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/* | |
Copyright (c) 2018 Pete Michaud, github.com/PeteMichaud | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
public static class AnimationCurveExtensions | |
{ | |
/// <summary> | |
/// Find first derivative of curve at point x | |
/// </summary> | |
/// <param name="curve"></param> | |
/// <param name="x"></param> | |
/// <returns>Slope of curve at point x as float</returns> | |
public static float Differentiate(this AnimationCurve curve, float x) { | |
return curve.Differentiate(x, curve.keys.First().time, curve.keys.Last().time); | |
} | |
const float Delta = .000001f; | |
public static float Differentiate(this AnimationCurve curve, float x, float xMin, float xMax) | |
{ | |
var x1 = Mathf.Max(xMin, x - Delta); | |
var x2 = Mathf.Min(xMax, x + Delta); | |
var y1 = curve.Evaluate(x1); | |
var y2 = curve.Evaluate(x2); | |
return (y2 - y1) / (x2 - x1); | |
} | |
static IEnumerable<float> GetPointSlopes(AnimationCurve curve, int resolution) { | |
for (var i = 0; i < resolution; i++) { | |
yield return curve.Differentiate((float)i / resolution); | |
} | |
} | |
public static AnimationCurve Derivative(this AnimationCurve curve, int resolution = 100, float smoothing = .05f) { | |
var slopes = GetPointSlopes(curve, resolution).ToArray(); | |
var curvePoints = slopes | |
.Select((s, i) => new Vector2((float) i / resolution, s)) | |
.ToList(); | |
var simplifiedCurvePoints = new List<Vector2>(); | |
if (smoothing > 0) { | |
LineUtility.Simplify(curvePoints, smoothing, simplifiedCurvePoints); | |
} else { | |
simplifiedCurvePoints = curvePoints; | |
} | |
var derivative = new AnimationCurve( | |
simplifiedCurvePoints.Select(v => new Keyframe(v.x, v.y)).ToArray()); | |
for (int i = 0, len = derivative.keys.Length; i < len; i++) { | |
derivative.SmoothTangents(i, 0); | |
} | |
return derivative; | |
} | |
/// <summary> | |
/// Find integral of curve between xStart and xEnd using the trapezoidal rule | |
/// </summary> | |
/// <param name="curve"></param> | |
/// <param name="xStart"></param> | |
/// <param name="xEnd"></param> | |
/// <param name="sliceCount">Resolution of calculation. Increase for better | |
/// precision, at cost of computation</param> | |
/// <returns>Area under the curve between xStart and xEnd as float</returns> | |
public static float Integrate(this AnimationCurve curve, float xStart = 0f, float xEnd = 1f, int sliceCount = 100) | |
{ | |
var sliceWidth = (xEnd - xStart) / sliceCount; | |
var accumulatedTotal = (curve.Evaluate(xStart) + curve.Evaluate(xEnd)) / 2; | |
for (var i = 1; i < sliceCount; i++) { | |
accumulatedTotal += curve.Evaluate(xStart + i * sliceWidth); | |
} | |
return sliceWidth * accumulatedTotal; | |
} | |
} |
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using UnityEngine; | |
[ExecuteInEditMode] | |
public class CurveTest : MonoBehaviour | |
{ | |
//This is really non-performant code, don't use it like this. | |
//It's just a quick demo for you to drop into a scene and get started | |
public AnimationCurve SleepCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f); | |
public AnimationCurve SleepDerivative; | |
public float SleepCurveIntegral; | |
void Update() { | |
SleepDerivative = SleepCurve.Derivative(); | |
SleepCurveIntegral = SleepCurve.Integrate(); | |
} | |
} |
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