| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218 | /** * 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{    /// <summary>    /// Holds data for controlling the output of simple harmonic motions.    /// </summary>    /// <remarks>    /// This type of motion can be very useful for faking breathing, for example.    /// </remarks>    public sealed class CubismHarmonicMotionParameter : MonoBehaviour    {        /// <summary>        /// Timescale channel.        /// </summary>        [SerializeField]        public int Channel;        /// <summary>        /// Motion direction.        /// </summary>        [SerializeField]        public CubismHarmonicMotionDirection Direction;        /// <summary>        /// Normalized origin of motion.        /// </summary>        /// <remarks>        /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.        /// </remarks>        [SerializeField, Range(0f, 1f)]        public float NormalizedOrigin = 0.5f;        /// <summary>        /// Normalized range of motion.        /// </summary>        /// <remarks>        /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.        /// </remarks>        [SerializeField, Range(0f, 1f)]        public float NormalizedRange = 0.5f;        /// <summary>        /// Duration of one motion cycle in seconds.        /// </summary>        [SerializeField, Range(0.01f, 10f)]        public float Duration = 3f;        /// <summary>        /// <see langword="true"/> if <see langword="this"/> is initialized.        /// </summary>        private bool IsInitialized        {            get { return Mathf.Abs(ValueRange) >= Mathf.Epsilon; }        }        /// <summary>        /// Initializes instance.        /// </summary>        private void Initialize()        {            // Initialize value fields.            var parameter = GetComponent<CubismParameter>();            MaximumValue = parameter.MaximumValue;            MinimumValue = parameter.MinimumValue;            ValueRange = MaximumValue - MinimumValue;        }        #region Interface for Controller        /// <summary>        /// Cached <see cref="CubismParameter.MaximumValue"/>.        /// </summary>        private float MaximumValue { get; set; }        /// <summary>        /// Cached <see cref="CubismParameter.MinimumValue"/>.        /// </summary>        private float MinimumValue { get; set; }        /// <summary>        /// Range of <see cref="MaximumValue"/> and <see cref="MinimumValue"/>.        /// </summary>        private float ValueRange { get; set; }        /// <summary>        /// Current time.        /// </summary>        private float T { get; set; }        /// <summary>        /// Proceeds time.        /// </summary>        /// <param name="channelTimescales"></param>        internal void Play(float[] channelTimescales)        {            T += (Time.deltaTime * channelTimescales[Channel]);            // Make sure time stays within duration.            while (T > Duration)            {                T -= Duration;            }        }        /// <summary>        /// Evaluates the parameter.        /// </summary>        /// <returns>Parameter value.</returns>        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        /// <summary>        /// Clamp origin and range based on <see cref="Direction"/>.        /// </summary>        /// <param name="origin">Origin to clamp.</param>        /// <param name="range">Range to clamp.</param>        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    }}
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