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Convention-Unity/Convention/[Runtime]/Math.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_URP
using static Unity.Mathematics.math;
#endif
using static Convention.MathExtension;
namespace Convention
{
public static partial class MathExtension
{
#region EaseCurve
public static AnimationCurve MakeAnimationCurve(EaseCurveType type, float start, float end, float startValue, float endValue, int keyCount)
{
var curve = new AnimationCurve();
curve.keys = new Keyframe[keyCount];
for (int i = 0; i < keyCount; i++)
{
float t = i / (float)(keyCount - 1);
curve.keys[i] = new Keyframe(
Mathf.Lerp(start, end, t),
Mathf.Lerp(startValue, endValue, Evaluate(t, type))
);
}
return curve;
}
public enum EaseCurveType
{
Linear = 0,
InQuad = 1,
OutQuad = 2,
InOutQuad = 3,
InCubic = 4,
OutCubic = 5,
InOutCubic = 6,
InQuart = 7,
OutQuart = 8,
InOutQuart = 9,
InQuint = 10,
OutQuint = 11,
InOutQuint = 12,
InSine = 13,
OutSine = 14,
InOutSine = 15,
InExpo = 16,
OutExpo = 17,
InOutExpo = 18,
InCirc = 19,
OutCirc = 20,
InOutCirc = 21,
InBounce = 22,
OutBounce = 23,
InOutBounce = 24,
InElastic = 25,
OutElastic = 26,
InOutElastic = 27,
InBack = 28,
OutBack = 29,
InOutBack = 30,
Custom = 31
}
public static float Evaluate(float t, EaseCurveType curveType)
{
float from = 0;
float to = 1;
return curveType switch
{
EaseCurveType.Linear => Linear(from, to, t),
EaseCurveType.InQuad => InQuad(from, to, t),
EaseCurveType.OutQuad => OutQuad(from, to, t),
EaseCurveType.InOutQuad => InOutQuad(from, to, t),
EaseCurveType.InCubic => InCubic(from, to, t),
EaseCurveType.OutCubic => OutCubic(from, to, t),
EaseCurveType.InOutCubic => InOutCubic(from, to, t),
EaseCurveType.InQuart => InQuart(from, to, t),
EaseCurveType.OutQuart => OutQuart(from, to, t),
EaseCurveType.InOutQuart => InOutQuart(from, to, t),
EaseCurveType.InQuint => InQuint(from, to, t),
EaseCurveType.OutQuint => OutQuint(from, to, t),
EaseCurveType.InOutQuint => InOutQuint(from, to, t),
EaseCurveType.InSine => InSine(from, to, t),
EaseCurveType.OutSine => OutSine(from, to, t),
EaseCurveType.InOutSine => InOutSine(from, to, t),
EaseCurveType.InExpo => InExpo(from, to, t),
EaseCurveType.OutExpo => OutExpo(from, to, t),
EaseCurveType.InOutExpo => InOutExpo(from, to, t),
EaseCurveType.InCirc => InCirc(from, to, t),
EaseCurveType.OutCirc => OutCirc(from, to, t),
EaseCurveType.InOutCirc => InOutCirc(from, to, t),
EaseCurveType.InBounce => InBounce(from, to, t),
EaseCurveType.OutBounce => OutBounce(from, to, t),
EaseCurveType.InOutBounce => InOutBounce(from, to, t),
EaseCurveType.InElastic => InElastic(from, to, t),
EaseCurveType.OutElastic => OutElastic(from, to, t),
EaseCurveType.InOutElastic => InOutElastic(from, to, t),
EaseCurveType.InBack => InBack(from, to, t),
EaseCurveType.OutBack => OutBack(from, to, t),
EaseCurveType.InOutBack => InOutBack(from, to, t),
_ => throw new NotImplementedException()
};
}
public static float Linear(float from, float to, float t)
{
float c = to - from;
t /= 1f;
return c * t / 1f + from;
}
public static float InQuad(float from, float to, float t)
{
float c = to - from;
t /= 1f;
return c * t * t + from;
}
public static float OutQuad(float from, float to, float t)
{
float c = to - from;
t /= 1f;
return -c * t * (t - 2f) + from;
}
public static float InOutQuad(float from, float to, float t)
{
float c = to - from;
t /= 0.5f;
if (t < 1) return c / 2f * t * t + from;
t--;
return -c / 2f * (t * (t - 2) - 1) + from;
}
public static float InCubic(float from, float to, float t)
{
float c = to - from;
t /= 1f;
return c * t * t * t + from;
}
public static float OutCubic(float from, float to, float t)
{
float c = to - from;
t /= 1f;
t--;
return c * (t * t * t + 1) + from;
}
public static float InOutCubic(float from, float to, float t)
{
float c = to - from;
t /= 0.5f;
if (t < 1) return c / 2f * t * t * t + from;
t -= 2;
return c / 2f * (t * t * t + 2) + from;
}
public static float InQuart(float from, float to, float t)
{
float c = to - from;
t /= 1f;
return c * t * t * t * t + from;
}
public static float OutQuart(float from, float to, float t)
{
float c = to - from;
t /= 1f;
t--;
return -c * (t * t * t * t - 1) + from;
}
public static float InOutQuart(float from, float to, float t)
{
float c = to - from;
t /= 0.5f;
if (t < 1) return c / 2f * t * t * t * t + from;
t -= 2;
return -c / 2f * (t * t * t * t - 2) + from;
}
public static float InQuint(float from, float to, float t)
{
float c = to - from;
t /= 1f;
return c * t * t * t * t * t + from;
}
public static float OutQuint(float from, float to, float t)
{
float c = to - from;
t /= 1f;
t--;
return c * (t * t * t * t * t + 1) + from;
}
public static float InOutQuint(float from, float to, float t)
{
float c = to - from;
t /= 0.5f;
if (t < 1) return c / 2f * t * t * t * t * t + from;
t -= 2;
return c / 2f * (t * t * t * t * t + 2) + from;
}
public static float InSine(float from, float to, float t)
{
float c = to - from;
return -c * Mathf.Cos(t / 1f * (Mathf.PI / 2f)) + c + from;
}
public static float OutSine(float from, float to, float t)
{
float c = to - from;
return c * Mathf.Sin(t / 1f * (Mathf.PI / 2f)) + from;
}
public static float InOutSine(float from, float to, float t)
{
float c = to - from;
return -c / 2f * (Mathf.Cos(Mathf.PI * t / 1f) - 1) + from;
}
public static float InExpo(float from, float to, float t)
{
float c = to - from;
return c * Mathf.Pow(2, 10 * (t / 1f - 1)) + from;
}
public static float OutExpo(float from, float to, float t)
{
float c = to - from;
return c * (-Mathf.Pow(2, -10 * t / 1f) + 1) + from;
}
public static float InOutExpo(float from, float to, float t)
{
float c = to - from;
t /= 0.5f;
if (t < 1f) return c / 2f * Mathf.Pow(2, 10 * (t - 1)) + from;
t--;
return c / 2f * (-Mathf.Pow(2, -10 * t) + 2) + from;
}
public static float InCirc(float from, float to, float t)
{
float c = to - from;
t /= 1f;
return -c * (Mathf.Sqrt(1 - t * t) - 1) + from;
}
public static float OutCirc(float from, float to, float t)
{
float c = to - from;
t /= 1f;
t--;
return c * Mathf.Sqrt(1 - t * t) + from;
}
public static float InOutCirc(float from, float to, float t)
{
float c = to - from;
t /= 0.5f;
if (t < 1) return -c / 2f * (Mathf.Sqrt(1 - t * t) - 1) + from;
t -= 2;
return c / 2f * (Mathf.Sqrt(1 - t * t) + 1) + from;
}
public static float InBounce(float from, float to, float t)
{
float c = to - from;
return c - OutBounce(0f, c, 1f - t) + from; //does this work?
}
public static float OutBounce(float from, float to, float t)
{
float c = to - from;
if ((t /= 1f) < (1 / 2.75f))
{
return c * (7.5625f * t * t) + from;
}
else if (t < (2 / 2.75f))
{
return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + .75f) + from;
}
else if (t < (2.5 / 2.75))
{
return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + .9375f) + from;
}
else
{
return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + from;
}
}
public static float InOutBounce(float from, float to, float t)
{
float c = to - from;
if (t < 0.5f) return InBounce(0, c, t * 2f) * 0.5f + from;
return OutBounce(0, c, t * 2 - 1) * 0.5f + c * 0.5f + from;
}
public static float InElastic(float from, float to, float t)
{
float c = to - from;
if (t == 0) return from;
if ((t /= 1f) == 1) return from + c;
float p = 0.3f;
float s = p / 4f;
return -(c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t - s) * (2 * Mathf.PI) / p)) + from;
}
public static float OutElastic(float from, float to, float t)
{
float c = to - from;
if (t == 0) return from;
if ((t /= 1f) == 1) return from + c;
float p = 0.3f;
float s = p / 4f;
return (c * Mathf.Pow(2, -10 * t) * Mathf.Sin((t - s) * (2 * Mathf.PI) / p) + c + from);
}
public static float InOutElastic(float from, float to, float t)
{
float c = to - from;
if (t == 0) return from;
if ((t /= 0.5f) == 2) return from + c;
float p = 0.3f * 1.5f;
float s = p / 4f;
if (t < 1)
return -0.5f * (c * Mathf.Pow(2, 10 * (t -= 1f)) * Mathf.Sin((t - 2) * (2 * Mathf.PI) / p)) + from;
return c * Mathf.Pow(2, -10 * (t -= 1)) * Mathf.Sin((t - s) * (2f * Mathf.PI) / p) * 0.5f + c + from;
}
public static float InBack(float from, float to, float t)
{
float c = to - from;
float s = 1.70158f;
t /= 0.5f;
return c * t * t * ((s + 1) * t - s) + from;
}
public static float OutBack(float from, float to, float t)
{
float c = to - from;
float s = 1.70158f;
t = t / 1f - 1f;
return c * (t * t * ((s + 1) * t + s) + 1) + from;
}
public static float InOutBack(float from, float to, float t)
{
float c = to - from;
float s = 1.70158f;
t /= 0.5f;
if (t < 1) return c / 2f * (t * t * (((s *= (1.525f)) + 1) * t - s)) + from;
t -= 2;
return c / 2f * (t * t * (((s *= (1.525f)) + 1) * t + s) + 2) + from;
}
#endregion
#region DataFilter
public interface IBaseFilter<_Type>
{
_Type[][] Filtrate(_Type[][] source, int width, int length);
void FiltrateSource(_Type[][] source, int width, int length);
}
public interface ITreeFilter<_Type, _NextFilter> : IBaseFilter<_Type> where _NextFilter : IBaseFilter<_Type>
{
_Type[][] Filtrate(_Type[][] source, int width, int length, _NextFilter next);
}
public abstract class AbstractFilter : IBaseFilter<float>
{
protected abstract void DoFiltrate(float[][] source, float[][] result, int width, int length);
public float[][] Filtrate(float[][] source, int width, int length)
{
float[][] result = new float[width][];
for (int i = 0; i < width; i++)
{
result[i] = new float[length];
}
DoFiltrate(source, result, width, length);
return result;
}
public void FiltrateSource(float[][] source, int width, int length)
{
DoFiltrate(source, source, width, length);
}
}
public abstract class AbstractColorFilter : IBaseFilter<Color>
{
protected abstract void DoFiltrate(Color[][] source, Color[][] result, int width, int length);
public Color[][] Filtrate(Color[][] source, int width, int length)
{
Color[][] result = new Color[width][];
for (int i = 0; i < width; i++)
{
result[i] = new Color[length];
}
DoFiltrate(source, result, width, length);
return result;
}
public void FiltrateSource(Color[][] source, int width, int length)
{
DoFiltrate(source, source, width, length);
}
}
[Serializable]
public class TemplateLimitFilter : AbstractFilter
{
public float min;
public float max;
public float maxEnhance;
public float maxWeakened;
public int bufferSize;
private float[][] buffer;
private int header = 0;
public TemplateLimitFilter(float min, float max, float maxEnhance, float maxWeakened, int bufferSize)
{
this.min = min;
this.max = max;
this.maxEnhance = maxEnhance;
this.maxWeakened = maxWeakened;
this.bufferSize = bufferSize;
}
protected override void DoFiltrate(float[][] source, float[][] result, int width, int length)
{
InitBuffer(source, result, width, length);
for (int i = 0; i < width; i++)
{
ReadLine(source, result, i, width, length);
BuildLine(source, result, i, width, length);
}
ClearBuffer();
}
protected virtual void InitBuffer(float[][] source, float[][] result, int width, int length)
{
buffer ??= new float[bufferSize][];
for (int i = 0; i < buffer.Length; i++)
{
buffer[i] = new float[length];
if (i < width)
for (int j = 0; j < length; j++)
{
buffer[i][j] = source[i][j];
}
}
}
protected virtual void ClearBuffer()
{
for (int i = 0; i < buffer.Length; i++)
{
buffer[i] = null;
}
}
protected virtual void ReadLine(float[][] source, float[][] result, int offset, int width, int length)
{
//Move data to buffer
for (int i = 0, e = length; i < e; i++)
{
buffer[header][i] = source[offset][i];
}
//Push buffer header
header = (header + 1) % bufferSize;
}
protected virtual void BuildLine(float[][] source, float[][] result, int offset, int width, int length)
{
int tempHeader = header;
float[] line = new float[length];
do
{
//Mark data
for (int i = 0; i < length; i++)
{
float value = buffer[tempHeader][i];
int j = (tempHeader - 1) % bufferSize;
if (j < 0)
j = bufferSize + j;
float lastValue = buffer[j][i];
line[i] = Mathf.Clamp(Mathf.Clamp(value, lastValue - maxWeakened, lastValue + maxEnhance), min, max);
}
//Push buffer header
tempHeader = (tempHeader + 1) % bufferSize;
}
while (tempHeader != header);
for (int i = 0; i < length; i++)
{
result[offset][i] = line[i];
}
}
}
[Serializable]
public class TemplateColorLimitFilter : AbstractColorFilter
{
public Color min;
public Color max;
public Color maxEnhance;
public Color maxWeakened;
public TemplateColorLimitFilter(Color min, Color max, Color maxEnhance, Color maxWeakened)
{
this.min = min;
this.max = max;
this.maxEnhance = maxEnhance;
this.maxWeakened = maxWeakened;
}
protected override void DoFiltrate(Color[][] source, Color[][] result, int width, int length)
{
for (int i = 1; i < width; i++)
{
BuildLine(source, result, i, width, length);
}
}
protected virtual void BuildLine(Color[][] source, Color[][] result, int offset, int width, int length)
{
Color[] line = new Color[length];
//Mark data
for (int i = 0; i < length; i++)
{
int j = (offset - 1) % source.Length;
Color value = source[j][i];
Color lastValue = source[offset][i];
line[i] = new(BuildColorR(value, lastValue),
BuildColorG(value, lastValue),
BuildColorB(value, lastValue),
BuildColorA(value, lastValue));
}
for (int i = 0; i < length; i++)
{
result[offset][i] = line[i];
}
}
protected float BuildColorA(Color value, Color lastValue)
{
return Mathf.Clamp(Mathf.Clamp(value.a, lastValue.a - maxWeakened.a, lastValue.a + maxEnhance.a), min.a, max.a);
}
protected float BuildColorR(Color value, Color lastValue)
{
return Mathf.Clamp(Mathf.Clamp(value.r, lastValue.r - maxWeakened.r, lastValue.r + maxEnhance.r), min.r, max.r);
}
protected float BuildColorG(Color value, Color lastValue)
{
return Mathf.Clamp(Mathf.Clamp(value.g, lastValue.g - maxWeakened.g, lastValue.g + maxEnhance.g), min.g, max.g);
}
protected float BuildColorB(Color value, Color lastValue)
{
return Mathf.Clamp(Mathf.Clamp(value.b, lastValue.b - maxWeakened.b, lastValue.b + maxEnhance.b), min.b, max.b);
}
}
#endregion
}
}