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 using System; | 
 
 
 
 
 
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 using System.Collections.Generic; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 namespace Oni.Dae | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     internal class Sampler : Entity | 
 
 
 
 
 
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     { | 
 
 
 
 
 
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         private readonly List<Input> inputs = new List<Input>(); | 
 
 
 
 
 
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         private float outputScale = 1.0f; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         public List<Input> Inputs => inputs; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         public int FrameCount | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             get | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 var input = inputs.Find(i => i.Semantic == Semantic.Input); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (input == null) | 
 
 
 
 
 
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                     return 0; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 return FMath.RoundToInt32(input.Source.FloatData.Last() * 60.0f) + 1; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         public Sampler Scale(float scale) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             var newSampler = new Sampler | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 outputScale = scale | 
 
 
 
 
 
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             }; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             newSampler.inputs.AddRange(inputs); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             return newSampler; | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         public Sampler Split(int offset) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             var newSampler = new Sampler(); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             foreach (var input in inputs) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 var source = input.Source; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 switch (input.Semantic) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     case Semantic.Input: | 
 
 
 
 
 
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                         newSampler.inputs.Add(input); | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case Semantic.Interpolation: | 
 
 
 
 
 
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                         newSampler.inputs.Add(input); | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case Semantic.Output: | 
 
 
 
 
 
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                         { | 
 
 
 
 
 
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                             var data = new float[source.Count]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                             for (int i = 0; i < data.Length; i++) | 
 
 
 
 
 
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                                 data[i] = source.FloatData[i * source.Stride + offset]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                             newSampler.inputs.Add(new Input | 
 
 
 
 
 
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                             { | 
 
 
 
 
 
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                                 Source = new Source(data, 1), | 
 
 
 
 
 
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                                 Semantic = input.Semantic | 
 
 
 
 
 
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                             }); | 
 
 
 
 
 
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                         } | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case Semantic.InTangent: | 
 
 
 
 
 
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                     case Semantic.OutTangent: | 
 
 
 
 
 
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                         { | 
 
 
 
 
 
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                             var data = new float[source.Count * 2]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                             for (int i = 0; i < data.Length; i++) | 
 
 
 
 
 
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                             { | 
 
 
 
 
 
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                                 data[i + 0] = source.FloatData[i * source.Stride]; | 
 
 
 
 
 
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                                 data[i + 1] = source.FloatData[i * source.Stride + (offset + 1)]; | 
 
 
 
 
 
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                             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                             newSampler.inputs.Add(new Input | 
 
 
 
 
 
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                             { | 
 
 
 
 
 
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                                 Source = new Source(data, 2), | 
 
 
 
 
 
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                                 Semantic = input.Semantic | 
 
 
 
 
 
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                             }); | 
 
 
 
 
 
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                         } | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             return newSampler; | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         public float[] Sample() => Sample(0, FrameCount - 1); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         public float[] Sample(int start, int end) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             var result = Sample(start, end, 0); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (outputScale != 1.0f) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 for (int i = 0; i < result.Length; i++) | 
 
 
 
 
 
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                     result[i] *= outputScale; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             return result; | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private float[] Sample(int start, int end, int offset) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             float[] input = null; | 
 
 
 
 
 
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             float[] output = null; | 
 
 
 
 
 
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             int outputStride = 1; | 
 
 
 
 
 
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             Vector2[] inTangent = null; | 
 
 
 
 
 
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             Vector2[] outTangent = null; | 
 
 
 
 
 
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             string[] interpolation = null; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             foreach (var i in inputs) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 switch (i.Semantic) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     case Semantic.Input: | 
 
 
 
 
 
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                         input = i.Source.FloatData; | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case Semantic.Output: | 
 
 
 
 
 
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                         output = i.Source.FloatData; | 
 
 
 
 
 
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                         outputStride = i.Source.Stride; | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case Semantic.InTangent: | 
 
 
 
 
 
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                         inTangent = FloatArrayToVector2Array(i.Source.FloatData); | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case Semantic.OutTangent: | 
 
 
 
 
 
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                         outTangent = FloatArrayToVector2Array(i.Source.FloatData); | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case Semantic.Interpolation: | 
 
 
 
 
 
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                         interpolation = i.Source.NameData; | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (offset >= outputStride) | 
 
 
 
 
 
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                 throw new ArgumentException("The offset must be less than the output stride", "offset"); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             float[] result = new float[end - start + 1]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (input == null || output == null || interpolation == null) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 // | 
 
 
 
 
 
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                 // If we don't have enough data to sample then we just return 0 for all frames. | 
 
 
 
 
 
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                 // | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 return result; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (output.Length == outputStride) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 // | 
 
 
 
 
 
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                 // If the output contains only one element then use that for all frames. | 
 
 
 
 
 
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                 // | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 for (int i = 0; i < result.Length; i++) | 
 
 
 
 
 
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                     result[i] = output[offset]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 return result; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             float inputFirst = input.First(); | 
 
 
 
 
 
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             float outputFirst = output[offset]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             float inputLast = input.Last(); | 
 
 
 
 
 
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             float outputLast = output[output.Length - outputStride + offset]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             for (int frame = 0; frame < result.Length; frame++) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 float t = (frame + start) / 60.0f; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (t <= inputFirst) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     result[frame] = outputFirst; | 
 
 
 
 
 
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                     continue; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (t >= inputLast) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     result[frame] = outputLast; | 
 
 
 
 
 
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                     continue; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 int index = Array.BinarySearch(input, t); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (index >= 0) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     result[frame] = output[index * outputStride + offset]; | 
 
 
 
 
 
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                     continue; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 index = ~index; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (index == 0) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     result[frame] = outputFirst; | 
 
 
 
 
 
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                     continue; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (index * outputStride + offset >= output.Length) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     result[frame] = outputLast; | 
 
 
 
 
 
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                     continue; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 var p0 = new Vector2(input[index - 1], output[(index - 1) * outputStride + offset]); | 
 
 
 
 
 
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                 var p1 = new Vector2(input[index], output[index * outputStride + offset]); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 float s = (t - p0.X) / (p1.X - p0.X); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 switch (interpolation[index - 1]) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     default: | 
 
 
 
 
 
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                         Console.Error.WriteLine("Interpolation type '{0}' is not supported, using LINEAR", interpolation[index - 1]); | 
 
 
 
 
 
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                         goto case "LINEAR"; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case "LINEAR": | 
 
 
 
 
 
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                         result[frame] = p0.Y + s * (p1.Y - p0.Y); | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     case "BEZIER": | 
 
 
 
 
 
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                         if (inTangent == null || outTangent == null) | 
 
 
 
 
 
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                             throw new System.IO.InvalidDataException("Bezier interpolation was specified but in/out tangents are not present"); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                         var c0 = outTangent[index - 1]; | 
 
 
 
 
 
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                         var c1 = inTangent[index]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                         float invS = 1.0f - s; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                         result[frame] = | 
 
 
 
 
 
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                               p0.Y * invS * invS * invS | 
 
 
 
 
 
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                             + 3.0f * c0.Y * invS * invS * s | 
 
 
 
 
 
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                             + 3.0f * c1.Y * invS * s * s | 
 
 
 
 
 
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                             + p1.Y * s * s * s; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                         break; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             return result; | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private static Vector2[] FloatArrayToVector2Array(float[] array) | 
 
 
 
 
 
 | 254 | 
         { | 
 
 
 
 
 
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             var result = new Vector2[array.Length / 2]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             for (int i = 0; i < result.Length; i++) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 result[i].X = array[i * 2 + 0]; | 
 
 
 
 
 
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                 result[i].Y = array[i * 2 + 1]; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             return result; | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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     } | 
 
 
 
 
 
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 } |