Example #1
0
        Quaternion getRotationAtFrame(int frame, int frameRate)
        {
            // if before or equal to first frame, or is the only frame
            RotationKey firstKey = keys[0] as RotationKey;

            if (firstKey.endFrame == -1 || (frame <= (float)firstKey.frame && !firstKey.canTween))
            {
                return(firstKey.rotation);
            }

            // if lies on rotation action
            for (int i = 0; i < keys.Count; i++)
            {
                RotationKey key     = keys[i] as RotationKey;
                RotationKey keyNext = i + 1 < keys.Count ? keys[i + 1] as RotationKey : null;

                if (frame >= (float)key.endFrame && keyNext != null && (!keyNext.canTween || keyNext.endFrame != -1))
                {
                    continue;
                }
                // if no ease
                if (!key.canTween || keyNext == null)
                {
                    return(key.rotation);
                }
                // else find Quaternion using easing function

                float numFrames = (float)key.getNumberOfFrames(frameRate);

                float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames);

                Quaternion qStart = key.rotation;
                Quaternion qEnd   = keyNext.rotation;

                if (key.hasCustomEase())
                {
                    return(Quaternion.LerpUnclamped(qStart, qEnd, Utility.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve)));
                }
                else
                {
                    var ease = Utility.GetEasingFunction((Ease)key.easeType);
                    return(Quaternion.LerpUnclamped(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period)));
                }
            }

            Debug.LogError("Animator: Could not get rotation at frame '" + frame + "'");
            return(Quaternion.identity);
        }
Example #2
0
        Quaternion getRotationAtFrame(Transform transform, float frame, int frameRate)
        {
            int keyCount = keys.Count;

            if (keyCount <= 0)
            {
                return(transform.localRotation);
            }

            int iFrame = Mathf.RoundToInt(frame);

            var firstKey = keys[0] as RotationKey;

            //check if only key or behind first key
            if (keyCount == 1 || iFrame <= firstKey.frame)
            {
                return(firstKey.rotation);
            }

            // if lies on rotation action
            for (int i = 0; i < keyCount; i++)
            {
                RotationKey key = keys[i] as RotationKey;

                if (key.endFrame == -1) //invalid
                {
                    continue;
                }

                //end of last path in track?
                if (iFrame >= key.endFrame)
                {
                    if (key.interp == Key.Interpolation.None)
                    {
                        if (i + 1 == keyCount)
                        {
                            return(key.rotation);
                        }
                    }
                    else if (key.interp == Key.Interpolation.Linear || key.path == null)
                    {
                        if (i + 1 == keyCount - 1)
                        {
                            return(((RotationKey)keys[i + 1]).rotation);
                        }
                    }
                    else if (key.interp == Key.Interpolation.Curve)
                    {
                        if (i + key.keyCount == keyCount) //end of last path in track?
                        {
                            return(((RotationKey)keys[i + key.keyCount - 1]).rotation);
                        }
                    }

                    continue;
                }

                if (key.interp == Key.Interpolation.None)
                {
                    return(key.rotation);
                }
                else if (key.interp == Key.Interpolation.Linear || key.path == null)
                {
                    RotationKey keyNext = keys[i + 1] as RotationKey;

                    float numFrames = (float)key.getNumberOfFrames(frameRate);

                    float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames);

                    Quaternion qStart = key.rotation;
                    Quaternion qEnd   = keyNext.rotation;

                    if (key.hasCustomEase())
                    {
                        return(Quaternion.LerpUnclamped(qStart, qEnd, Utility.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve)));
                    }
                    else
                    {
                        var ease = Utility.GetEasingFunction((Ease)key.easeType);
                        return(Quaternion.LerpUnclamped(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period)));
                    }
                }
                else
                {
                    float _value = Mathf.Clamp01((frame - key.frame) / key.getNumberOfFrames(frameRate));

                    return(key.GetRotationFromPath(Mathf.Clamp01(_value)));
                }
            }

            return(transform.localRotation);
        }
Example #3
0
        // preview a frame in the scene view
        public override void previewFrame(ITarget target, float frame, int frameRate, bool play, float playSpeed)
        {
            Transform t = GetTarget(target) as Transform;

            int keyCount = keys.Count;

            if (!t)
            {
                return;
            }
            if (keys == null || keyCount <= 0)
            {
                return;
            }

            // if before or equal to first frame, or is the only frame
            RotationKey firstKey = keys[0] as RotationKey;

            if (firstKey.endFrame == -1 || (frame <= (float)firstKey.frame && !firstKey.canTween))
            {
                t.localRotation = firstKey.rotation;
                return;
            }

            // if lies on rotation action
            for (int i = 0; i < keys.Count; i++)
            {
                RotationKey key     = keys[i] as RotationKey;
                RotationKey keyNext = i + 1 < keys.Count ? keys[i + 1] as RotationKey : null;

                if (frame >= (float)key.endFrame && keyNext != null && (!keyNext.canTween || keyNext.endFrame != -1))
                {
                    continue;
                }
                // if no ease
                if (!key.canTween || keyNext == null)
                {
                    t.localRotation = key.rotation;
                    return;
                }
                // else find Quaternion using easing function

                float numFrames = (float)key.getNumberOfFrames(frameRate);

                float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames);

                Quaternion qStart = key.rotation;
                Quaternion qEnd   = keyNext.rotation;

                if (key.hasCustomEase())
                {
                    t.localRotation = Quaternion.LerpUnclamped(qStart, qEnd, Utility.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve));
                }
                else
                {
                    var ease = Utility.GetEasingFunction((Ease)key.easeType);
                    t.localRotation = Quaternion.LerpUnclamped(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period));
                }

                return;
            }
        }