using System; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { // Small wrapper on top of AnimationCurve to handle zero-key curves and keyframe looping [Serializable] public sealed class Spline { public const int k_Precision = 128; public const float k_Step = 1f / k_Precision; public AnimationCurve curve; [SerializeField] bool m_Loop; [SerializeField] float m_ZeroValue; [SerializeField] float m_Range; AnimationCurve m_InternalLoopingCurve; // Used to track frame changes for data caching int frameCount = -1; // Instead of trying to be smart and blend two curves by generating a new one, we'll simply // store the curve data in a float array and blend these instead. internal float[] cachedData; public Spline(AnimationCurve curve, float zeroValue, bool loop, Vector2 bounds) { Assert.IsNotNull(curve); this.curve = curve; m_ZeroValue = zeroValue; m_Loop = loop; m_Range = bounds.magnitude; cachedData = new float[k_Precision]; } public void Cache(int frame) { // Only cache once per frame if (frame == frameCount) return; var length = curve.length; if (m_Loop && length > 1) { if (m_InternalLoopingCurve == null) m_InternalLoopingCurve = new AnimationCurve(); var prev = curve[length - 1]; prev.time -= m_Range; var next = curve[0]; next.time += m_Range; m_InternalLoopingCurve.keys = curve.keys; m_InternalLoopingCurve.AddKey(prev); m_InternalLoopingCurve.AddKey(next); } for (int i = 0; i < k_Precision; i++) cachedData[i] = Evaluate((float)i * k_Step); frameCount = Time.renderedFrameCount; } public float Evaluate(float t) { if (curve.length == 0) return m_ZeroValue; if (!m_Loop || curve.length == 1) return curve.Evaluate(t); return m_InternalLoopingCurve.Evaluate(t); } public override int GetHashCode() { unchecked { int hash = 17; hash = hash * 23 + curve.GetHashCode(); // Not implemented in Unity, so it'll always return the same value :( return hash; } } } }