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227 lines
8.8 KiB
C#
227 lines
8.8 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using System;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Playables;
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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// An <see cref="AnimancerState"/> which blends an array of other states together based on a two dimensional
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/// parameter and thresholds using Gradient Band Interpolation.
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/// <para></para>
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/// This mixer type is similar to the 2D Freeform Cartesian Blend Type in Mecanim Blend Trees.
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/// </summary>
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public class CartesianMixerState : MixerState<Vector2>
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{
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="CartesianMixerState"/> without connecting it to the <see cref="PlayableGraph"/>.
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/// </summary>
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protected CartesianMixerState(AnimancerPlayable root) : base(root) { }
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/// <summary>
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/// Constructs a new <see cref="CartesianMixerState"/> and connects it to the `layer`.
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/// </summary>
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public CartesianMixerState(AnimancerLayer layer) : base(layer) { }
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/// <summary>
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/// Constructs a new <see cref="CartesianMixerState"/> and connects it to the `parent` at the specified
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/// `index`.
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/// </summary>
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public CartesianMixerState(AnimancerNode parent, int index) : base(parent, index) { }
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/************************************************************************************************************************/
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/// <summary>Precalculated values to speed up the recalculation of weights.</summary>
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private Vector2[][] _BlendFactors;
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/// <summary>Indicates whether the <see cref="_BlendFactors"/> need to be recalculated.</summary>
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private bool _BlendFactorsDirty = true;
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/************************************************************************************************************************/
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/// <summary>Gets or sets Parameter.x.</summary>
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public float ParameterX
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{
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get { return Parameter.x; }
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set { Parameter = new Vector2(value, Parameter.y); }
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}
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/// <summary>Gets or sets Parameter.y.</summary>
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public float ParameterY
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{
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get { return Parameter.y; }
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set { Parameter = new Vector2(Parameter.x, value); }
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Called whenever the thresholds are changed. Indicates that the internal blend factors need to be
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/// recalculated and calls <see cref="RecalculateWeights"/>.
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/// </summary>
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public override void OnThresholdsChanged()
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{
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_BlendFactorsDirty = true;
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base.OnThresholdsChanged();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Recalculates the weights of all <see cref="ManualMixerState.States"/> based on the current value of the
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/// <see cref="MixerState{TParameter}.Parameter"/> and the <see cref="MixerState{TParameter}._Thresholds"/>.
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/// </summary>
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public override void RecalculateWeights()
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{
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WeightsAreDirty = false;
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CalculateBlendFactors();
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var portCount = PortCount;
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float totalWeight = 0;
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for (int i = 0; i < portCount; i++)
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{
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var state = States[i];
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if (state == null)
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continue;
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var blendFactors = _BlendFactors[i];
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var threshold = GetThreshold(i);
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var thresholdToParameter = Parameter - threshold;
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float weight = 1;
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for (int j = 0; j < portCount; j++)
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{
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if (j == i || States[j] == null)
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continue;
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var newWeight = 1 - Vector2.Dot(thresholdToParameter, blendFactors[j]);
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if (weight > newWeight)
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weight = newWeight;
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}
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if (weight < 0.01f)
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weight = 0;
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state.Weight = weight;
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totalWeight += weight;
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}
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NormalizeWeights(totalWeight);
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}
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/************************************************************************************************************************/
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private void CalculateBlendFactors()
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{
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if (!_BlendFactorsDirty)
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return;
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_BlendFactorsDirty = false;
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var portCount = PortCount;
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if (PortCount <= 1)
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return;
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// Resize the precalculated values.
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if (_BlendFactors == null || _BlendFactors.Length != portCount)
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{
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_BlendFactors = new Vector2[portCount][];
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for (int i = 0; i < portCount; i++)
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_BlendFactors[i] = new Vector2[portCount];
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}
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// Calculate the blend factors between each combination of thresholds.
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for (int i = 0; i < portCount; i++)
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{
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var blendFactors = _BlendFactors[i];
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var thresholdI = GetThreshold(i);
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var j = i + 1;
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for (; j < portCount; j++)
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{
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var thresholdIToJ = GetThreshold(j) - thresholdI;
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thresholdIToJ *= 1f / thresholdIToJ.sqrMagnitude;
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// Each factor is used in [i][j] with it's opposite in [j][i].
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blendFactors[j] = thresholdIToJ;
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_BlendFactors[j][i] = -thresholdIToJ;
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}
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}
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}
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/************************************************************************************************************************/
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/// <summary>Appends the current parameter values of this mixer.</summary>
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public override void AppendParameter(StringBuilder description)
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{
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description.Append(ParameterX);
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description.Append(", ");
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description.Append(ParameterY);
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}
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/************************************************************************************************************************/
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#region Inspector
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/************************************************************************************************************************/
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/// <summary>The number of parameters being managed by this state.</summary>
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protected override int ParameterCount { get { return 2; } }
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/// <summary>Returns the name of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override string GetParameterName(int index)
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{
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switch (index)
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{
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case 0: return "Parameter X";
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case 1: return "Parameter Y";
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default: throw new ArgumentOutOfRangeException("index");
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}
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}
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/// <summary>Returns the type of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override AnimatorControllerParameterType GetParameterType(int index) { return AnimatorControllerParameterType.Float; }
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/// <summary>Returns the value of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override object GetParameterValue(int index)
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{
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switch (index)
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{
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case 0: return ParameterX;
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case 1: return ParameterY;
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default: throw new ArgumentOutOfRangeException("index");
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}
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}
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/// <summary>Sets the value of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override void SetParameterValue(int index, object value)
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{
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switch (index)
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{
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case 0: ParameterX = (float)value; break;
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case 1: ParameterY = (float)value; break;
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default: throw new ArgumentOutOfRangeException("index");
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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}
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