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102 行
3.1 KiB

using System;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.PostProcessing
{
// Small wrapper on top of AnimationCurve to handle zero-key curves and keyframe looping
[Serializable]
public sealed class Spline
{
public const int k_Precision = 128;
public const float k_Step = 1f / k_Precision;
public AnimationCurve curve;
[SerializeField]
bool m_Loop;
[SerializeField]
float m_ZeroValue;
[SerializeField]
float m_Range;
AnimationCurve m_InternalLoopingCurve;
// Used to track frame changes for data caching
int frameCount = -1;
// Instead of trying to be smart and blend two curves by generating a new one, we'll simply
// store the curve data in a float array and blend these instead.
public float[] cachedData;
public Spline(AnimationCurve curve, float zeroValue, bool loop, Vector2 bounds)
{
Assert.IsNotNull(curve);
this.curve = curve;
m_ZeroValue = zeroValue;
m_Loop = loop;
m_Range = bounds.magnitude;
cachedData = new float[k_Precision];
}
// Note: it would be nice to have a way to check if a curve has changed in any way, that
// would save quite a few CPU cycles instead of having to force cache it once per frame :/
public void Cache(int frame)
{
// Only cache once per frame
if (frame == frameCount)
return;
var length = curve.length;
if (m_Loop && length > 1)
{
if (m_InternalLoopingCurve == null)
m_InternalLoopingCurve = new AnimationCurve();
var prev = curve[length - 1];
prev.time -= m_Range;
var next = curve[0];
next.time += m_Range;
m_InternalLoopingCurve.keys = curve.keys;
m_InternalLoopingCurve.AddKey(prev);
m_InternalLoopingCurve.AddKey(next);
}
for (int i = 0; i < k_Precision; i++)
cachedData[i] = Evaluate((float)i * k_Step, length);
frameCount = Time.renderedFrameCount;
}
public float Evaluate(float t, int length)
{
if (length == 0)
return m_ZeroValue;
if (!m_Loop || length == 1)
return curve.Evaluate(t);
return m_InternalLoopingCurve.Evaluate(t);
}
public float Evaluate(float t)
{
// Calling the length getter on a curve is expensive (!?) so it's better to cache its
// length and call Evaluate(t, length) instead of getting the length for every call to
// Evaluate(t)
return Evaluate(t, curve.length);
}
public override int GetHashCode()
{
unchecked
{
int hash = 17;
hash = hash * 23 + curve.GetHashCode(); // Not implemented in Unity, so it'll always return the same value :(
return hash;
}
}
}
}