// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using System.Text;
using UnityEngine;
namespace Animancer
{
/// [Pro-Only]
/// An which blends an array of other states together based on a two dimensional
/// parameter and thresholds using Gradient Band Interpolation.
///
///
/// This mixer type is similar to the 2D Freeform Cartesian Blend Type in Mecanim Blend Trees.
///
/// Documentation: Mixers
///
/// https://kybernetik.com.au/animancer/api/Animancer/CartesianMixerState
///
public class CartesianMixerState : MixerState, ICopyable
{
/************************************************************************************************************************/
/// .x.
public float ParameterX
{
get => Parameter.x;
set => Parameter = new Vector2(value, Parameter.y);
}
/// .y.
public float ParameterY
{
get => Parameter.y;
set => Parameter = new Vector2(Parameter.x, value);
}
/************************************************************************************************************************/
///
public override string GetParameterError(Vector2 value)
=> value.IsFinite() ? null : $"value.x and value.y {Strings.MustBeFinite}";
/************************************************************************************************************************/
/// Precalculated values to speed up the recalculation of weights.
private Vector2[][] _BlendFactors;
/// Indicates whether the need to be recalculated.
private bool _BlendFactorsDirty = true;
/************************************************************************************************************************/
///
/// Called whenever the thresholds are changed. Indicates that the internal blend factors need to be
/// recalculated and calls .
///
public override void OnThresholdsChanged()
{
_BlendFactorsDirty = true;
base.OnThresholdsChanged();
}
/************************************************************************************************************************/
///
/// Recalculates the weights of all based on the current value of the
/// and the .
///
protected override void ForceRecalculateWeights()
{
WeightsAreDirty = false;
var childCount = ChildCount;
if (childCount == 0)
{
return;
}
else if (childCount == 1)
{
var state = GetChild(0);
state.Weight = 1;
return;
}
CalculateBlendFactors(childCount);
float totalWeight = 0;
for (int i = 0; i < childCount; i++)
{
var state = GetChild(i);
if (state == null)
continue;
var blendFactors = _BlendFactors[i];
var threshold = GetThreshold(i);
var thresholdToParameter = Parameter - threshold;
float weight = 1;
for (int j = 0; j < childCount; j++)
{
if (j == i || GetChild(j) == null)
continue;
var newWeight = 1 - Vector2.Dot(thresholdToParameter, blendFactors[j]);
if (weight > newWeight)
weight = newWeight;
}
if (weight < 0.01f)
weight = 0;
state.Weight = weight;
totalWeight += weight;
}
NormalizeWeights(totalWeight);
}
/************************************************************************************************************************/
private void CalculateBlendFactors(int childCount)
{
if (!_BlendFactorsDirty)
return;
_BlendFactorsDirty = false;
// Resize the precalculated values.
if (AnimancerUtilities.SetLength(ref _BlendFactors, childCount))
{
for (int i = 0; i < childCount; i++)
_BlendFactors[i] = new Vector2[childCount];
}
// Calculate the blend factors between each combination of thresholds.
for (int i = 0; i < childCount; i++)
{
var blendFactors = _BlendFactors[i];
var thresholdI = GetThreshold(i);
var j = i + 1;
for (; j < childCount; j++)
{
var thresholdIToJ = GetThreshold(j) - thresholdI;
#if UNITY_ASSERTIONS
if (thresholdIToJ == default)
throw new ArgumentException(
$"Mixer has multiple identical thresholds.\n{GetDescription()}");
#endif
thresholdIToJ /= thresholdIToJ.sqrMagnitude;
// Each factor is used in [i][j] with it's opposite in [j][i].
blendFactors[j] = thresholdIToJ;
_BlendFactors[j][i] = -thresholdIToJ;
}
}
}
/************************************************************************************************************************/
///
public override AnimancerState Clone(AnimancerPlayable root)
{
var clone = new CartesianMixerState();
clone.SetNewCloneRoot(root);
((ICopyable)clone).CopyFrom(this);
return clone;
}
/************************************************************************************************************************/
///
void ICopyable.CopyFrom(CartesianMixerState copyFrom)
{
_BlendFactorsDirty = copyFrom._BlendFactorsDirty;
if (!_BlendFactorsDirty)
_BlendFactors = copyFrom._BlendFactors;
((ICopyable>)this).CopyFrom(copyFrom);
}
/************************************************************************************************************************/
///
public override void AppendParameter(StringBuilder text, Vector2 parameter)
{
text.Append('(')
.Append(parameter.x)
.Append(", ")
.Append(parameter.y)
.Append(')');
}
/************************************************************************************************************************/
#region Inspector
/************************************************************************************************************************/
///
protected override int ParameterCount => 2;
///
protected override string GetParameterName(int index)
{
switch (index)
{
case 0: return "Parameter X";
case 1: return "Parameter Y";
default: throw new ArgumentOutOfRangeException(nameof(index));
}
}
///
protected override AnimatorControllerParameterType GetParameterType(int index) => AnimatorControllerParameterType.Float;
///
protected override object GetParameterValue(int index)
{
switch (index)
{
case 0: return ParameterX;
case 1: return ParameterY;
default: throw new ArgumentOutOfRangeException(nameof(index));
}
}
///
protected override void SetParameterValue(int index, object value)
{
switch (index)
{
case 0: ParameterX = (float)value; break;
case 1: ParameterY = (float)value; break;
default: throw new ArgumentOutOfRangeException(nameof(index));
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}