UnityEditor.AnimationClipEditor.CalculateQualityCurves C# (CSharp) Method

CalculateQualityCurves() private method

private CalculateQualityCurves ( ) : void
return void
        private void CalculateQualityCurves()
        {
            for (int i = 0; i < 4; i++)
            {
                this.m_QualityCurves[i] = new Vector2[2][];
            }
            for (int j = 0; j < 2; j++)
            {
                float num3 = Mathf.Clamp(this.m_ClipInfo.firstFrame / this.m_Clip.frameRate, this.m_Clip.startTime, this.m_Clip.stopTime);
                float num4 = Mathf.Clamp(this.m_ClipInfo.lastFrame / this.m_Clip.frameRate, this.m_Clip.startTime, this.m_Clip.stopTime);
                float num5 = (j != 0) ? num3 : num4;
                float num6 = (j != 0) ? num3 : 0f;
                float num7 = (j != 0) ? this.m_Clip.length : num4;
                int num8 = Mathf.FloorToInt(num6 * 60f);
                int num9 = Mathf.CeilToInt(num7 * 60f);
                this.m_QualityCurves[0][j] = new Vector2[(num9 - num8) + 1];
                this.m_QualityCurves[1][j] = new Vector2[(num9 - num8) + 1];
                this.m_QualityCurves[2][j] = new Vector2[(num9 - num8) + 1];
                this.m_QualityCurves[3][j] = new Vector2[(num9 - num8) + 1];
                QualityCurvesTime time = new QualityCurvesTime {
                    fixedTime = num5,
                    variableEndStart = num6,
                    variableEndEnd = num7,
                    q = j
                };
                MuscleClipEditorUtilities.CalculateQualityCurves(this.m_Clip, time, this.m_QualityCurves[0][j], this.m_QualityCurves[1][j], this.m_QualityCurves[2][j], this.m_QualityCurves[3][j]);
            }
            this.m_DirtyQualityCurves = false;
        }