585 lines
20 KiB
C#
585 lines
20 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_URP
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using static Unity.Mathematics.math;
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#endif
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using static Convention.MathExtension;
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namespace Convention
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{
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public static partial class MathExtension
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{
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#region EaseCurve
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public static AnimationCurve MakeAnimationCurve(EaseCurveType type, float start, float end, float startValue, float endValue, int keyCount)
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{
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var curve = new AnimationCurve();
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curve.keys = new Keyframe[keyCount];
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for (int i = 0; i < keyCount; i++)
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{
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float t = i / (float)(keyCount - 1);
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curve.keys[i] = new Keyframe(
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Mathf.Lerp(start, end, t),
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Mathf.Lerp(startValue, endValue, Evaluate(t, type))
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);
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}
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return curve;
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}
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public enum EaseCurveType
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{
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Linear = 0,
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InQuad = 1,
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OutQuad = 2,
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InOutQuad = 3,
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InCubic = 4,
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OutCubic = 5,
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InOutCubic = 6,
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InQuart = 7,
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OutQuart = 8,
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InOutQuart = 9,
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InQuint = 10,
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OutQuint = 11,
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InOutQuint = 12,
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InSine = 13,
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OutSine = 14,
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InOutSine = 15,
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InExpo = 16,
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OutExpo = 17,
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InOutExpo = 18,
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InCirc = 19,
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OutCirc = 20,
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InOutCirc = 21,
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InBounce = 22,
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OutBounce = 23,
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InOutBounce = 24,
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InElastic = 25,
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OutElastic = 26,
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InOutElastic = 27,
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InBack = 28,
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OutBack = 29,
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InOutBack = 30,
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Custom = 31
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}
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public static float Evaluate(float t, EaseCurveType curveType)
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{
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float from = 0;
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float to = 1;
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return curveType switch
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{
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EaseCurveType.Linear => Linear(from, to, t),
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EaseCurveType.InQuad => InQuad(from, to, t),
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EaseCurveType.OutQuad => OutQuad(from, to, t),
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EaseCurveType.InOutQuad => InOutQuad(from, to, t),
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EaseCurveType.InCubic => InCubic(from, to, t),
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EaseCurveType.OutCubic => OutCubic(from, to, t),
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EaseCurveType.InOutCubic => InOutCubic(from, to, t),
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EaseCurveType.InQuart => InQuart(from, to, t),
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EaseCurveType.OutQuart => OutQuart(from, to, t),
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EaseCurveType.InOutQuart => InOutQuart(from, to, t),
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EaseCurveType.InQuint => InQuint(from, to, t),
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EaseCurveType.OutQuint => OutQuint(from, to, t),
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EaseCurveType.InOutQuint => InOutQuint(from, to, t),
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EaseCurveType.InSine => InSine(from, to, t),
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EaseCurveType.OutSine => OutSine(from, to, t),
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EaseCurveType.InOutSine => InOutSine(from, to, t),
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EaseCurveType.InExpo => InExpo(from, to, t),
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EaseCurveType.OutExpo => OutExpo(from, to, t),
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EaseCurveType.InOutExpo => InOutExpo(from, to, t),
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EaseCurveType.InCirc => InCirc(from, to, t),
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EaseCurveType.OutCirc => OutCirc(from, to, t),
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EaseCurveType.InOutCirc => InOutCirc(from, to, t),
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EaseCurveType.InBounce => InBounce(from, to, t),
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EaseCurveType.OutBounce => OutBounce(from, to, t),
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EaseCurveType.InOutBounce => InOutBounce(from, to, t),
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EaseCurveType.InElastic => InElastic(from, to, t),
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EaseCurveType.OutElastic => OutElastic(from, to, t),
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EaseCurveType.InOutElastic => InOutElastic(from, to, t),
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EaseCurveType.InBack => InBack(from, to, t),
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EaseCurveType.OutBack => OutBack(from, to, t),
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EaseCurveType.InOutBack => InOutBack(from, to, t),
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_ => throw new NotImplementedException()
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};
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}
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public static float Linear(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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return c * t / 1f + from;
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}
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public static float InQuad(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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return c * t * t + from;
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}
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public static float OutQuad(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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return -c * t * (t - 2f) + from;
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}
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public static float InOutQuad(float from, float to, float t)
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{
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float c = to - from;
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t /= 0.5f;
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if (t < 1) return c / 2f * t * t + from;
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t--;
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return -c / 2f * (t * (t - 2) - 1) + from;
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}
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public static float InCubic(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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return c * t * t * t + from;
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}
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public static float OutCubic(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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t--;
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return c * (t * t * t + 1) + from;
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}
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public static float InOutCubic(float from, float to, float t)
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{
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float c = to - from;
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t /= 0.5f;
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if (t < 1) return c / 2f * t * t * t + from;
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t -= 2;
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return c / 2f * (t * t * t + 2) + from;
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}
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public static float InQuart(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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return c * t * t * t * t + from;
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}
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public static float OutQuart(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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t--;
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return -c * (t * t * t * t - 1) + from;
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}
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public static float InOutQuart(float from, float to, float t)
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{
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float c = to - from;
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t /= 0.5f;
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if (t < 1) return c / 2f * t * t * t * t + from;
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t -= 2;
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return -c / 2f * (t * t * t * t - 2) + from;
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}
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public static float InQuint(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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return c * t * t * t * t * t + from;
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}
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public static float OutQuint(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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t--;
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return c * (t * t * t * t * t + 1) + from;
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}
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public static float InOutQuint(float from, float to, float t)
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{
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float c = to - from;
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t /= 0.5f;
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if (t < 1) return c / 2f * t * t * t * t * t + from;
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t -= 2;
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return c / 2f * (t * t * t * t * t + 2) + from;
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}
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public static float InSine(float from, float to, float t)
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{
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float c = to - from;
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return -c * Mathf.Cos(t / 1f * (Mathf.PI / 2f)) + c + from;
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}
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public static float OutSine(float from, float to, float t)
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{
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float c = to - from;
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return c * Mathf.Sin(t / 1f * (Mathf.PI / 2f)) + from;
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}
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public static float InOutSine(float from, float to, float t)
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{
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float c = to - from;
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return -c / 2f * (Mathf.Cos(Mathf.PI * t / 1f) - 1) + from;
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}
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public static float InExpo(float from, float to, float t)
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{
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float c = to - from;
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return c * Mathf.Pow(2, 10 * (t / 1f - 1)) + from;
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}
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public static float OutExpo(float from, float to, float t)
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{
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float c = to - from;
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return c * (-Mathf.Pow(2, -10 * t / 1f) + 1) + from;
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}
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public static float InOutExpo(float from, float to, float t)
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{
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float c = to - from;
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t /= 0.5f;
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if (t < 1f) return c / 2f * Mathf.Pow(2, 10 * (t - 1)) + from;
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t--;
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return c / 2f * (-Mathf.Pow(2, -10 * t) + 2) + from;
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}
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public static float InCirc(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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return -c * (Mathf.Sqrt(1 - t * t) - 1) + from;
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}
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public static float OutCirc(float from, float to, float t)
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{
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float c = to - from;
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t /= 1f;
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t--;
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return c * Mathf.Sqrt(1 - t * t) + from;
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}
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public static float InOutCirc(float from, float to, float t)
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{
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float c = to - from;
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t /= 0.5f;
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if (t < 1) return -c / 2f * (Mathf.Sqrt(1 - t * t) - 1) + from;
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t -= 2;
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return c / 2f * (Mathf.Sqrt(1 - t * t) + 1) + from;
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}
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public static float InBounce(float from, float to, float t)
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{
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float c = to - from;
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return c - OutBounce(0f, c, 1f - t) + from; //does this work?
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}
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public static float OutBounce(float from, float to, float t)
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{
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float c = to - from;
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if ((t /= 1f) < (1 / 2.75f))
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{
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return c * (7.5625f * t * t) + from;
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}
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else if (t < (2 / 2.75f))
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{
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return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + .75f) + from;
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}
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else if (t < (2.5 / 2.75))
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{
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return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + .9375f) + from;
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}
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else
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{
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return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + from;
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}
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}
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public static float InOutBounce(float from, float to, float t)
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{
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float c = to - from;
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if (t < 0.5f) return InBounce(0, c, t * 2f) * 0.5f + from;
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return OutBounce(0, c, t * 2 - 1) * 0.5f + c * 0.5f + from;
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}
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public static float InElastic(float from, float to, float t)
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{
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float c = to - from;
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if (t == 0) return from;
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if ((t /= 1f) == 1) return from + c;
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float p = 0.3f;
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float s = p / 4f;
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return -(c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t - s) * (2 * Mathf.PI) / p)) + from;
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}
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public static float OutElastic(float from, float to, float t)
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{
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float c = to - from;
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if (t == 0) return from;
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if ((t /= 1f) == 1) return from + c;
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float p = 0.3f;
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float s = p / 4f;
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return (c * Mathf.Pow(2, -10 * t) * Mathf.Sin((t - s) * (2 * Mathf.PI) / p) + c + from);
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}
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public static float InOutElastic(float from, float to, float t)
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{
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float c = to - from;
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if (t == 0) return from;
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if ((t /= 0.5f) == 2) return from + c;
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float p = 0.3f * 1.5f;
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float s = p / 4f;
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if (t < 1)
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return -0.5f * (c * Mathf.Pow(2, 10 * (t -= 1f)) * Mathf.Sin((t - 2) * (2 * Mathf.PI) / p)) + from;
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return c * Mathf.Pow(2, -10 * (t -= 1)) * Mathf.Sin((t - s) * (2f * Mathf.PI) / p) * 0.5f + c + from;
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}
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public static float InBack(float from, float to, float t)
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{
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float c = to - from;
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float s = 1.70158f;
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t /= 0.5f;
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return c * t * t * ((s + 1) * t - s) + from;
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}
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public static float OutBack(float from, float to, float t)
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{
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float c = to - from;
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float s = 1.70158f;
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t = t / 1f - 1f;
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return c * (t * t * ((s + 1) * t + s) + 1) + from;
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}
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public static float InOutBack(float from, float to, float t)
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{
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float c = to - from;
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float s = 1.70158f;
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t /= 0.5f;
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if (t < 1) return c / 2f * (t * t * (((s *= (1.525f)) + 1) * t - s)) + from;
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t -= 2;
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return c / 2f * (t * t * (((s *= (1.525f)) + 1) * t + s) + 2) + from;
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}
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#endregion
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#region DataFilter
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public interface IBaseFilter<_Type>
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{
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_Type[][] Filtrate(_Type[][] source, int width, int length);
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void FiltrateSource(_Type[][] source, int width, int length);
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}
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public interface ITreeFilter<_Type, _NextFilter> : IBaseFilter<_Type> where _NextFilter : IBaseFilter<_Type>
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{
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_Type[][] Filtrate(_Type[][] source, int width, int length, _NextFilter next);
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}
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public abstract class AbstractFilter : IBaseFilter<float>
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{
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protected abstract void DoFiltrate(float[][] source, float[][] result, int width, int length);
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public float[][] Filtrate(float[][] source, int width, int length)
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{
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float[][] result = new float[width][];
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for (int i = 0; i < width; i++)
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{
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result[i] = new float[length];
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}
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DoFiltrate(source, result, width, length);
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return result;
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}
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public void FiltrateSource(float[][] source, int width, int length)
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{
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DoFiltrate(source, source, width, length);
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}
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}
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public abstract class AbstractColorFilter : IBaseFilter<Color>
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{
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protected abstract void DoFiltrate(Color[][] source, Color[][] result, int width, int length);
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public Color[][] Filtrate(Color[][] source, int width, int length)
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{
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Color[][] result = new Color[width][];
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for (int i = 0; i < width; i++)
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{
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result[i] = new Color[length];
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}
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DoFiltrate(source, result, width, length);
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return result;
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}
|
||
|
|
||
|
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
|
||
|
}
|
||
|
}
|
||
|
|