Files
AppleHillsProduction/Assets/External/Pixelplacement/Surge/Tween/Helpers/TweenUtilities.cs

123 lines
4.9 KiB
C#

/// <summary>
/// SURGE FRAMEWORK
/// Author: Bob Berkebile
/// Email: bobb@pixelplacement.com
///
/// Math helpers for interpolation and curve evaluation.
///
/// </summary>
using UnityEngine;
using Pixelplacement;
namespace Pixelplacement.TweenSystem
{
public class TweenUtilities : MonoBehaviour
{
//Public Methods:
/// <summary>
/// Generates the code to contain an Animation Curve in a property for use in storing ease curves within the Tween engine class.
/// </summary>
public static void GenerateAnimationCurvePropertyCode (AnimationCurve curve)
{
string code = "get { return new AnimationCurve (";
for (int i = 0; i < curve.keys.Length; i++)
{
Keyframe currentFrame = curve.keys [i];
code += "new Keyframe (" + currentFrame.time + "f, " + currentFrame.value + "f, " + currentFrame.inTangent + "f, " + currentFrame.outTangent + "f)";
if (i < curve.keys.Length - 1) code += ", ";
}
code += "); }";
Debug.Log (code);
}
/// <summary>
/// Linear interpolation for float.
/// </summary>
public static float LinearInterpolate (float from, float to, float percentage)
{
return (to - from) * percentage + from; //this approach is needed instead of a simple Mathf.Lerp to accommodate ease cuves that overshoot
}
/// <summary>
/// Linear interpolation for Vector2.
/// </summary>
public static Vector2 LinearInterpolate (Vector2 from, Vector2 to, float percentage)
{
return new Vector2 (LinearInterpolate (from.x, to.x, percentage), LinearInterpolate (from.y, to.y, percentage));
}
/// <summary>
/// Linear interpolation for Vector3.
/// </summary>
public static Vector3 LinearInterpolate (Vector3 from, Vector3 to, float percentage)
{
return new Vector3 (LinearInterpolate (from.x, to.x, percentage), LinearInterpolate (from.y, to.y, percentage), LinearInterpolate (from.z, to.z, percentage));
}
/// <summary>
/// Linear interpolation for Rotations.
/// </summary>
public static Vector3 LinearInterpolateRotational (Vector3 from, Vector3 to, float percentage)
{
return new Vector3 (CylindricalLerp (from.x, to.x, percentage), CylindricalLerp (from.y, to.y, percentage), CylindricalLerp (from.z, to.z, percentage));
}
/// <summary>
/// Linear interpolation for Vector4.
/// </summary>
public static Vector4 LinearInterpolate (Vector4 from, Vector4 to, float percentage)
{
return new Vector4 (LinearInterpolate (from.x, to.x, percentage), LinearInterpolate (from.y, to.y, percentage), LinearInterpolate (from.z, to.z, percentage), LinearInterpolate (from.w, to.w, percentage));
}
/// <summary>
/// Linear interpolation for Rect.
/// </summary>
public static Rect LinearInterpolate (Rect from, Rect to, float percentage)
{
return new Rect (LinearInterpolate (from.x, to.x, percentage), LinearInterpolate (from.y, to.y, percentage), LinearInterpolate (from.width, to.width, percentage), LinearInterpolate (from.height, to.height, percentage));
}
/// <summary>
/// Linear interpolation for Color.
/// </summary>
public static Color LinearInterpolate (Color from, Color to, float percentage)
{
return new Color (LinearInterpolate (from.r, to.r, percentage), LinearInterpolate (from.g, to.g, percentage), LinearInterpolate (from.b, to.b, percentage), LinearInterpolate (from.a, to.a, percentage));
}
/// <summary>
/// Evaluates a curve at a percentage.
/// </summary>
public static float EvaluateCurve (AnimationCurve curve, float percentage)
{
return curve.Evaluate ((curve [curve.length - 1].time) * percentage);
}
//Private Methods:
//use to handle rotational lerping so values that wrap around 360 don't spin in the wrong direction:
static float CylindricalLerp (float from, float to, float percentage)
{
float min = 0f;
float max = 360f;
float half = Mathf.Abs ((max - min) * .5f);
float calculation = 0f;
float difference = 0f;
if ((to - from) < -half)
{
difference = ((max - from) + to) * percentage;
calculation = from + difference;
}else if ((to - from) > half){
difference = -((max - to) + from) * percentage;
calculation = from + difference;
}else{
calculation = from + (to - from) * percentage;
}
return calculation;
}
}
}