using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.Linq; using System.Reflection; using Unity.Collections; using UnityEngine.Assertions; namespace UnityEngine.Rendering { /// /// A helper function for interpolating AnimationCurves together. In general, curves can not be directly blended /// because they will have keypoints at different places. InterpAnimationCurve traverses through the keypoints. /// If both curves have a keypoint at the same time, they keypoints are trivially lerped together. However /// if one curve has a keypoint at a time that is missing in the other curve (which is the most common case), /// InterpAnimationCurve calculates a synthetic keypoint at that time based on value and derivative, and interpolates /// the resulting keys. /// Note that this function should only be called by internal rendering code. It creates a small pool of animation /// curves and reuses them to avoid creating garbage. The number of curves needed is quite small, since curves only need /// to be used when interpolating multiple volumes together with different curve parameters. The underlying interp /// function isn't allowed to fail, so in the case where we run out of memory we fall back to returning a single keyframe. /// /// /// Example: /// /// { /// AnimationCurve curve0 = new AnimationCurve(); /// curve0.AddKey(new Keyframe(0.0f, 3.0f)); /// curve0.AddKey(new Keyframe(4.0f, 2.0f)); /// /// AnimationCurve curve1 = new AnimationCurve(); /// curve1.AddKey(new Keyframe(0.0f, 0.0f)); /// curve1.AddKey(new Keyframe(2.0f, 1.0f)); /// curve1.AddKey(new Keyframe(4.0f, 4.0f)); /// /// float t = 0.5f; /// KeyframeUtility.InterpAnimationCurve(curve0, curve1, t); /// /// // curve0 now stores the resulting interpolated curve /// } /// /// public class KeyframeUtility { /// /// Helper function to remove all control points for an animation curve. Since animation curves are reused in a pool, /// this function clears existing keys so the curve is ready for reuse. /// /// The curve to reset. static public void ResetAnimationCurve(AnimationCurve curve) { curve.ClearKeys(); } static private Keyframe LerpSingleKeyframe(Keyframe lhs, Keyframe rhs, float t) { var ret = new Keyframe(); ret.time = Mathf.Lerp(lhs.time, rhs.time, t); ret.value = Mathf.Lerp(lhs.value, rhs.value, t); ret.inTangent = Mathf.Lerp(lhs.inTangent, rhs.inTangent, t); ret.outTangent = Mathf.Lerp(lhs.outTangent, rhs.outTangent, t); ret.inWeight = Mathf.Lerp(lhs.inWeight, rhs.inWeight, t); ret.outWeight = Mathf.Lerp(lhs.outWeight, rhs.outWeight, t); // it's not possible to lerp the weightedMode, so use the lhs mode. ret.weightedMode = lhs.weightedMode; // Note: ret.tangentMode is deprecated, so we will use the value from the constructor return ret; } /// In an animation curve, the inTangent and outTangent don't match the edge of the curve. For example, /// the first key might have inTangent=3.0f but the actual incoming tangent is 0.0 because the curve is /// clamped outside the time domain. So this helper fetches a key, but zeroes out the inTangent of the first /// key and the outTangent of the last key. static private Keyframe GetKeyframeAndClampEdge([DisallowNull] NativeArray keys, int index) { var lastKeyIndex = keys.Length - 1; if (index < 0 || index > lastKeyIndex) { Debug.LogWarning("Invalid index in GetKeyframeAndClampEdge. This is likely a bug."); return new Keyframe(); } var currKey = keys[index]; if (index == 0) { currKey.inTangent = 0.0f; } if (index == lastKeyIndex) { currKey.outTangent = 0.0f; } return currKey; } /// Fetch a key from the keys list. If index<0, then expand the first key backwards to startTime. If index>=keys.length, /// then extend the last key to endTime. Keys must be a valid array with at least one element. static private Keyframe FetchKeyFromIndexClampEdge([DisallowNull] NativeArray keys, int index, float segmentStartTime, float segmentEndTime) { float startTime = Mathf.Min(segmentStartTime, keys[0].time); float endTime = Mathf.Max(segmentEndTime, keys[keys.Length - 1].time); float startValue = keys[0].value; float endValue = keys[keys.Length - 1].value; // In practice, we are lerping animcurves for post processing curves that are always clamping at the begining and the end, // so we are not implementing the other wrap modes like Loop, PingPong, etc. Keyframe ret; if (index < 0) { // when you are at a time either before the curve start time the value is clamped to the start time and the input tangent is ignored. ret = new Keyframe(startTime, startValue, 0.0f, 0.0f); } else if (index >= keys.Length) { // if we are after the end of the curve, there slope is always zero just like before the start of a curve var lastKey = keys[keys.Length - 1]; ret = new Keyframe(endTime, endValue, 0.0f, 0.0f); } else { // only remaining case is that we have a proper index ret = GetKeyframeAndClampEdge(keys, index); } return ret; } /// Given a desiredTime, interpoloate between two keys to find the value and derivative. This function assumes that lhsKey.time <= desiredTime <= rhsKey.time, /// but will return a reasonable float value if that's not the case. static private void EvalCurveSegmentAndDeriv(out float dstValue, out float dstDeriv, Keyframe lhsKey, Keyframe rhsKey, float desiredTime) { // This is the same epsilon used internally const float epsilon = 0.0001f; float currTime = Mathf.Clamp(desiredTime, lhsKey.time, rhsKey.time); // (lhsKey.time <= rhsKey.time) should always be true. But theoretically, if garbage values get passed in, the value would // be clamped here to epsilon, and we would still end up with a reasonable value for dx. float dx = Mathf.Max(rhsKey.time - lhsKey.time, epsilon); float dy = rhsKey.value - lhsKey.value; float length = 1.0f / dx; float lengthSqr = length * length; float m1 = lhsKey.outTangent; float m2 = rhsKey.inTangent; float d1 = m1 * dx; float d2 = m2 * dx; // Note: The coeffecients are calculated to match what the editor does internally. These coeffeceients expect a // t in the range of [0,dx]. We could change the function to accept a range between [0,1], but then this logic would // be different from internal editor logic which could cause subtle bugs later. float c0 = (d1 + d2 - dy - dy) * lengthSqr * length; float c1 = (dy + dy + dy - d1 - d1 - d2) * lengthSqr; float c2 = m1; float c3 = lhsKey.value; float t = Mathf.Clamp(currTime - lhsKey.time, 0.0f, dx); dstValue = (t * (t * (t * c0 + c1) + c2)) + c3; dstDeriv = (t * (3.0f * t * c0 + 2.0f * c1)) + c2; } /// lhsIndex and rhsIndex are the indices in the keys array. The lhsIndex/rhsIndex may be -1, in which it creates a synthetic first key /// at startTime, or beyond the length of the array, in which case it creates a synthetic key at endTime. static private Keyframe EvalKeyAtTime([DisallowNull] NativeArray keys, int lhsIndex, int rhsIndex, float startTime, float endTime, float currTime) { var lhsKey = KeyframeUtility.FetchKeyFromIndexClampEdge(keys, lhsIndex, startTime, endTime); var rhsKey = KeyframeUtility.FetchKeyFromIndexClampEdge(keys, rhsIndex, startTime, endTime); float currValue; float currDeriv; KeyframeUtility.EvalCurveSegmentAndDeriv(out currValue, out currDeriv, lhsKey, rhsKey, currTime); return new Keyframe(currTime, currValue, currDeriv, currDeriv); } /// /// Interpolates two AnimationCurves. Since both curves likely have control points at different places /// in the curve, this method will create a new curve from the union of times between both curves. However, to avoid creating /// garbage, this function will always replace the keys of lhsAndResultCurve with the final result, and return lhsAndResultCurve. /// /// The start value. Additionaly, this instance will be reused and returned as the result. /// The end value. /// The interpolation factor in range [0,1]. static public void InterpAnimationCurve(ref AnimationCurve lhsAndResultCurve, [DisallowNull] AnimationCurve rhsCurve, float t) { if (t <= 0.0f || rhsCurve.length == 0) { // no op. lhsAndResultCurve is already the result } else if (t >= 1.0f || lhsAndResultCurve.length == 0) { // In this case the obvious solution would be to return the rhsCurve. BUT (!) the lhsCurve and rhsCurve are different. This function is // called by: // stateParam.Interp(stateParam, toParam, interpFactor); // // stateParam (lhsCurve) is a temporary in/out parameter, but toParam (rhsCurve) might point to the original component, so it's unsafe to // change that data. Thus, we need to copy the keys from the rhsCurve to the lhsCurve instead of returning rhsCurve. lhsAndResultCurve.CopyFrom(rhsCurve); } else { // Note: If we reached this code, we are guaranteed that both lhsCurve and rhsCurve are valid with at least 1 key // create a native array for the temp keys to avoid GC var lhsCurveKeys = new NativeArray(lhsAndResultCurve.length, Allocator.Temp); var rhsCurveKeys = new NativeArray(rhsCurve.length, Allocator.Temp); for (int i = 0; i < lhsAndResultCurve.length; i++) { lhsCurveKeys[i] = lhsAndResultCurve[i]; } for (int i = 0; i < rhsCurve.length; i++) { rhsCurveKeys[i] = rhsCurve[i]; } float startTime = Mathf.Min(lhsCurveKeys[0].time, rhsCurveKeys[0].time); float endTime = Mathf.Max(lhsCurveKeys[lhsAndResultCurve.length - 1].time, rhsCurveKeys[rhsCurve.length - 1].time); // we don't know how many keys the resulting curve will have (because we will compact keys that are at the exact // same time), but in most cases we will need the worst case number of keys. So allocate the worst case. int maxNumKeys = lhsAndResultCurve.length + rhsCurve.length; int currNumKeys = 0; var dstKeys = new NativeArray(maxNumKeys, Allocator.Temp); int lhsKeyCurr = 0; int rhsKeyCurr = 0; while (lhsKeyCurr < lhsCurveKeys.Length || rhsKeyCurr < rhsCurveKeys.Length) { // the index is considered invalid once it goes off the end of the array bool lhsValid = lhsKeyCurr < lhsCurveKeys.Length; bool rhsValid = rhsKeyCurr < rhsCurveKeys.Length; // it's actually impossible for lhsKey/rhsKey to be uninitialized, but have to // add initialize here to prevent compiler erros var lhsKey = new Keyframe(); var rhsKey = new Keyframe(); if (lhsValid && rhsValid) { lhsKey = GetKeyframeAndClampEdge(lhsCurveKeys, lhsKeyCurr); rhsKey = GetKeyframeAndClampEdge(rhsCurveKeys, rhsKeyCurr); if (lhsKey.time == rhsKey.time) { lhsKeyCurr++; rhsKeyCurr++; } else if (lhsKey.time < rhsKey.time) { // in this case: // rhsKey[curr-1].time <= lhsKey.time <= rhsKey[curr].time // so interpolate rhsKey at the lhsKey.time. rhsKey = KeyframeUtility.EvalKeyAtTime(rhsCurveKeys, rhsKeyCurr - 1, rhsKeyCurr, startTime, endTime, lhsKey.time); lhsKeyCurr++; } else { // only case left is (lhsKey.time > rhsKey.time) Assert.IsTrue(lhsKey.time > rhsKey.time); // this is the reverse of the lhs key case // lhsKey[curr-1].time <= rhsKey.time <= lhsKey[curr].time // so interpolate lhsKey at the rhsKey.time. lhsKey = KeyframeUtility.EvalKeyAtTime(lhsCurveKeys, lhsKeyCurr - 1, lhsKeyCurr, startTime, endTime, rhsKey.time); rhsKeyCurr++; } } else if (lhsValid) { // we are still processing lhsKeys, but we are out of rhsKeys, so increment lhs and evaluate rhs lhsKey = GetKeyframeAndClampEdge(lhsCurveKeys, lhsKeyCurr); // rhs will be evaluated between the last rhs key and the extrapolated rhs key at the end time rhsKey = KeyframeUtility.EvalKeyAtTime(rhsCurveKeys, rhsKeyCurr - 1, rhsKeyCurr, startTime, endTime, lhsKey.time); lhsKeyCurr++; } else { // either lhsValid is True, rhsValid is True, or they are both True. So to miss the first two cases, // right here rhsValid must be true. Assert.IsTrue(rhsValid); // we still have rhsKeys to lerp, but we are out of lhsKeys, to increment rhs and evaluate lhs rhsKey = GetKeyframeAndClampEdge(rhsCurveKeys, rhsKeyCurr); // lhs will be evaluated between the last lhs key and the extrapolated lhs key at the end time lhsKey = KeyframeUtility.EvalKeyAtTime(lhsCurveKeys, lhsKeyCurr - 1, lhsKeyCurr, startTime, endTime, rhsKey.time); rhsKeyCurr++; } var dstKey = KeyframeUtility.LerpSingleKeyframe(lhsKey, rhsKey, t); dstKeys[currNumKeys] = dstKey; currNumKeys++; } // Replace the keys in lhsAndResultCurve with our interpolated curve. KeyframeUtility.ResetAnimationCurve(lhsAndResultCurve); for (int i = 0; i < currNumKeys; i++) { lhsAndResultCurve.AddKey(dstKeys[i]); } dstKeys.Dispose(); } } } }