private void DrawDirectorProperties() { EditorGUILayout.BeginVertical("GroupBox"); EditorGUILayout.LabelField("Director Data", m_resources.m_smallLabel); EditorGUILayout.Space(5); if (GUILayout.Button("Calculate Distributions")) { CalculateDirectorDistributions(); } if (m_storyboardData.m_directorData != null && m_storyboardData.m_directorData != null) { StoryboardDirectorData dirData = m_storyboardData.m_directorData; EditorGUILayout.BeginVertical("GroupBox"); GUILayout.Label("Calculated Data", m_resources.m_miniBoldLabel); EditorGUILayout.Space(); GUIStyle labelstyle = new GUIStyle(); labelstyle.alignment = TextAnchor.MiddleLeft; labelstyle.normal.textColor = new Color(1, 1, 0, 1); for (int i = 0; i < m_storyboardData.m_directorData.m_categories.Count; i++) { CinematographyTechniqueCategory category = m_storyboardData.m_directorData.m_categories[i]; category.m_foldout = EditorGUILayout.Foldout(category.m_foldout, category.m_title); if (category.m_foldout) { for (int j = 0; j < category.m_techniques.Count; j++) { CinematographyTechnique techniqueData = category.m_techniques[j]; GUILayout.Label(" " + techniqueData.m_title, labelstyle); EditorGUILayout.BeginHorizontal(); GUILayout.Label("PD: " + techniqueData.m_probabilityDistribution.ToString()); GUILayout.FlexibleSpace(); GUILayout.Label("Pace: " + techniqueData.m_pace.ToString()); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("CD: " + techniqueData.m_classDistribution.ToString()); GUILayout.FlexibleSpace(); GUILayout.Label("Dram: " + techniqueData.m_dramatization.ToString()); EditorGUILayout.EndHorizontal(); } } } EditorGUILayout.EndVertical(); } EditorGUILayout.EndVertical(); }
private CinematographyTechnique GetTechnique(string categoryID, StoryboardNode previousNode, StoryboardNode node, StoryboardDirectorData dirData, DecisionTechniquePreference pref, float dramThresh, float paceThresh, bool useFX) { int selectedIndex = -1; int it = 0; CinematographyTechniqueCategory category = dirData.m_categories.Find(o => o.m_title.CompareTo(categoryID) == 0); List <CinematographyTechnique> dataList = new List <CinematographyTechnique>(category.m_techniques); CinematographyTechnique defaultTechnique = category.m_defaultTechnique; if (categoryID.CompareTo("FX") == 0 && !useFX) { return(dataList.Find(o => o.m_title.CompareTo("NoFX") == 0)); } // Eliminate some techniques from the data list based on the previous node's technique information if necessary. if (previousNode != null) { ApplyShotBasedRuleset(categoryID, ref dataList, previousNode); } // Eliminate some techniques based on the current node's categories. ApplyNodeBasedRuleset(categoryID, ref dataList, node); // After we've selected the closest random technique, compare it's dramatization & pace. while (it < m_iterationTimeout) { // Select technique. if (pref == DecisionTechniquePreference.ProbabilityDistribution) { selectedIndex = MathUtility.GetCumulativeDistribution(dataList.Select(o => o.m_probabilityDistribution).ToArray()); } else if (pref == DecisionTechniquePreference.ExponentialDistribution) { selectedIndex = MathUtility.GetCumulativeDistribution(dataList.Select(o => o.m_classDistribution).ToArray()); } if (selectedIndex != -1) { // Check dramatization & pace thresholds for the selected technique. CinematographyTechnique techniqueData = dataList[selectedIndex]; bool dramatizationChecks = dramThresh == 1.0f || (node.m_marker.m_dramatization > techniqueData.m_dramatization && node.m_marker.m_dramatization - techniqueData.m_dramatization < dramThresh); bool paceChecks = paceThresh == 1.0f || (node.m_marker.m_pace > techniqueData.m_pace && node.m_marker.m_pace - techniqueData.m_pace < dramThresh); if (dramatizationChecks && paceChecks) { return(techniqueData); } } it++; } dataList = null; return(defaultTechnique); }
public bool CalculateProbabilityAndClassDistribution(ref List <CinematographyTechniqueImplementation> implementations) { for (int i = 0; i < m_categories.Count; i++) { int defaultTechniqueIndex = m_categories[i].m_techniques.FindIndex(o => o.m_title.CompareTo(m_categories[i].m_defaultTechniqueTitle) == 0); if (defaultTechniqueIndex < 0) { Debug.LogError("Techniques inside the category does not contain the default technique, please check your JSON file!"); return(false); } m_categories[i].m_defaultTechnique = m_categories[i].m_techniques[defaultTechniqueIndex]; m_categories[i].m_techniques.OrderBy(o => o.m_probabilityDistribution); float sum = m_categories[i].m_techniques.Sum(o => o.m_value); float sumExp = m_categories[i].m_techniques.Sum(o => Mathf.Exp(o.m_value)); for (int j = 0; j < m_categories[i].m_techniques.Count; j++) { CinematographyTechnique technique = m_categories[i].m_techniques[j]; technique.CalculateDistributions(sum, sumExp); // Check whether implementations exist. int implementationIndex = implementations.FindIndex(o => o.GetType().ToString().CompareTo(technique.m_title) == 0); if (implementationIndex < 0) { Debug.LogError("Implementation for " + technique.m_title + " could not be found. Make sure you have an implementation class deriving from" + "CinematographyTechniqueImplementation base class and is the same name as the technique's title."); return(false); } else { technique.m_implementation = implementations[implementationIndex]; } } } return(true); }