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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