Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrEasingDrawer.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using UltimateXR.Animation.Interpolation;
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using UltimateXR.Core;
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using UltimateXR.Extensions.Unity.Render;
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using UnityEditor;
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using UnityEngine;
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namespace UltimateXR.Editor.Animation.Interpolation
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{
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/// <summary>
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/// Custom inspector drawer for <see cref="UxrEasing" />.
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/// </summary>
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[CustomPropertyDrawer(typeof(UxrEasing))]
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public class UxrEasingDrawer : PropertyDrawer
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{
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#region Public Types & Data
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/// <summary>
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/// This constant determines the graph height in pixels.
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/// </summary>
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public const int GraphHeight = 80;
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#endregion
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#region Constructors & Finalizer
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/// <summary>
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/// Creates the temporal material to draw the graph.
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/// </summary>
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public UxrEasingDrawer()
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{
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var shader = Shader.Find(UxrConstants.Shaders.HiddenInternalColoredShader);
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_lineMaterial = new Material(shader);
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}
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/// <summary>
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/// Destroys the temporal material to draw the graph.
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/// </summary>
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~UxrEasingDrawer()
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{
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Object.DestroyImmediate(_lineMaterial);
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}
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#endregion
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#region Public Overrides PropertyDrawer
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/// <summary>
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/// Gets the height in pixels required to draw the property.
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/// </summary>
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/// <param name="property">Serialized property describing an <see cref="UxrEasing" /></param>
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/// <param name="label">UI label</param>
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/// <returns>Height in pixels</returns>
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUIUtility.singleLineHeight + GraphHeight;
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Draws the easing graph.
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/// </summary>
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/// <param name="rect">Target rect</param>
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/// <param name="material">Material used</param>
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/// <param name="color">The line color</param>
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/// <param name="easing">The easing used</param>
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/// <param name="loopMode">The loop mode</param>
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/// <param name="loops">The number of loops to draw</param>
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public static void DrawGraph(Rect rect, Material material, Color color, UxrEasing easing, UxrLoopMode loopMode = UxrLoopMode.None, int loops = 1)
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{
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// Make coordinates relative to the rect.
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GUI.BeginClip(rect);
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// Enable the internal material.
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material.SetPass(0);
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// Draw background. Use alpha to avoid getting too dark.
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GL.Begin(GL.QUADS);
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GL.Color(Color.black.WithAlpha(0.4f));
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GL.Vertex3(0, rect.height, 0);
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GL.Vertex3(rect.width, rect.height, 0);
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GL.Vertex3(rect.width, 0, 0);
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GL.Vertex3(0, 0, 0);
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GL.End();
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// Now draw the graph as a connected set of points.
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GL.Begin(GL.LINE_STRIP);
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GL.Color(color);
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// Get the min/max graph values.
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// This is important because some interpolation curves go out the [0, 1] range.
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GetGraphRange(easing, out float min, out float max);
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// Iterate over points and draw vertices.
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for (int i = 0; i < CurveSegments + 1; ++i)
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{
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float t = (float)i / CurveSegments;
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float value = UxrInterpolator.Interpolate(Vector4.one, Vector4.zero, 1.0f, 0.0f, t * loops, easing, loopMode).x;
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float valueScaled = Mathf.InverseLerp(min, max, value);
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GL.Vertex3(t * rect.width, rect.height * valueScaled, 0);
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}
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GL.End();
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GUI.EndClip();
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}
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#endregion
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#region Unity
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/// <summary>
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/// Draws the inspector and handles input.
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/// </summary>
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/// <param name="position">Position where to draw the inspector</param>
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/// <param name="property">Serialized property to draw</param>
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/// <param name="label">UI label</param>
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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// Draw the property label and value
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EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, 0), property, label);
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// Get the graph rect. Overwrite with graph height in pixels and indentation so that it is drawn below the values only and not taking the whole inspector width.
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Rect rect = UxrEditorUtils.GetRect(position, 1);
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rect.height = GraphHeight;
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rect.xMin += EditorGUIUtility.labelWidth;
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// Get our easing value from the property.
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UxrEasing easing = (UxrEasing)property.enumValueIndex;
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// Draw the graph!
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if (Event.current.type == EventType.Repaint)
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{
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DrawGraph(rect, _lineMaterial, Color.green, easing);
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}
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}
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#endregion
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#region Private Methods
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/// <summary>
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/// Gets the min and max values for a type of interpolation.
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/// </summary>
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/// <param name="easing">Easing</param>
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/// <param name="min">Returns the min graph value</param>
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/// <param name="max">Returns the max graph value</param>
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private static void GetGraphRange(UxrEasing easing, out float min, out float max)
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{
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min = float.MaxValue;
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max = float.MinValue;
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for (int i = 0; i < CurveSegments + 1; ++i)
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{
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float t = (float)i / CurveSegments;
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float value = UxrInterpolator.Interpolate(1.0f, 0.0f, t, easing);
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if (value < min)
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{
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min = value;
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}
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if (value > max)
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{
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max = value;
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}
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}
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}
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#endregion
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#region Private Types & Data
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/// <summary>
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/// Determines the amount of segments to draw the graph with.
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/// </summary>
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private const int CurveSegments = 200;
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private readonly Material _lineMaterial;
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#endregion
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}
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}
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