Files
FlaxEngine/Source/Engine/Animations/AnimationUtils.h
2021-01-02 14:28:49 +01:00

207 lines
6.2 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Color.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Quaternion.h"
namespace AnimationUtils
{
template<class T>
FORCE_INLINE static T GetZero()
{
return 0.0f;
}
template<>
FORCE_INLINE float GetZero<float>()
{
return 0.0f;
}
template<>
FORCE_INLINE double GetZero<double>()
{
return 0.0;
}
template<>
FORCE_INLINE Vector3 GetZero<Vector3>()
{
return Vector3::Zero;
}
template<>
FORCE_INLINE Quaternion GetZero<Quaternion>()
{
return Quaternion::Identity;
}
template<>
FORCE_INLINE Color GetZero<Color>()
{
return Color::Black;
}
template<>
FORCE_INLINE Color32 GetZero<Color32>()
{
return Color32::Black;
}
template<class T>
FORCE_INLINE static void GetTangent(const T& a, const T& b, float length, T& result)
{
const float oneThird = 1.0f / 3.0f;
result = a + b * (length * oneThird);
}
template<>
FORCE_INLINE void GetTangent<Quaternion>(const Quaternion& a, const Quaternion& b, float length, Quaternion& result)
{
const float oneThird = 1.0f / 3.0f;
Quaternion::Slerp(a, b, oneThird, result);
}
template<class T>
FORCE_INLINE static void Interpolate(const T& a, const T& b, float alpha, T& result)
{
result = (T)(a + alpha * (b - a));
}
template<>
FORCE_INLINE void Interpolate<Vector3>(const Vector3& a, const Vector3& b, float alpha, Vector3& result)
{
Vector3::Lerp(a, b, alpha, result);
}
template<>
FORCE_INLINE void Interpolate<Quaternion>(const Quaternion& a, const Quaternion& b, float alpha, Quaternion& result)
{
Quaternion::Slerp(a, b, alpha, result);
}
static void WrapTime(float& time, float start, float end, bool loop)
{
const float length = end - start;
if (Math::NearEqual(length, 0.0f))
{
time = 0.0f;
return;
}
// Clamp to start or loop
if (time < start)
{
if (loop)
time = time + (Math::Floor(end - time) / length) * length;
else
time = start;
}
// Clamp to end or loop
if (time > end)
{
if (loop)
time = time - Math::Floor((time - start) / length) * length;
else
time = end;
}
}
/// <summary>
/// Evaluates a cubic Hermite curve at a specific point.
/// </summary>
/// <param name="t">The time parameter that at which to evaluate the curve, in range [0, 1].</param>
/// <param name="pointA">The starting point (at t=0).</param>
/// <param name="pointB">The ending point (at t=1).</param>
/// <param name="tangentA">The starting tangent (at t=0).</param>
/// <param name="tangentB">The ending tangent (at t = 1).</param>
/// <param name="result">The evaluated value.</param>
template<class T>
static void CubicHermite(const float t, const T& pointA, const T& pointB, const T& tangentA, const T& tangentB, T* result)
{
const float t2 = t * t;
const float t3 = t2 * t;
float a = 2 * t3 - 3 * t2 + 1;
float b = t3 - 2 * t2 + t;
float c = -2 * t3 + 3 * t2;
float d = t3 - t2;
*result = a * pointA + b * tangentA + c * pointB + d * tangentB;
}
/// <summary>
/// Evaluates the first derivative of a cubic Hermite curve at a specific point.
/// </summary>
/// <param name="t">The time parameter that at which to evaluate the curve, in range [0, 1].</param>
/// <param name="pointA">The starting point (at t=0).</param>
/// <param name="pointB">The ending point (at t=1).</param>
/// <param name="tangentA">The starting tangent (at t=0).</param>
/// <param name="tangentB">The ending tangent (at t = 1).</param>
/// <param name="result">The evaluated value.</param>
template<class T>
static void CubicHermiteD1(const float t, const T& pointA, const T& pointB, const T& tangentA, const T& tangentB, T* result)
{
const float t2 = t * t;
float a = 6 * t2 - 6 * t;
float b = 3 * t2 - 4 * t + 1;
float c = -6 * t2 + 6 * t;
float d = 3 * t2 - 2 * t;
*result = a * pointA + b * tangentA + c * pointB + d * tangentB;
}
template<class T>
static void Bezier(const T& p0, const T& p1, const T& p2, const T& p3, float alpha, T& result)
{
T p01, p12, p23, p012, p123;
Interpolate(p0, p1, alpha, p01);
Interpolate(p1, p2, alpha, p12);
Interpolate(p2, p3, alpha, p23);
Interpolate(p01, p12, alpha, p012);
Interpolate(p12, p23, alpha, p123);
Interpolate(p012, p123, alpha, result);
}
template<>
void Bezier<Vector2>(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3, float alpha, Vector2& result)
{
const float u = 1.0f - alpha;
const float tt = alpha * alpha;
const float uu = u * u;
const float uuu = uu * u;
const float ttt = tt * alpha;
result = uuu * p0 + 3 * uu * alpha * p1 + 3 * u * tt * p2 + ttt * p3;
}
template<>
void Bezier<Vector3>(const Vector3& p0, const Vector3& p1, const Vector3& p2, const Vector3& p3, float alpha, Vector3& result)
{
const float u = 1.0f - alpha;
const float tt = alpha * alpha;
const float uu = u * u;
const float uuu = uu * u;
const float ttt = tt * alpha;
result = uuu * p0 + 3 * uu * alpha * p1 + 3 * u * tt * p2 + ttt * p3;
}
template<>
void Bezier<Quaternion>(const Quaternion& p0, const Quaternion& p1, const Quaternion& p2, const Quaternion& p3, float alpha, Quaternion& result)
{
Quaternion p01, p12, p23, p012, p123;
Quaternion::Slerp(p0, p1, alpha, p01);
Quaternion::Slerp(p1, p2, alpha, p12);
Quaternion::Slerp(p2, p3, alpha, p23);
Quaternion::Slerp(p01, p12, alpha, p012);
Quaternion::Slerp(p12, p23, alpha, p123);
Quaternion::Slerp(p012, p123, alpha, result);
}
}