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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) |
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{ |
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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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} |