[i][nextFrame[i]];
Keyframe currKeyframe = keyframes[i][position[i]];
Keyframe prevKeyframe = keyframes[i][position[i] - 1];
var leftT = AnimationUtility.GetKeyLeftTangentMode(compressedCurves[i], position[i]);
var rightT = AnimationUtility.GetKeyRightTangentMode(compressedCurves[i], position[i]);
compressedCurves[i].RemoveKey(position[i]);
for (int k = 0; k < checkSteps; k++) {
float percent = k / (checkSteps - 1.0f);
float prevTime = Mathf.Lerp(currKeyframe.time, prevKeyframe.time, percent);
float nextTime = Mathf.Lerp(currKeyframe.time, nextKeyframe.time, percent);
bool isPrevGood = isGood(curves, compressedCurves, prevTime);
bool isNextgood = isGood(curves, compressedCurves, nextTime);
if (!isPrevGood || !isNextgood) {
int index = compressedCurves[i].AddKey(currKeyframe);
AnimationUtility.SetKeyLeftTangentMode(compressedCurves[i], index, leftT);
AnimationUtility.SetKeyRightTangentMode(compressedCurves[i], index, rightT);
nextFrame[i] = position[i];
break;
}
}
position[i]--;
}
}
} while (position.Query().Any(p => p > 0));
return compressedCurves;
}
#endif
public static void AddBooleanKey(this AnimationCurve curve, float time, bool value) {
var keyframe = new Keyframe() { time = time, value = value ? 1 : 0 };
#if UNITY_EDITOR
int keyframeIdx = curve.AddKey(keyframe);
AnimationUtility.SetKeyBroken(curve, keyframeIdx, true);
AnimationUtility.SetKeyLeftTangentMode(curve, keyframeIdx,
AnimationUtility.TangentMode.Constant);
AnimationUtility.SetKeyRightTangentMode(curve, keyframeIdx,
AnimationUtility.TangentMode.Constant);
#else
curve.AddKey(keyframe);
#endif
}
}
}