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230 行
7.0 KiB
230 行
7.0 KiB
//
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// Klak - Utilities for creative coding with Unity
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//
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// Copyright (C) 2016 Keijiro Takahashi
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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using UnityEngine;
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using Klak.VectorMathExtension;
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namespace Klak.Math
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{
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/// Exponential interpolation
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static class ETween
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{
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#region Static Functions
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public static float Step(
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float current, float target, float omega)
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{
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var exp = Mathf.Exp(-omega * Time.deltaTime);
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return Mathf.Lerp(target, current, exp);
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}
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public static float StepAngle(
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float current, float target, float omega)
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{
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var exp = Mathf.Exp(-omega * Time.deltaTime);
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var delta = Mathf.DeltaAngle(current, target);
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return target - delta * exp;
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}
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public static Vector3 Step(
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Vector3 current, Vector3 target, float omega)
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{
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var exp = Mathf.Exp(-omega * Time.deltaTime);
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return Vector3.Lerp(target, current, exp);
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}
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public static Quaternion Step(
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Quaternion current, Quaternion target, float omega)
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{
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if (current == target) return target;
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var exp = Mathf.Exp(-omega * Time.deltaTime);
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return Quaternion.Lerp(target, current, exp);
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}
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#endregion
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}
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/// Interpolation with critically damped spring model
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struct DTween
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{
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#region Static Functions
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public static float Step(
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float current, float target, ref float velocity, float omega)
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{
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var dt = Time.deltaTime;
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var n1 = velocity - (current - target) * (omega * omega * dt);
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var n2 = 1 + omega * dt;
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velocity = n1 / (n2 * n2);
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return current + velocity * dt;
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}
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public static Vector2 Step(
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Vector2 current, Vector2 target, ref Vector2 velocity, float omega)
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{
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var dt = Time.deltaTime;
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var n1 = velocity - (current - target) * (omega * omega * dt);
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var n2 = 1 + omega * dt;
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velocity = n1 / (n2 * n2);
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return current + velocity * dt;
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}
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public static Vector3 Step(
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Vector3 current, Vector3 target, ref Vector3 velocity, float omega)
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{
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var dt = Time.deltaTime;
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var n1 = velocity - (current - target) * (omega * omega * dt);
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var n2 = 1 + omega * dt;
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velocity = n1 / (n2 * n2);
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return current + velocity * dt;
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}
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public static Vector4 Step(
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Vector4 current, Vector4 target, ref Vector4 velocity, float omega)
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{
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var dt = Time.deltaTime;
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var n1 = velocity - (current - target) * (omega * omega * dt);
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var n2 = 1 + omega * dt;
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velocity = n1 / (n2 * n2);
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return current + velocity * dt;
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}
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public static Quaternion Step(
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Quaternion current, Quaternion target,
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ref Vector4 velocity, float omega)
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{
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var vcurrent = current.ToVector4();
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var vtarget = target.ToVector4();
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// We can use either of vtarget/-vtarget. Use closer one.
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if (Vector4.Dot(vcurrent, vtarget) < 0) vtarget = -vtarget;
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var dt = Time.deltaTime;
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var n1 = velocity - (vcurrent - vtarget) * (omega * omega * dt);
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var n2 = 1 + omega * dt;
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velocity = n1 / (n2 * n2);
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return (vcurrent + velocity * dt).ToNormalizedQuaternion();
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}
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#endregion
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#region Struct Implementation
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public float position;
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public float velocity;
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public float omega;
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public DTween(float position, float omega)
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{
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this.position = position;
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this.velocity = 0;
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this.omega = omega;
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}
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public void Step(float target)
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{
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position = Step(position, target, ref velocity, omega);
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}
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public static implicit operator float(DTween m)
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{
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return m.position;
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}
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#endregion
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}
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/// Interpolation with critically damped spring model
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struct DTweenVector2
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{
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public Vector2 position;
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public Vector2 velocity;
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public float omega;
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public DTweenVector2(Vector2 position, float omega)
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{
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this.position = position;
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this.velocity = Vector2.zero;
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this.omega = omega;
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}
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public void Step(Vector2 target)
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{
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position = DTween.Step(position, target, ref velocity, omega);
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}
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public static implicit operator Vector2(DTweenVector2 m)
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{
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return m.position;
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}
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}
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/// Interpolation with critically damped spring model
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struct DTweenVector3
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{
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public Vector3 position;
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public Vector3 velocity;
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public float omega;
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public DTweenVector3(Vector3 position, float omega)
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{
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this.position = position;
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this.velocity = Vector3.zero;
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this.omega = omega;
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}
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public void Step(Vector3 target)
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{
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position = DTween.Step(position, target, ref velocity, omega);
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}
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public static implicit operator Vector3(DTweenVector3 m)
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{
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return m.position;
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}
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}
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/// Interpolation with critically damped spring model
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struct DTweenQuaternion
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{
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public Quaternion rotation;
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public Vector4 velocity;
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public float omega;
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public DTweenQuaternion(Quaternion rotation, float omega)
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{
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this.rotation = rotation;
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this.velocity = Vector4.zero;
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this.omega = omega;
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}
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public void Step(Quaternion target)
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{
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rotation = DTween.Step(rotation, target, ref velocity, omega);
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}
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public static implicit operator Quaternion(DTweenQuaternion m)
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{
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return m.rotation;
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}
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}
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}
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