public static SafeDeltaDivide ( float dy, float dx ) : float | ||
dy | float | |
dx | float | |
리턴 | float |
public float CalculateSmoothTangent(int index, int component) { AnimationCurve curve = this.GetCurve(component); float result; if (curve.length < 2) { result = 0f; } else if (index <= 0) { result = this.CalculateLinearTangent(curve[0], curve[1], component); } else if (index >= curve.length - 1) { result = this.CalculateLinearTangent(curve[curve.length - 1], curve[curve.length - 2], component); } else { float time = curve[index - 1].time; float time2 = curve[index].time; float time3 = curve[index + 1].time; Vector3 euler = this.EvaluateEulerCurvesDirectly(time); Vector3 vector = this.EvaluateEulerCurvesDirectly(time2); Vector3 euler2 = this.EvaluateEulerCurvesDirectly(time3); Quaternion quaternion = Quaternion.Euler(euler); Quaternion quaternion2 = Quaternion.Euler(vector); Quaternion quaternion3 = Quaternion.Euler(euler2); if (quaternion.x * quaternion2.x + quaternion.y * quaternion2.y + quaternion.z * quaternion2.z + quaternion.w * quaternion2.w < 0f) { quaternion = new Quaternion(-quaternion.x, -quaternion.y, -quaternion.z, -quaternion.w); } if (quaternion3.x * quaternion2.x + quaternion3.y * quaternion2.y + quaternion3.z * quaternion2.z + quaternion3.w * quaternion2.w < 0f) { quaternion3 = new Quaternion(-quaternion3.x, -quaternion3.y, -quaternion3.z, -quaternion3.w); } Quaternion quaternion4 = default(Quaternion); float dx = time2 - time; float dx2 = time3 - time2; for (int i = 0; i < 4; i++) { float dy = quaternion2[i] - quaternion[i]; float dy2 = quaternion3[i] - quaternion2[i]; float num = QuaternionCurveTangentCalculation.SafeDeltaDivide(dy, dx); float num2 = QuaternionCurveTangentCalculation.SafeDeltaDivide(dy2, dx2); quaternion4[i] = 0.5f * num + 0.5f * num2; } float num3 = Mathf.Abs(time3 - time) * 0.01f; Quaternion q = new Quaternion(quaternion2.x - quaternion4.x * num3, quaternion2.y - quaternion4.y * num3, quaternion2.z - quaternion4.z * num3, quaternion2.w - quaternion4.w * num3); Quaternion q2 = new Quaternion(quaternion2.x + quaternion4.x * num3, quaternion2.y + quaternion4.y * num3, quaternion2.z + quaternion4.z * num3, quaternion2.w + quaternion4.w * num3); Vector3 eulerFromQuaternion = QuaternionCurveTangentCalculation.GetEulerFromQuaternion(q, vector); Vector3 eulerFromQuaternion2 = QuaternionCurveTangentCalculation.GetEulerFromQuaternion(q2, vector); result = ((eulerFromQuaternion2 - eulerFromQuaternion) / (num3 * 2f))[component]; } return(result); }
public float CalculateSmoothTangent(int index, int component) { AnimationCurve curve = this.GetCurve(component); if (curve.length < 2) { return(0.0f); } if (index <= 0) { return(this.CalculateLinearTangent(curve[0], curve[1], component)); } if (index >= curve.length - 1) { return(this.CalculateLinearTangent(curve[curve.length - 1], curve[curve.length - 2], component)); } float time1 = curve[index - 1].time; float time2 = curve[index].time; float time3 = curve[index + 1].time; Vector3 eulerCurvesDirectly1 = this.EvaluateEulerCurvesDirectly(time1); Vector3 eulerCurvesDirectly2 = this.EvaluateEulerCurvesDirectly(time2); Vector3 eulerCurvesDirectly3 = this.EvaluateEulerCurvesDirectly(time3); Quaternion quaternion1 = Quaternion.Euler(eulerCurvesDirectly1); Quaternion quaternion2 = Quaternion.Euler(eulerCurvesDirectly2); Quaternion quaternion3 = Quaternion.Euler(eulerCurvesDirectly3); if ((double)quaternion1.x * (double)quaternion2.x + (double)quaternion1.y * (double)quaternion2.y + (double)quaternion1.z * (double)quaternion2.z + (double)quaternion1.w * (double)quaternion2.w < 0.0) { quaternion1 = new Quaternion(-quaternion1.x, -quaternion1.y, -quaternion1.z, -quaternion1.w); } if ((double)quaternion3.x * (double)quaternion2.x + (double)quaternion3.y * (double)quaternion2.y + (double)quaternion3.z * (double)quaternion2.z + (double)quaternion3.w * (double)quaternion2.w < 0.0) { quaternion3 = new Quaternion(-quaternion3.x, -quaternion3.y, -quaternion3.z, -quaternion3.w); } Quaternion quaternion4 = new Quaternion(); float dx1 = time2 - time1; float dx2 = time3 - time2; for (int index1 = 0; index1 < 4; ++index1) { float dy1 = quaternion2[index1] - quaternion1[index1]; float dy2 = quaternion3[index1] - quaternion2[index1]; float num1 = QuaternionCurveTangentCalculation.SafeDeltaDivide(dy1, dx1); float num2 = QuaternionCurveTangentCalculation.SafeDeltaDivide(dy2, dx2); quaternion4[index1] = (float)(0.5 * (double)num1 + 0.5 * (double)num2); } float num = Mathf.Abs(time3 - time1) * 0.01f; Quaternion q1 = new Quaternion(quaternion2.x - quaternion4.x * num, quaternion2.y - quaternion4.y * num, quaternion2.z - quaternion4.z * num, quaternion2.w - quaternion4.w * num); Quaternion q2 = new Quaternion(quaternion2.x + quaternion4.x * num, quaternion2.y + quaternion4.y * num, quaternion2.z + quaternion4.z * num, quaternion2.w + quaternion4.w * num); Vector3 eulerFromQuaternion = QuaternionCurveTangentCalculation.GetEulerFromQuaternion(q1, eulerCurvesDirectly2); return(((QuaternionCurveTangentCalculation.GetEulerFromQuaternion(q2, eulerCurvesDirectly2) - eulerFromQuaternion) / (num * 2f))[component]); }