/**
* Copyright(c) Live2D Inc. All rights reserved.
*
* Use of this source code is governed by the Live2D Open Software license
* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
*/
using Live2D.Cubism.Core;
using UnityEngine;
namespace Live2D.Cubism.Framework.HarmonicMotion
{
///
/// Holds data for controlling the output of simple harmonic motions.
///
///
/// This type of motion can be very useful for faking breathing, for example.
///
public sealed class CubismHarmonicMotionParameter : MonoBehaviour
{
///
/// Timescale channel.
///
[SerializeField]
public int Channel;
///
/// Motion direction.
///
[SerializeField]
public CubismHarmonicMotionDirection Direction;
///
/// Normalized origin of motion.
///
///
/// The actual origin used for evaluating the motion depends limits of the .
///
[SerializeField, Range(0f, 1f)]
public float NormalizedOrigin = 0.5f;
///
/// Normalized range of motion.
///
///
/// The actual origin used for evaluating the motion depends limits of the .
///
[SerializeField, Range(0f, 1f)]
public float NormalizedRange = 0.5f;
///
/// Duration of one motion cycle in seconds.
///
[SerializeField, Range(0.01f, 10f)]
public float Duration = 3f;
///
/// if is initialized.
///
private bool IsInitialized
{
get { return Mathf.Abs(ValueRange) >= Mathf.Epsilon; }
}
///
/// Initializes instance.
///
private void Initialize()
{
// Initialize value fields.
var parameter = GetComponent();
MaximumValue = parameter.MaximumValue;
MinimumValue = parameter.MinimumValue;
ValueRange = MaximumValue - MinimumValue;
}
#region Interface for Controller
///
/// Cached .
///
private float MaximumValue { get; set; }
///
/// Cached .
///
private float MinimumValue { get; set; }
///
/// Range of and .
///
private float ValueRange { get; set; }
///
/// Current time.
///
private float T { get; set; }
///
/// Proceeds time.
///
///
internal void Play(float[] channelTimescales)
{
T += (Time.deltaTime * channelTimescales[Channel]);
// Make sure time stays within duration.
while (T > Duration)
{
T -= Duration;
}
}
///
/// Evaluates the parameter.
///
/// Parameter value.
internal float Evaluate()
{
// Lazily initialize.
if (!IsInitialized)
{
Initialize();
}
// Restore origin and range.
var origin = MinimumValue + (NormalizedOrigin * ValueRange);
var range = NormalizedRange * ValueRange;
// Clamp the range so that it stays within the limits.
Clamp(ref origin, ref range);
// Return result.
return origin + (range * Mathf.Sin(T * (2 * Mathf.PI) / Duration));
}
#endregion
#region Helper Methods
///
/// Clamp origin and range based on .
///
/// Origin to clamp.
/// Range to clamp.
private void Clamp(ref float origin, ref float range)
{
switch (Direction)
{
case CubismHarmonicMotionDirection.Left:
{
if ((origin - range) >= MinimumValue)
{
range /= 2;
origin -= range;
}
else
{
range = (origin - MinimumValue) / 2f;
origin = MinimumValue + range;
NormalizedRange = (range * 2f)/ValueRange;
}
break;
}
case CubismHarmonicMotionDirection.Right:
{
if ((origin + range) <= MaximumValue)
{
range /= 2f;
origin += range;
}
else
{
range = (MaximumValue - origin) / 2f;
origin = MaximumValue - range;
NormalizedRange = (range * 2f)/ValueRange;
}
break;
}
default:
{
break;
}
}
// Clamp both range and NormalizedRange.
if ((origin - range) < MinimumValue)
{
range = origin - MinimumValue;
NormalizedRange = range / ValueRange;
}
else if ((origin + range) > MaximumValue)
{
range = MaximumValue - origin;
NormalizedRange = range / ValueRange;
}
}
#endregion
}
}