Esempio n. 1
0
        public Quaternion Evaluate(float t)
        {
            // Sanity checks
            if (rotations.Length == 0)
            {
                return(Quaternion.identity);
            }
            if (rotations.Length == 1)
            {
                return(rotations[0]);
            }

            int startIndex = 0;

            for (startIndex = 0; startIndex < times.Length - 1; ++startIndex)
            {
                if (t < times[startIndex + 1])
                {
                    break;
                }
            }

            // Edge case 0: at the end of the path.
            if (startIndex == rotations.Length - 1)
            {
                return(rotations[startIndex]);
            }

            switch (interpolationTypes[startIndex])
            {
            case RotationInterpolationType.Linear:
            {
                int nextIndex = Mathf.RoundToInt(Mathf.Min(startIndex + 1, times.Length - 1));

                float overTime     = t - times[startIndex];
                float intervalTime = times[nextIndex] - times[startIndex];
                if (intervalTime <= 0)
                {
                    return(rotations[nextIndex]);
                }

                float normTime = overTime / intervalTime;
                return(Quaternion.Lerp(rotations[startIndex], rotations[nextIndex], normTime));
            }

            case RotationInterpolationType.CubicSpline:
            {
                Quaternion slope1, slope2;
                // Edge case 1: entire curve is just two points.
                if (rotations.Length == 2)
                {
                    slope1 = SplineUtils.EstimateSlope(rotations[0], rotations[1], times[1] - times[0]);
                    slope2 = slope1;
                }
                // Edge case 2: first section of the curve.
                else if (startIndex == 0)
                {
                    slope1 = SplineUtils.EstimateSlope(rotations[0], rotations[1], times[1] - times[0]);
                    slope2 = SplineUtils.EstimateSlope(rotations[0], rotations[1], rotations[2], times[1] - times[0], times[2] - times[1]);
                }
                else if (startIndex == rotations.Length - 2)                                // Edge case 3: last section of the curve.
                {
                    slope1 = SplineUtils.EstimateSlope(rotations[startIndex - 1], rotations[startIndex], rotations[startIndex + 1], times[startIndex] - times[startIndex - 1], times[startIndex + 1] - times[startIndex]);
                    slope2 = SplineUtils.EstimateSlope(rotations[startIndex], rotations[startIndex + 1], times[startIndex + 1] - times[startIndex]);
                }
                else                                 // General case: in the middle of the curve.
                {
                    slope1 = SplineUtils.EstimateSlope(rotations[startIndex - 1], rotations[startIndex], rotations[startIndex + 1], times[startIndex] - times[startIndex - 1], times[startIndex + 1] - times[startIndex]);
                    slope2 = SplineUtils.EstimateSlope(rotations[startIndex], rotations[startIndex + 1], rotations[startIndex + 2], times[startIndex + 1] - times[startIndex], times[startIndex + 2] - times[startIndex + 1]);
                }
                return(SplineUtils.EvaluateSpline(rotations[startIndex], slope1, rotations[startIndex + 1], slope2, t, times[startIndex], times[startIndex + 1]));
            }

            case RotationInterpolationType.Slerp:
            {
                return(Quaternion.Slerp(rotations[startIndex], rotations[startIndex + 1], (t - times[startIndex]) / (times[startIndex + 1] - times[startIndex])));
            }

            default:
                Debug.LogError($"[CameraTools.RotationAnimation]: Invalid interpolation type {interpolationTypes[startIndex]}");
                return(Quaternion.identity);
            }
        }
Esempio n. 2
0
        public Vector3 Evaluate(float t)
        {
            // Sanity checks
            if (positions.Length == 0)
            {
                return(Vector3.zero);
            }
            if (positions.Length == 1)
            {
                return(positions[0]);
            }

            int startIndex = 0;

            for (startIndex = 0; startIndex < times.Length - 1; ++startIndex)
            {
                if (t < times[startIndex + 1])
                {
                    break;
                }
            }

            // Edge case 0: at the end of the path.
            if (startIndex == positions.Length - 1)
            {
                return(positions[startIndex]);
            }

            switch (interpolationTypes[startIndex])
            {
            case PositionInterpolationType.Linear:                     // Linear interpolation.
                int nextIndex = Mathf.Min(startIndex + 1, times.Length - 1);

                float overTime     = t - times[startIndex];
                float intervalTime = times[nextIndex] - times[startIndex];
                if (intervalTime <= 0)
                {
                    return(positions[nextIndex]);
                }

                float normTime = overTime / intervalTime;
                return(Vector3.Lerp(positions[startIndex], positions[nextIndex], normTime));

            case PositionInterpolationType.CubicSpline:                     // Cubic spline interpolation using Hermite polynomials.
                Vector3 slope1, slope2;
                // Edge case 1: entire curve is just two points.
                if (positions.Length == 2)
                {
                    slope1 = SplineUtils.EstimateSlope(positions[0], positions[1], times[1] - times[0]);
                    slope2 = slope1;
                }
                // Edge case 2: first section of the curve.
                else if (startIndex == 0)
                {
                    slope1 = SplineUtils.EstimateSlope(positions[0], positions[1], times[1] - times[0]);
                    slope2 = SplineUtils.EstimateSlope(positions[0], positions[1], positions[2], times[1] - times[0], times[2] - times[1]);
                }
                else if (startIndex == positions.Length - 2)                        // Edge case 3: last section of the curve.
                {
                    slope1 = SplineUtils.EstimateSlope(positions[startIndex - 1], positions[startIndex], positions[startIndex + 1], times[startIndex] - times[startIndex - 1], times[startIndex + 1] - times[startIndex]);
                    slope2 = SplineUtils.EstimateSlope(positions[startIndex], positions[startIndex + 1], times[startIndex + 1] - times[startIndex]);
                }
                else                         // General case: in the middle of the curve.
                {
                    slope1 = SplineUtils.EstimateSlope(positions[startIndex - 1], positions[startIndex], positions[startIndex + 1], times[startIndex] - times[startIndex - 1], times[startIndex + 1] - times[startIndex]);
                    slope2 = SplineUtils.EstimateSlope(positions[startIndex], positions[startIndex + 1], positions[startIndex + 2], times[startIndex + 1] - times[startIndex], times[startIndex + 2] - times[startIndex + 1]);
                }
                return(SplineUtils.EvaluateSpline(positions[startIndex], slope1, positions[startIndex + 1], slope2, t, times[startIndex], times[startIndex + 1]));

            default:
                Debug.LogError($"[CameraTools.Vector3Animation]: Invalid interpolation type {interpolationTypes[startIndex]}");
                return(Vector3.zero);
            }
        }