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- // Magica Cloth.
- // Copyright (c) MagicaSoft, 2020-2022.
- // https://magicasoft.jp
- using Unity.Mathematics;
- namespace MagicaCloth
- {
- /// <summary>
- /// 2次ベジェ曲線データ
- /// </summary>
- public struct CurveParam
- {
- public float sval;
- public float eval;
- public float cval;
- public int useCurve;
- public CurveParam(float value)
- {
- // 線形
- useCurve = 0;
- sval = value;
- eval = value;
- cval = 0;
- }
- public CurveParam(float svalue, float evalue)
- {
- // 線形
- useCurve = 0;
- sval = svalue;
- eval = evalue;
- cval = 0;
- }
- public CurveParam(BezierParam bezier)
- {
- useCurve = 0;
- sval = 0;
- eval = 0;
- cval = 0;
- Setup(bezier);
- }
- /// <summary>
- /// ベジェ曲線のデータを格納
- /// </summary>
- /// <param name="bezier"></param>
- public void Setup(BezierParam bezier)
- {
- useCurve = bezier.UseCurve ? 1 : 0;
- sval = bezier.StartValue;
- eval = bezier.EndValue;
- // 制御点を事前計算しておく
- cval = math.lerp(eval, sval, math.saturate(bezier.CurveValue * 0.5f + 0.5f));
- }
- /// <summary>
- /// データを取得する
- /// </summary>
- /// <param name="t">横軸(0.0-1.0)</param>
- /// <returns></returns>
- public float Evaluate(float t)
- {
- t = math.saturate(t);
- if (useCurve == 1)
- {
- // 2次ベジェ曲線
- float w = 1.0f - t;
- return (w * w * sval + 2 * w * t * cval + t * t * eval);
- }
- else
- {
- // 線形
- return math.lerp(sval, eval, t);
- }
- }
- }
- }
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