unity/Assets/PostProcessingV2/Runtime/Utils/Spline.cs (68 lines of code) (raw):
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;
}
}
}
}