237 lines
8.7 KiB
C#
237 lines
8.7 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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using System;
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// An <see cref="AnimancerState"/> which blends an array of other states together based on a two dimensional
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/// parameter and thresholds using Polar Gradient Band Interpolation.
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/// </summary>
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/// <remarks>
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/// This mixer type is similar to the 2D Freeform Directional Blend Type in Mecanim Blend Trees.
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/// <para></para>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers">
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/// Mixers</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalMixerState
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///
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public class DirectionalMixerState : Vector2MixerState,
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ICopyable<DirectionalMixerState>
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{
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/************************************************************************************************************************/
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/// <summary>Precalculated magnitudes of all thresholds to speed up the recalculation of weights.</summary>
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private float[] _ThresholdMagnitudes;
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/// <summary>Precalculated values to speed up the recalculation of weights.</summary>
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private Vector2[][] _BlendFactors;
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/// <summary>Indicates whether the <see cref="_BlendFactors"/> need to be recalculated.</summary>
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private bool _BlendFactorsAreDirty = true;
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/// <summary>The multiplier that controls how much an angle (in radians) is worth compared to normalized distance.</summary>
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private const float AngleFactor = 2;
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/************************************************************************************************************************/
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/// <summary>
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/// Called whenever the thresholds are changed. Indicates that the internal blend factors need to be
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/// recalculated and triggers weight recalculation.
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/// </summary>
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public override void OnThresholdsChanged()
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{
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_BlendFactorsAreDirty = true;
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base.OnThresholdsChanged();
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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protected override void ForceRecalculateWeights()
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{
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var childCount = ChildCount;
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if (childCount == 0)
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{
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return;
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}
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else if (childCount == 1)
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{
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var state = ChildStates[0];
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Playable.SetChildWeight(state, 1);
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return;
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}
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CalculateBlendFactors(childCount);
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var parameterMagnitude = Parameter.magnitude;
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float totalWeight = 0;
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var weights = GetTemporaryFloatArray(childCount);
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for (int i = 0; i < childCount; i++)
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{
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var state = ChildStates[i];
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var blendFactors = _BlendFactors[i];
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var thresholdI = GetThreshold(i);
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var magnitudeI = _ThresholdMagnitudes[i];
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// Convert the threshold to polar coordinates (distance, angle)
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// and interpolate the weight based on those.
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var differenceIToParameter = parameterMagnitude - magnitudeI;
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var angleIToParameter = SignedAngle(thresholdI, Parameter) * AngleFactor;
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float weight = 1;
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for (int j = 0; j < childCount; j++)
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{
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if (j == i)
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continue;
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var magnitudeJ = _ThresholdMagnitudes[j];
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var averageMagnitude = (magnitudeJ + magnitudeI) * 0.5f;
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var polarIToParameter = new Vector2(
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differenceIToParameter / averageMagnitude,
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angleIToParameter);
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var newWeight = 1 - Vector2.Dot(polarIToParameter, blendFactors[j]);
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if (weight > newWeight)
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weight = newWeight;
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}
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if (weight < 0.01f)
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weight = 0;
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weights[i] = weight;
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totalWeight += weight;
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}
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NormalizeAndApplyWeights(totalWeight, weights);
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}
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/************************************************************************************************************************/
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private void CalculateBlendFactors(int childCount)
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{
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if (!_BlendFactorsAreDirty)
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return;
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_BlendFactorsAreDirty = false;
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// Resize the precalculated values.
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if (_BlendFactors == null || _BlendFactors.Length != childCount)
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{
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_ThresholdMagnitudes = new float[childCount];
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_BlendFactors = new Vector2[childCount][];
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for (int i = 0; i < childCount; i++)
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_BlendFactors[i] = new Vector2[childCount];
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}
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// Calculate the magnitude of each threshold.
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for (int i = 0; i < childCount; i++)
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{
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_ThresholdMagnitudes[i] = GetThreshold(i).magnitude;
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}
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// Calculate the blend factors between each combination of thresholds.
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for (int i = 0; i < childCount; i++)
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{
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var blendFactors = _BlendFactors[i];
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var thresholdI = GetThreshold(i);
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var magnitudeI = _ThresholdMagnitudes[i];
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var j = 0;// i + 1;
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for (; j < childCount; j++)
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{
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if (i == j)
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continue;
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var thresholdJ = GetThreshold(j);
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var magnitudeJ = _ThresholdMagnitudes[j];
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#if UNITY_ASSERTIONS
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if (thresholdI == thresholdJ)
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{
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MarkAsUsed(this);
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throw new ArgumentException(
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$"Mixer has multiple identical thresholds.\n{this.GetDescription()}");
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}
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#endif
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var averageMagnitude = (magnitudeI + magnitudeJ) * 0.5f;
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// Convert the thresholds to polar coordinates (distance, angle) and interpolate the weight based on those.
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var differenceIToJ = magnitudeJ - magnitudeI;
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var angleIToJ = SignedAngle(thresholdI, thresholdJ);
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var polarIToJ = new Vector2(
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differenceIToJ / averageMagnitude,
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angleIToJ * AngleFactor);
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polarIToJ /= polarIToJ.sqrMagnitude;
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// Each factor is used in [i][j] with it's opposite in [j][i].
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blendFactors[j] = polarIToJ;
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_BlendFactors[j][i] = -polarIToJ;
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}
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}
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}
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/************************************************************************************************************************/
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private static float SignedAngle(Vector2 a, Vector2 b)
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{
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// If either vector is exactly at the origin, the angle is 0.
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if ((a.x == 0 && a.y == 0) || (b.x == 0 && b.y == 0))
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{
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// Due to floating point error the formula below usually gives 0 but sometimes Pi,
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// which screws up our other calculations so we need it to always be 0 properly.
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return 0;
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}
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return Mathf.Atan2(
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a.x * b.y - a.y * b.x,
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a.x * b.x + a.y * b.y);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override AnimancerState Clone(CloneContext context)
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{
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var clone = new DirectionalMixerState();
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clone.CopyFrom(this, context);
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return clone;
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public sealed override void CopyFrom(Vector2MixerState copyFrom, CloneContext context)
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=> this.CopyFromBase(copyFrom, context);
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/// <inheritdoc/>
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public virtual void CopyFrom(DirectionalMixerState copyFrom, CloneContext context)
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{
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_ThresholdMagnitudes = copyFrom._ThresholdMagnitudes;
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_BlendFactorsAreDirty = copyFrom._BlendFactorsAreDirty;
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if (!_BlendFactorsAreDirty)
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_BlendFactors = copyFrom._BlendFactors;
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base.CopyFrom(copyFrom, context);
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}
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/************************************************************************************************************************/
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}
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}
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