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using System; |
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using System.Collections.Generic; |
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|
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namespace Oni.Physics |
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{ |
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internal class ObjectAnimation |
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{ |
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public string Name; |
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public ObjectAnimationFlags Flags; |
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public int Length; |
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public int Stop; |
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public ObjectAnimationKey[] Keys; |
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|
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public List<ObjectAnimationKey> Interpolate() |
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{ |
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var result = new List<ObjectAnimationKey>(Length); |
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|
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for (int i = 1; i < Keys.Length; i++) |
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{ |
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var key0 = Keys[i - 1]; |
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var key1 = Keys[i]; |
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|
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result.Add(key0); |
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|
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for (int j = key0.Time + 1; j < key1.Time; j++) |
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{ |
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float k = (float)(j - key0.Time) / (key1.Time - key0.Time); |
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|
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result.Add(new ObjectAnimationKey { |
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Time = j, |
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Translation = Vector3.Lerp(key0.Translation, key1.Translation, k), |
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Rotation = Quaternion.Lerp(key0.Rotation, key1.Rotation, k), |
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Scale = Vector3.Lerp(key0.Scale, key1.Scale, k) |
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}); |
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} |
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} |
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|
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result.Add(Keys.Last()); |
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|
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return result; |
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} |
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} |
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} |