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- using UnityEngine;
- using System.Collections;
- namespace RootMotion {
- /// <summary>
- /// Interpolation mode.
- /// </summary>
- [System.Serializable]
- public enum InterpolationMode
- {
- None,
- InOutCubic,
- InOutQuintic,
- InOutSine,
- InQuintic,
- InQuartic,
- InCubic,
- InQuadratic,
- InElastic,
- InElasticSmall,
- InElasticBig,
- InSine,
- InBack,
- OutQuintic,
- OutQuartic,
- OutCubic,
- OutInCubic,
- OutInQuartic,
- OutElastic,
- OutElasticSmall,
- OutElasticBig,
- OutSine,
- OutBack,
- OutBackCubic,
- OutBackQuartic,
- BackInCubic,
- BackInQuartic,
- };
- /// <summary>
- /// Class for various interpolation methods.
- /// </summary>
- public class Interp
- {
-
- #region Public methods
-
- /// <summary>
- /// Interpolate the specified t by InterpolationMode mode.
- /// </summary>
- /// <param name='t'>
- /// T.
- /// </param>
- /// <param name='mode'>
- /// InterpolationMode.
- /// </param>
- public static float Float(float t, InterpolationMode mode) {
- float interpT = 0;
-
- switch (mode) {
- case InterpolationMode.None:
- interpT = Interp.None(t, 0, 1);
- break;
- case InterpolationMode.InOutCubic:
- interpT = Interp.InOutCubic(t, 0, 1);
- break;
- case InterpolationMode.InOutQuintic:
- interpT = Interp.InOutQuintic(t, 0, 1);
- break;
- case InterpolationMode.InQuintic:
- interpT = Interp.InQuintic(t, 0, 1);
- break;
- case InterpolationMode.InQuartic:
- interpT = Interp.InQuartic(t, 0, 1);
- break;
- case InterpolationMode.InCubic:
- interpT = Interp.InCubic(t, 0, 1);
- break;
- case InterpolationMode.InQuadratic:
- interpT = Interp.InQuadratic(t, 0, 1);
- break;
- case InterpolationMode.OutQuintic:
- interpT = Interp.OutQuintic(t, 0, 1);
- break;
- case InterpolationMode.OutQuartic:
- interpT = Interp.OutQuartic(t, 0, 1);
- break;
- case InterpolationMode.OutCubic:
- interpT = Interp.OutCubic(t, 0, 1);
- break;
- case InterpolationMode.OutInCubic:
- interpT = Interp.OutInCubic(t, 0, 1);
- break;
- case InterpolationMode.OutInQuartic:
- interpT = Interp.OutInCubic(t, 0, 1);
- break;
- case InterpolationMode.BackInCubic:
- interpT = Interp.BackInCubic(t, 0, 1);
- break;
- case InterpolationMode.BackInQuartic:
- interpT = Interp.BackInQuartic(t, 0, 1);
- break;
- case InterpolationMode.OutBackCubic:
- interpT = Interp.OutBackCubic(t, 0, 1);
- break;
- case InterpolationMode.OutBackQuartic:
- interpT = Interp.OutBackQuartic(t, 0, 1);
- break;
- case InterpolationMode.OutElasticSmall:
- interpT = Interp.OutElasticSmall(t, 0, 1);
- break;
- case InterpolationMode.OutElasticBig:
- interpT = Interp.OutElasticBig(t, 0, 1);
- break;
- case InterpolationMode.InElasticSmall:
- interpT = Interp.InElasticSmall(t, 0, 1);
- break;
- case InterpolationMode.InElasticBig:
- interpT = Interp.InElasticBig(t, 0, 1);
- break;
- case InterpolationMode.InSine:
- interpT = Interp.InSine(t, 0, 1);
- break;
- case InterpolationMode.OutSine:
- interpT = Interp.OutSine(t, 0, 1);
- break;
- case InterpolationMode.InOutSine:
- interpT = Interp.InOutSine(t, 0, 1);
- break;
- case InterpolationMode.InElastic:
- interpT = Interp.OutElastic(t, 0, 1);
- break;
- case InterpolationMode.OutElastic:
- interpT = Interp.OutElastic(t, 0, 1);
- break;
- case InterpolationMode.InBack:
- interpT = Interp.InBack(t, 0, 1);
- break;
- case InterpolationMode.OutBack:
- interpT = Interp.OutBack(t, 0, 1);
- break;
- default: interpT = 0;
- break;
- }
-
- return interpT;
- }
-
- /// <summary>
- /// Interpolate between two verctors by InterpolationMode mode
- /// </summary>
- public static Vector3 V3(Vector3 v1, Vector3 v2, float t, InterpolationMode mode) {
- float interpT = Interp.Float(t, mode);
- return ((1 - interpT) * v1) + (interpT * v2);
- }
-
- /// <summary>
- /// Linear interpolation of value towards target.
- /// </summary>
- public static float LerpValue(float value, float target, float increaseSpeed, float decreaseSpeed) {
- if (value == target) return target;
- if (value < target) return Mathf.Clamp(value + Time.deltaTime * increaseSpeed, -Mathf.Infinity, target);
- else return Mathf.Clamp(value - Time.deltaTime * decreaseSpeed, target, Mathf.Infinity);
- }
-
- #endregion Public methods
-
- #region Interpolation modes
-
- private static float None (float t, float b, float c) { // time, b, distance,
- return b + c * (t);
- }
-
- private static float InOutCubic(float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (-2 * tc + 3 * ts);
- }
-
- private static float InOutQuintic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (6 * tc * ts + -15 * ts * ts + 10 * tc);
- }
-
- private static float InQuintic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (tc * ts);
- }
-
- private static float InQuartic (float t, float b, float c) {
- float ts = t * t;
- return b + c * (ts * ts);
- }
-
- private static float InCubic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (tc);
- }
-
- private static float InQuadratic (float t, float b, float c) {
- float ts = t * t;
- return b + c * (ts);
- }
-
- private static float OutQuintic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (tc * ts + -5 * ts * ts + 10 * tc + -10 * ts + 5 * t);
- }
-
- private static float OutQuartic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (-1 * ts * ts + 4 * tc + -6 * ts + 4 * t);
- }
-
- private static float OutCubic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (tc + -3 * ts + 3 * t);
- }
-
- private static float OutInCubic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (4 * tc + -6 * ts + 3 * t);
- }
-
- private static float OutInQuartic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (6 * tc + -9 * ts + 4 * t);
- }
-
- private static float BackInCubic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c *(4 * tc + -3 * ts);
- }
-
- private static float BackInQuartic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (2 * ts * ts + 2 * tc + -3 * ts);
- }
-
- private static float OutBackCubic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (4 * tc + -9 * ts + 6 * t);
- }
-
- private static float OutBackQuartic (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (-2 * ts * ts + 10 * tc + -15 * ts + 8 * t);
- }
-
- private static float OutElasticSmall (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (33 * tc * ts + -106 * ts * ts + 126 * tc + -67 * ts + 15 * t);
- }
-
- private static float OutElasticBig (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b+c*(56*tc*ts + -175*ts*ts + 200*tc + -100*ts + 20*t);
- }
-
- private static float InElasticSmall (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (33 * tc * ts + -59 * ts * ts + 32 * tc + -5 * ts);
- }
-
- private static float InElasticBig (float t, float b, float c) {
- float ts = t * t;
- float tc = ts * t;
- return b + c * (56 * tc * ts + -105 * ts * ts + 60 * tc + -10 * ts);
- }
-
- private static float InSine (float t, float b, float c) {
- c -= b;
- return -c * Mathf.Cos(t / 1 * (Mathf.PI / 2)) + c + b;
- }
- private static float OutSine (float t, float b, float c) {
- c -= b;
- return c * Mathf.Sin(t / 1 * (Mathf.PI / 2)) + b;
- }
-
- private static float InOutSine (float t, float b, float c) {
- c -= b;
- return -c / 2 * (Mathf.Cos(Mathf.PI * t / 1) - 1) + b;
- }
-
- private static float InElastic (float t, float b, float c) {
- c -= b;
-
- float d = 1f;
- float p = d * .3f;
- float s = 0;
- float a = 0;
-
- if (t == 0) return b;
-
- if ((t /= d) == 1) return b + c;
-
- if (a == 0f || a < Mathf.Abs(c)){
- a = c;
- s = p / 4;
- }else{
- s = p / (2 * Mathf.PI) * Mathf.Asin(c / a);
- }
-
- return -(a * Mathf.Pow(2, 10 * (t-=1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
- }
-
- private static float OutElastic (float t, float b, float c) {
- c -= b;
-
- float d = 1f;
- float p = d * .3f;
- float s = 0;
- float a = 0;
-
- if (t == 0) return b;
-
- if ((t /= d) == 1) return b + c;
-
- if (a == 0f || a < Mathf.Abs(c)){
- a = c;
- s = p / 4;
- }else{
- s = p / (2 * Mathf.PI) * Mathf.Asin(c / a);
- }
-
- return (a * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b);
- }
-
- private static float InBack(float t, float b, float c){
- c -= b;
- t /= 1;
- float s = 1.70158f;
- return c * (t) * t * ((s + 1) * t - s) + b;
- }
-
- private static float OutBack (float t, float b, float c) {
- float s = 1.70158f;
- c -= b;
- t = (t / 1) - 1;
- return c * ((t) * t * ((s + 1) * t + s) + 1) + b;
- }
-
- #endregion Interpolation modes
- }
- }
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