CubismHarmonicMotionParameter.cs 6.1 KB

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  1. /**
  2. * Copyright(c) Live2D Inc. All rights reserved.
  3. *
  4. * Use of this source code is governed by the Live2D Open Software license
  5. * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
  6. */
  7. using Live2D.Cubism.Core;
  8. using UnityEngine;
  9. namespace Live2D.Cubism.Framework.HarmonicMotion
  10. {
  11. /// <summary>
  12. /// Holds data for controlling the output of simple harmonic motions.
  13. /// </summary>
  14. /// <remarks>
  15. /// This type of motion can be very useful for faking breathing, for example.
  16. /// </remarks>
  17. public sealed class CubismHarmonicMotionParameter : MonoBehaviour
  18. {
  19. /// <summary>
  20. /// Timescale channel.
  21. /// </summary>
  22. [SerializeField]
  23. public int Channel;
  24. /// <summary>
  25. /// Motion direction.
  26. /// </summary>
  27. [SerializeField]
  28. public CubismHarmonicMotionDirection Direction;
  29. /// <summary>
  30. /// Normalized origin of motion.
  31. /// </summary>
  32. /// <remarks>
  33. /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
  34. /// </remarks>
  35. [SerializeField, Range(0f, 1f)]
  36. public float NormalizedOrigin = 0.5f;
  37. /// <summary>
  38. /// Normalized range of motion.
  39. /// </summary>
  40. /// <remarks>
  41. /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
  42. /// </remarks>
  43. [SerializeField, Range(0f, 1f)]
  44. public float NormalizedRange = 0.5f;
  45. /// <summary>
  46. /// Duration of one motion cycle in seconds.
  47. /// </summary>
  48. [SerializeField, Range(0.01f, 10f)]
  49. public float Duration = 3f;
  50. /// <summary>
  51. /// <see langword="true"/> if <see langword="this"/> is initialized.
  52. /// </summary>
  53. private bool IsInitialized
  54. {
  55. get { return Mathf.Abs(ValueRange) >= Mathf.Epsilon; }
  56. }
  57. /// <summary>
  58. /// Initializes instance.
  59. /// </summary>
  60. private void Initialize()
  61. {
  62. // Initialize value fields.
  63. var parameter = GetComponent<CubismParameter>();
  64. MaximumValue = parameter.MaximumValue;
  65. MinimumValue = parameter.MinimumValue;
  66. ValueRange = MaximumValue - MinimumValue;
  67. }
  68. #region Interface for Controller
  69. /// <summary>
  70. /// Cached <see cref="CubismParameter.MaximumValue"/>.
  71. /// </summary>
  72. private float MaximumValue { get; set; }
  73. /// <summary>
  74. /// Cached <see cref="CubismParameter.MinimumValue"/>.
  75. /// </summary>
  76. private float MinimumValue { get; set; }
  77. /// <summary>
  78. /// Range of <see cref="MaximumValue"/> and <see cref="MinimumValue"/>.
  79. /// </summary>
  80. private float ValueRange { get; set; }
  81. /// <summary>
  82. /// Current time.
  83. /// </summary>
  84. private float T { get; set; }
  85. /// <summary>
  86. /// Proceeds time.
  87. /// </summary>
  88. /// <param name="channelTimescales"></param>
  89. internal void Play(float[] channelTimescales)
  90. {
  91. T += (Time.deltaTime * channelTimescales[Channel]);
  92. // Make sure time stays within duration.
  93. while (T > Duration)
  94. {
  95. T -= Duration;
  96. }
  97. }
  98. /// <summary>
  99. /// Evaluates the parameter.
  100. /// </summary>
  101. /// <returns>Parameter value.</returns>
  102. internal float Evaluate()
  103. {
  104. // Lazily initialize.
  105. if (!IsInitialized)
  106. {
  107. Initialize();
  108. }
  109. // Restore origin and range.
  110. var origin = MinimumValue + (NormalizedOrigin * ValueRange);
  111. var range = NormalizedRange * ValueRange;
  112. // Clamp the range so that it stays within the limits.
  113. Clamp(ref origin, ref range);
  114. // Return result.
  115. return origin + (range * Mathf.Sin(T * (2 * Mathf.PI) / Duration));
  116. }
  117. #endregion
  118. #region Helper Methods
  119. /// <summary>
  120. /// Clamp origin and range based on <see cref="Direction"/>.
  121. /// </summary>
  122. /// <param name="origin">Origin to clamp.</param>
  123. /// <param name="range">Range to clamp.</param>
  124. private void Clamp(ref float origin, ref float range)
  125. {
  126. switch (Direction)
  127. {
  128. case CubismHarmonicMotionDirection.Left:
  129. {
  130. if ((origin - range) >= MinimumValue)
  131. {
  132. range /= 2;
  133. origin -= range;
  134. }
  135. else
  136. {
  137. range = (origin - MinimumValue) / 2f;
  138. origin = MinimumValue + range;
  139. NormalizedRange = (range * 2f)/ValueRange;
  140. }
  141. break;
  142. }
  143. case CubismHarmonicMotionDirection.Right:
  144. {
  145. if ((origin + range) <= MaximumValue)
  146. {
  147. range /= 2f;
  148. origin += range;
  149. }
  150. else
  151. {
  152. range = (MaximumValue - origin) / 2f;
  153. origin = MaximumValue - range;
  154. NormalizedRange = (range * 2f)/ValueRange;
  155. }
  156. break;
  157. }
  158. default:
  159. {
  160. break;
  161. }
  162. }
  163. // Clamp both range and NormalizedRange.
  164. if ((origin - range) < MinimumValue)
  165. {
  166. range = origin - MinimumValue;
  167. NormalizedRange = range / ValueRange;
  168. }
  169. else if ((origin + range) > MaximumValue)
  170. {
  171. range = MaximumValue - origin;
  172. NormalizedRange = range / ValueRange;
  173. }
  174. }
  175. #endregion
  176. }
  177. }