OpenSeeFace/Unity/OpenSeeInterpolation.cs
2021-06-12 17:47:16 +02:00

232 lines
7.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace OpenSee {
public class InterpolatedMap<T, V, U> where V : InterpolatedValue<U>, new() {
private Dictionary<T, V> map = new Dictionary<T, V>();
private float clamp = 1f;
private float smoothing = 0f;
private bool gotDefault = false;
private U defaultValue;
public void Clear() {
map.Clear();
}
public void SetSmoothing(float smoothing) {
this.smoothing = smoothing;
foreach (var entry in map) {
if (entry.Value != null)
entry.Value.SetSmoothing(smoothing);
}
}
public void SetClamp(float clamp) {
this.clamp = clamp;
foreach (var entry in map) {
if (entry.Value != null)
entry.Value.SetClamp(clamp);
}
}
void Prepare(T key) {
if (!map.ContainsKey(key)) {
map.Add(key, new V());
map[key].SetSmoothing(smoothing);
map[key].SetClamp(clamp);
}
}
public void SetValue(T key, U v) {
Prepare(key);
map[key].SetValue(v);
}
public void Store(T key, U v) {
Prepare(key);
map[key].UpdateValue(v);
}
public void Store(T key, U v, double nowT) {
if (!map.ContainsKey(key)) {
map.Add(key, new V());
map[key].SetSmoothing(smoothing);
map[key].SetClamp(clamp);
}
map[key].UpdateValue(v, nowT);
}
public U GetDefault() {
if (gotDefault)
return defaultValue;
V tmp = new V();
defaultValue = tmp.GetDefault();
return defaultValue;
}
public bool Check(T key) {
return map.ContainsKey(key);
}
public U Get(T key) {
if (!map.ContainsKey(key))
return GetDefault();
return map[key].Interpolate();
}
}
abstract public class InterpolatedValue<V> {
private float interpolateT = 0f;
private float updateT = 0f;
private double lastT = 0f;
private double currentT = 0f;
private float clamp = 1f;
private float smoothing = 0f;
private int gotData = 0;
private bool haveDefault = false;
private V defaultValue;
private bool valueSet = false;
private V dataValue;
private V dataValueLast;
abstract public V ValueLerpUnclamped(V a, V b, float t);
abstract public V GetBuiltinDefault();
public void SetDefault(V defaultValue) {
this.defaultValue = defaultValue;
haveDefault = true;
}
public void ResetDefault() {
haveDefault = false;
}
public V GetDefault() {
if (haveDefault)
return defaultValue;
return GetBuiltinDefault();
}
public void SetSmoothing(float smoothing) {
this.smoothing = smoothing;
}
public void SetClamp(float clamp) {
this.clamp = clamp;
}
public void SetValue(V v) {
dataValueLast = v;
dataValue = v;
valueSet = true;
}
public InterpolatedValue(float smoothing = 0f, float clamp = 1f) {
this.smoothing = smoothing;
this.clamp = clamp;
}
public void UpdateValue(V v) {
UpdateValue(v, Time.realtimeSinceStartup);
}
public void UpdateValue(V v, double nowT) {
if (nowT < 0f)
return;
lock (this) {
if (nowT < currentT || gotData == 0) {
// Reinitialize
gotData = 1;
updateT = Time.time;
lastT = 0f;
currentT = nowT;
dataValueLast = GetDefault();
dataValue = ValueLerpUnclamped(v, dataValueLast, smoothing);
} else if (nowT == currentT) {
// Change value
dataValue = ValueLerpUnclamped(v, dataValueLast, smoothing);
} else {
// Regular operation
updateT = Time.time;
lastT = currentT;
currentT = nowT;
if (gotData < 2)
gotData++;
dataValueLast = dataValue;
dataValue = ValueLerpUnclamped(v, dataValueLast, smoothing);
}
}
}
public V Interpolate() {
lock (this) {
interpolateT = Time.time;
if (gotData < 2) {
if (valueSet)
return dataValue;
else
return GetDefault();
}
float t = Mathf.Min((interpolateT - updateT) / (float)(currentT - lastT), clamp);
return ValueLerpUnclamped(dataValueLast, dataValue, t);
}
}
}
public class InterpolatedColor : InterpolatedValue<Color> {
public override Color ValueLerpUnclamped(Color a, Color b, float t) {
return Color.LerpUnclamped(a, b, t);
}
public override Color GetBuiltinDefault() {
return Color.clear;
}
}
public class InterpolatedQuaternion : InterpolatedValue<Quaternion> {
public override Quaternion ValueLerpUnclamped(Quaternion a, Quaternion b, float t) {
return Quaternion.SlerpUnclamped(a, b, t);
}
public override Quaternion GetBuiltinDefault() {
return Quaternion.identity;
}
}
public class InterpolatedVector2 : InterpolatedValue<Vector2> {
public override Vector2 ValueLerpUnclamped(Vector2 a, Vector2 b, float t) {
return Vector2.LerpUnclamped(a, b, t);
}
public override Vector2 GetBuiltinDefault() {
return Vector2.zero;
}
}
public class InterpolatedVector3 : InterpolatedValue<Vector3> {
public override Vector3 ValueLerpUnclamped(Vector3 a, Vector3 b, float t) {
return Vector3.LerpUnclamped(a, b, t);
}
public override Vector3 GetBuiltinDefault() {
return Vector3.zero;
}
}
public class InterpolatedVector4 : InterpolatedValue<Vector4> {
public override Vector4 ValueLerpUnclamped(Vector4 a, Vector4 b, float t) {
return Vector4.LerpUnclamped(a, b, t);
}
public override Vector4 GetBuiltinDefault() {
return Vector4.zero;
}
}
public class InterpolatedFloat : InterpolatedValue<float> {
public override float ValueLerpUnclamped(float a, float b, float t) {
return Mathf.LerpUnclamped(a, b, t);
}
public override float GetBuiltinDefault() {
return 0f;
}
}
}