[1114] | 1 | using System;
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| 2 | using System.Collections.Generic;
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| 3 |
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| 4 | namespace Oni.Dae
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| 5 | {
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| 6 | internal class Sampler : Entity
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| 7 | {
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| 8 | private readonly List<Input> inputs = new List<Input>();
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| 9 | private float outputScale = 1.0f;
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| 10 |
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| 11 | public List<Input> Inputs => inputs;
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| 12 |
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| 13 | public int FrameCount
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| 14 | {
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| 15 | get
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| 16 | {
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| 17 | var input = inputs.Find(i => i.Semantic == Semantic.Input);
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| 18 |
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| 19 | if (input == null)
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| 20 | return 0;
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| 21 |
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| 22 | return FMath.RoundToInt32(input.Source.FloatData.Last() * 60.0f) + 1;
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| 23 | }
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| 24 | }
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| 25 |
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| 26 | public Sampler Scale(float scale)
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| 27 | {
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| 28 | var newSampler = new Sampler
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| 29 | {
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| 30 | outputScale = scale
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| 31 | };
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| 32 |
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| 33 | newSampler.inputs.AddRange(inputs);
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| 34 |
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| 35 | return newSampler;
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| 36 | }
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| 37 |
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| 38 | public Sampler Split(int offset)
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| 39 | {
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| 40 | var newSampler = new Sampler();
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| 41 |
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| 42 | foreach (var input in inputs)
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| 43 | {
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| 44 | var source = input.Source;
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| 45 |
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| 46 | switch (input.Semantic)
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| 47 | {
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| 48 | case Semantic.Input:
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| 49 | newSampler.inputs.Add(input);
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| 50 | break;
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| 51 |
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| 52 | case Semantic.Interpolation:
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| 53 | newSampler.inputs.Add(input);
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| 54 | break;
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| 55 |
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| 56 | case Semantic.Output:
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| 57 | {
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| 58 | var data = new float[source.Count];
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| 59 |
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| 60 | for (int i = 0; i < data.Length; i++)
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| 61 | data[i] = source.FloatData[i * source.Stride + offset];
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| 62 |
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| 63 | newSampler.inputs.Add(new Input
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| 64 | {
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| 65 | Source = new Source(data, 1),
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| 66 | Semantic = input.Semantic
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| 67 | });
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| 68 | }
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| 69 | break;
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| 70 |
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| 71 | case Semantic.InTangent:
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| 72 | case Semantic.OutTangent:
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| 73 | {
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| 74 | var data = new float[source.Count * 2];
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| 75 |
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| 76 | for (int i = 0; i < data.Length; i++)
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| 77 | {
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| 78 | data[i + 0] = source.FloatData[i * source.Stride];
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| 79 | data[i + 1] = source.FloatData[i * source.Stride + (offset + 1)];
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| 80 | }
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| 81 |
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| 82 | newSampler.inputs.Add(new Input
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| 83 | {
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| 84 | Source = new Source(data, 2),
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| 85 | Semantic = input.Semantic
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| 86 | });
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| 87 | }
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| 88 | break;
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| 89 | }
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| 90 | }
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| 91 |
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| 92 | return newSampler;
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| 93 | }
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| 94 |
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| 95 | public float[] Sample() => Sample(0, FrameCount - 1);
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| 96 |
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| 97 | public float[] Sample(int start, int end)
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| 98 | {
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| 99 | var result = Sample(start, end, 0);
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| 100 |
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| 101 | if (outputScale != 1.0f)
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| 102 | {
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| 103 | for (int i = 0; i < result.Length; i++)
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| 104 | result[i] *= outputScale;
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| 105 | }
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| 106 |
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| 107 | return result;
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| 108 | }
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| 109 |
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| 110 | private float[] Sample(int start, int end, int offset)
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| 111 | {
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| 112 | float[] input = null;
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| 113 | float[] output = null;
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| 114 | int outputStride = 1;
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| 115 | Vector2[] inTangent = null;
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| 116 | Vector2[] outTangent = null;
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| 117 | string[] interpolation = null;
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| 118 |
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| 119 | foreach (var i in inputs)
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| 120 | {
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| 121 | switch (i.Semantic)
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| 122 | {
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| 123 | case Semantic.Input:
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| 124 | input = i.Source.FloatData;
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| 125 | break;
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| 126 |
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| 127 | case Semantic.Output:
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| 128 | output = i.Source.FloatData;
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| 129 | outputStride = i.Source.Stride;
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| 130 | break;
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| 131 |
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| 132 | case Semantic.InTangent:
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| 133 | inTangent = FloatArrayToVector2Array(i.Source.FloatData);
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| 134 | break;
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| 135 |
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| 136 | case Semantic.OutTangent:
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| 137 | outTangent = FloatArrayToVector2Array(i.Source.FloatData);
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| 138 | break;
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| 139 |
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| 140 | case Semantic.Interpolation:
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| 141 | interpolation = i.Source.NameData;
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| 142 | break;
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| 143 | }
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| 144 | }
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| 145 |
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| 146 | if (offset >= outputStride)
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| 147 | throw new ArgumentException("The offset must be less than the output stride", "offset");
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| 148 |
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| 149 | float[] result = new float[end - start + 1];
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| 150 |
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| 151 | if (input == null || output == null || interpolation == null)
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| 152 | {
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| 153 | //
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| 154 | // If we don't have enough data to sample then we just return 0 for all frames.
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| 155 | //
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| 156 |
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| 157 | return result;
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| 158 | }
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| 159 |
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| 160 | if (output.Length == outputStride)
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| 161 | {
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| 162 | //
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| 163 | // If the output contains only one element then use that for all frames.
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| 164 | //
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| 165 |
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| 166 | for (int i = 0; i < result.Length; i++)
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| 167 | result[i] = output[offset];
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| 168 |
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| 169 | return result;
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| 170 | }
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| 171 |
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| 172 | float inputFirst = input.First();
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| 173 | float outputFirst = output[offset];
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| 174 |
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| 175 | float inputLast = input.Last();
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| 176 | float outputLast = output[output.Length - outputStride + offset];
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| 177 |
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| 178 | for (int frame = 0; frame < result.Length; frame++)
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| 179 | {
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| 180 | float t = (frame + start) / 60.0f;
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| 181 |
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| 182 | if (t <= inputFirst)
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| 183 | {
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| 184 | result[frame] = outputFirst;
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| 185 | continue;
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| 186 | }
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| 187 |
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| 188 | if (t >= inputLast)
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| 189 | {
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| 190 | result[frame] = outputLast;
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| 191 | continue;
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| 192 | }
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| 193 |
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| 194 | int index = Array.BinarySearch(input, t);
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| 195 |
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| 196 | if (index >= 0)
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| 197 | {
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| 198 | result[frame] = output[index * outputStride + offset];
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| 199 | continue;
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| 200 | }
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| 201 |
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| 202 | index = ~index;
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| 203 |
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| 204 | if (index == 0)
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| 205 | {
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| 206 | result[frame] = outputFirst;
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| 207 | continue;
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| 208 | }
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| 209 |
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| 210 | if (index * outputStride + offset >= output.Length)
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| 211 | {
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| 212 | result[frame] = outputLast;
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| 213 | continue;
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| 214 | }
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| 215 |
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| 216 | var p0 = new Vector2(input[index - 1], output[(index - 1) * outputStride + offset]);
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| 217 | var p1 = new Vector2(input[index], output[index * outputStride + offset]);
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| 218 |
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| 219 | float s = (t - p0.X) / (p1.X - p0.X);
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| 220 |
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| 221 | switch (interpolation[index - 1])
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| 222 | {
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| 223 | default:
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| 224 | Console.Error.WriteLine("Interpolation type '{0}' is not supported, using LINEAR", interpolation[index - 1]);
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| 225 | goto case "LINEAR";
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| 226 |
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| 227 | case "LINEAR":
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| 228 | result[frame] = p0.Y + s * (p1.Y - p0.Y);
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| 229 | break;
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| 230 |
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| 231 | case "BEZIER":
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| 232 | if (inTangent == null || outTangent == null)
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| 233 | throw new System.IO.InvalidDataException("Bezier interpolation was specified but in/out tangents are not present");
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| 234 |
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| 235 | var c0 = outTangent[index - 1];
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| 236 | var c1 = inTangent[index];
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| 237 |
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| 238 | float invS = 1.0f - s;
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| 239 |
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| 240 | result[frame] =
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| 241 | p0.Y * invS * invS * invS
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| 242 | + 3.0f * c0.Y * invS * invS * s
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| 243 | + 3.0f * c1.Y * invS * s * s
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| 244 | + p1.Y * s * s * s;
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| 245 |
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| 246 | break;
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| 247 | }
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| 248 | }
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| 249 |
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| 250 | return result;
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| 251 | }
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| 252 |
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| 253 | private static Vector2[] FloatArrayToVector2Array(float[] array)
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| 254 | {
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| 255 | var result = new Vector2[array.Length / 2];
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| 256 |
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| 257 | for (int i = 0; i < result.Length; i++)
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| 258 | {
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| 259 | result[i].X = array[i * 2 + 0];
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| 260 | result[i].Y = array[i * 2 + 1];
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| 261 | }
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| 262 |
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| 263 | return result;
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| 264 | }
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| 265 | }
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| 266 | }
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