using UnityEngine; using System.Collections; namespace RootMotion { /// /// Interpolation mode. /// [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, }; /// /// Class for various interpolation methods. /// public class Interp { #region Public methods /// /// Interpolate the specified t by InterpolationMode mode. /// /// /// T. /// /// /// InterpolationMode. /// 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; } /// /// Interpolate between two verctors by InterpolationMode mode /// public static Vector3 V3(Vector3 v1, Vector3 v2, float t, InterpolationMode mode) { float interpT = Interp.Float(t, mode); return ((1 - interpT) * v1) + (interpT * v2); } /// /// Linear interpolation of value towards target. /// 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 } }