public Quaternion InterpolateQuaternion(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(_quaternionIdentity);
            }

            if (_points.First().Point.w >= time)
            {
                return(Quaternion.Euler(_points.First().Point));
            }

            if (_points.Last().Point.w <= time)
            {
                return(Quaternion.Euler(_points.Last().Point));
            }

            SearchIndex(time, PropertyType.Quaternion, out int l, out int r);

            Quaternion quaternionOne = Quaternion.Euler(_points[l].Point);
            Quaternion quaternionTwo = Quaternion.Euler(_points[r].Point);
            float      normalTime    = (time - _points[l].Point.w) / (_points[r].Point.w - _points[l].Point.w);

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            return(Quaternion.SlerpUnclamped(quaternionOne, quaternionTwo, normalTime));
        }
        public Vector3 Interpolate(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(_vectorZero);
            }

            if (_points.First().Point.w >= time)
            {
                return(_points.First().Point);
            }

            if (_points.Last().Point.w <= time)
            {
                return(_points.Last().Point);
            }

            SearchIndex(time, PropertyType.Vector3, out int l, out int r);

            float normalTime = (time - _points[l].Point.w) / (_points[r].Point.w - _points[l].Point.w);

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            if (_points[r].Smooth)
            {
                return(SmoothVectorLerp(_points, l, r, normalTime));
            }
            else
            {
                return(Vector3.LerpUnclamped(_points[l].Point, _points[r].Point, normalTime));
            }
        }
        internal static IEnumerator AnimateTrackCoroutine(PointDefinition points, Property property, float duration, float startTime, Functions easing)
        {
            while (true)
            {
                float elapsedTime = Instance.CustomEventCallbackController._audioTimeSource.songTime - startTime;
                float time        = Easings.Interpolate(Mathf.Min(elapsedTime / duration, 1f), easing);
                switch (property.PropertyType)
                {
                case PropertyType.Linear:
                    property.Value = points.InterpolateLinear(time);
                    break;

                case PropertyType.Vector3:
                    property.Value = points.Interpolate(time);
                    break;

                case PropertyType.Vector4:
                    property.Value = points.InterpolateVector4(time);
                    break;

                case PropertyType.Quaternion:
                    property.Value = points.InterpolateQuaternion(time);
                    break;
                }

                if (elapsedTime < duration)
                {
                    yield return(null);
                }
                else
                {
                    break;
                }
            }
        }
Exemple #4
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        public Vector3 Interpolate(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(_vectorZero);
            }

            if (_points.First().Point.w >= time)
            {
                return(_points.First().Point);
            }

            if (_points.Last().Point.w <= time)
            {
                return(_points.Last().Point);
            }

            SearchIndex(time, PropertyType.Vector3, out int l, out int r);
            Vector4 pointL = _points[l].Point;
            Vector4 pointR = _points[r].Point;

            float normalTime;
            float divisor = pointR.w - pointL.w;

            if (divisor != 0)
            {
                normalTime = (time - pointL.w) / divisor;
            }
            else
            {
                normalTime = 0;
            }

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            if (_points[r].Smooth)
            {
                return(SmoothVectorLerp(_points, l, r, normalTime));
            }
            else
            {
                return(Vector3.LerpUnclamped(pointL, pointR, normalTime));
            }
        }
        internal static IEnumerator AssignPathAnimationCoroutine(Property property, float duration, float startTime, Functions easing)
        {
            PointDefinitionInterpolation pointDataInterpolation = property.Value as PointDefinitionInterpolation;

            while (true)
            {
                float elapsedTime = Instance.CustomEventCallbackController._audioTimeSource.songTime - startTime;
                pointDataInterpolation.Time = Easings.Interpolate(Mathf.Min(elapsedTime / duration, 1f), easing);

                if (elapsedTime < duration)
                {
                    yield return(null);
                }
                else
                {
                    break;
                }
            }

            pointDataInterpolation.Finish();
        }
        public Vector3 Interpolate(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(_vectorZero);
            }

            if (time <= 0)
            {
                return(_points.First().Point);
            }

            int pointsCount = _points.Count;

            for (int i = 0; i < pointsCount; i++)
            {
                if (_points[i].Point.w > time)
                {
                    if (i == 0)
                    {
                        return(_points.First().Point);
                    }

                    float normalTime = (time - _points[i - 1].Point.w) / (_points[i].Point.w - _points[i - 1].Point.w);
                    normalTime = Easings.Interpolate(normalTime, _points[i].Easing);
                    if (_points[i].Smooth)
                    {
                        return(SmoothVectorLerp(_points, i - 1, i, normalTime));
                    }
                    else
                    {
                        return(Vector3.LerpUnclamped(_points[i - 1].Point, _points[i].Point, normalTime));
                    }
                }
            }

            return(_points.Last().Point);
        }
Exemple #7
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        public Quaternion InterpolateQuaternion(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(_quaternionIdentity);
            }

            if (_points.First().Point.w >= time)
            {
                return(Quaternion.Euler(_points.First().Point));
            }

            if (_points.Last().Point.w <= time)
            {
                return(Quaternion.Euler(_points.Last().Point));
            }

            SearchIndex(time, PropertyType.Quaternion, out int l, out int r);
            Vector4    pointL        = _points[l].Point;
            Vector4    pointR        = _points[r].Point;
            Quaternion quaternionOne = Quaternion.Euler(pointL);
            Quaternion quaternionTwo = Quaternion.Euler(pointR);

            float normalTime;
            float divisor = pointR.w - pointL.w;

            if (divisor != 0)
            {
                normalTime = (time - pointL.w) / divisor;
            }
            else
            {
                normalTime = 0;
            }

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            return(Quaternion.SlerpUnclamped(quaternionOne, quaternionTwo, normalTime));
        }
        public Vector4 InterpolateVector4(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(Vector4.zero);
            }

            if (_points.First().Vector4Point.v >= time)
            {
                return(_points.First().Vector4Point);
            }

            if (_points.Last().Vector4Point.v <= time)
            {
                return(_points.Last().Vector4Point);
            }

            SearchIndex(time, PropertyType.Vector4, out int l, out int r);

            float normalTime = (time - _points[l].Vector4Point.v) / (_points[r].Vector4Point.v - _points[l].Vector4Point.v);

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            return(Vector4.LerpUnclamped(_points[l].Vector4Point, _points[r].Vector4Point, normalTime));
        }
        // Kind of a sloppy way of implementing this, but hell if it works
        public float InterpolateLinear(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(0);
            }

            if (_points.First().LinearPoint.y >= time)
            {
                return(_points.First().LinearPoint.x);
            }

            if (_points.Last().LinearPoint.y <= time)
            {
                return(_points.Last().LinearPoint.x);
            }

            SearchIndex(time, PropertyType.Linear, out int l, out int r);

            float normalTime = (time - _points[l].LinearPoint.y) / (_points[r].LinearPoint.y - _points[l].LinearPoint.y);

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            return(Mathf.LerpUnclamped(_points[l].LinearPoint.x, _points[r].LinearPoint.x, normalTime));
        }
Exemple #10
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        public Vector4 InterpolateVector4(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(Vector4.zero);
            }

            if (_points.First().Vector4Point.v >= time)
            {
                return(_points.First().Vector4Point);
            }

            if (_points.Last().Vector4Point.v <= time)
            {
                return(_points.Last().Vector4Point);
            }

            SearchIndex(time, PropertyType.Vector4, out int l, out int r);
            Vector5 pointL = _points[l].Vector4Point;
            Vector5 pointR = _points[r].Vector4Point;

            float normalTime;
            float divisor = pointR.v - pointL.v;

            if (divisor != 0)
            {
                normalTime = (time - pointL.v) / divisor;
            }
            else
            {
                normalTime = 0;
            }

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            return(Vector4.LerpUnclamped(pointL, pointR, normalTime));
        }
Exemple #11
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        // Kind of a sloppy way of implementing this, but hell if it works
        public float InterpolateLinear(float time)
        {
            if (_points == null || _points.Count == 0)
            {
                return(0);
            }

            if (_points.First().LinearPoint.y >= time)
            {
                return(_points.First().LinearPoint.x);
            }

            if (_points.Last().LinearPoint.y <= time)
            {
                return(_points.Last().LinearPoint.x);
            }

            SearchIndex(time, PropertyType.Linear, out int l, out int r);
            Vector4 pointL = _points[l].LinearPoint;
            Vector4 pointR = _points[r].LinearPoint;

            float normalTime;
            float divisor = pointR.y - pointL.y;

            if (divisor != 0)
            {
                normalTime = (time - pointL.y) / divisor;
            }
            else
            {
                normalTime = 0;
            }

            normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
            return(Mathf.LerpUnclamped(pointL.x, pointR.x, normalTime));
        }