mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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417 lines
15 KiB
C++
417 lines
15 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MATH_INTERPOLATE_H__
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#define __MATH_INTERPOLATE_H__
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/*
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==============================================================================================
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Linear interpolation.
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==============================================================================================
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*/
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template< class type >
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class idInterpolate {
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public:
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idInterpolate();
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void Init( const float startTime, const float duration, const type &startValue, const type &endValue );
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void SetStartTime( float time ) { this->startTime = time; }
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void SetDuration( float duration ) { this->duration = duration; }
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void SetStartValue( const type &startValue ) { this->startValue = startValue; }
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void SetEndValue( const type &endValue ) { this->endValue = endValue; }
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type GetCurrentValue( float time ) const;
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bool IsDone( float time ) const { return ( time >= startTime + duration ); }
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float GetStartTime( void ) const { return startTime; }
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float GetEndTime( void ) const { return startTime + duration; }
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float GetDuration( void ) const { return duration; }
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const type & GetStartValue( void ) const { return startValue; }
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const type & GetEndValue( void ) const { return endValue; }
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private:
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float startTime;
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float duration;
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type startValue;
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type endValue;
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mutable float currentTime;
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mutable type currentValue;
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};
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/*
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====================
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idInterpolate::idInterpolate
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====================
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*/
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template< class type >
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ID_INLINE idInterpolate<type>::idInterpolate() {
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currentTime = startTime = duration = 0;
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memset( ¤tValue, 0, sizeof( currentValue ) );
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startValue = endValue = currentValue;
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}
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/*
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====================
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idInterpolate::Init
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolate<type>::Init( const float startTime, const float duration, const type &startValue, const type &endValue ) {
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this->startTime = startTime;
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this->duration = duration;
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this->startValue = startValue;
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this->endValue = endValue;
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this->currentTime = startTime - 1;
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this->currentValue = startValue;
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}
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/*
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====================
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idInterpolate::GetCurrentValue
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolate<type>::GetCurrentValue( float time ) const {
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float deltaTime;
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deltaTime = time - startTime;
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if ( time != currentTime ) {
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currentTime = time;
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if ( deltaTime <= 0 ) {
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currentValue = startValue;
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} else if ( deltaTime >= duration ) {
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currentValue = endValue;
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} else {
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currentValue = startValue + ( endValue - startValue ) * ( (float) deltaTime / duration );
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}
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}
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return currentValue;
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}
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/*
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==============================================================================================
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Continuous interpolation with linear acceleration and deceleration phase.
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The velocity is continuous but the acceleration is not.
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==============================================================================================
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*/
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template< class type >
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class idInterpolateAccelDecelLinear {
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public:
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idInterpolateAccelDecelLinear();
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void Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue );
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void SetStartTime( float time ) { startTime = time; Invalidate(); }
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void SetStartValue( const type &startValue ) { this->startValue = startValue; Invalidate(); }
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void SetEndValue( const type &endValue ) { this->endValue = endValue; Invalidate(); }
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type GetCurrentValue( float time ) const;
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type GetCurrentSpeed( float time ) const;
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bool IsDone( float time ) const { return ( time >= startTime + accelTime + linearTime + decelTime ); }
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float GetStartTime( void ) const { return startTime; }
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float GetEndTime( void ) const { return startTime + accelTime + linearTime + decelTime; }
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float GetDuration( void ) const { return accelTime + linearTime + decelTime; }
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float GetAcceleration( void ) const { return accelTime; }
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float GetDeceleration( void ) const { return decelTime; }
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const type & GetStartValue( void ) const { return startValue; }
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const type & GetEndValue( void ) const { return endValue; }
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private:
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float startTime;
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float accelTime;
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float linearTime;
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float decelTime;
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type startValue;
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type endValue;
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mutable idExtrapolate<type> extrapolate;
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void Invalidate( void );
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void SetPhase( float time ) const;
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};
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/*
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====================
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idInterpolateAccelDecelLinear::idInterpolateAccelDecelLinear
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====================
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*/
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template< class type >
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ID_INLINE idInterpolateAccelDecelLinear<type>::idInterpolateAccelDecelLinear() {
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startTime = accelTime = linearTime = decelTime = 0;
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memset( &startValue, 0, sizeof( startValue ) );
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endValue = startValue;
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}
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/*
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====================
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idInterpolateAccelDecelLinear::Init
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelLinear<type>::Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue ) {
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type speed;
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this->startTime = startTime;
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this->accelTime = accelTime;
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this->decelTime = decelTime;
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this->startValue = startValue;
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this->endValue = endValue;
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if ( duration <= 0.0f ) {
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return;
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}
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if ( this->accelTime + this->decelTime > duration ) {
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this->accelTime = this->accelTime * duration / ( this->accelTime + this->decelTime );
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this->decelTime = duration - this->accelTime;
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}
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this->linearTime = duration - this->accelTime - this->decelTime;
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speed = ( endValue - startValue ) * ( 1000.0f / ( (float) this->linearTime + ( this->accelTime + this->decelTime ) * 0.5f ) );
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if ( this->accelTime ) {
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extrapolate.Init( startTime, this->accelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_ACCELLINEAR );
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} else if ( this->linearTime ) {
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extrapolate.Init( startTime, this->linearTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_LINEAR );
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} else {
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extrapolate.Init( startTime, this->decelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_DECELLINEAR );
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}
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}
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/*
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====================
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idInterpolateAccelDecelLinear::Invalidate
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelLinear<type>::Invalidate( void ) {
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extrapolate.Init( 0, 0, extrapolate.GetStartValue(), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_NONE );
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}
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/*
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====================
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idInterpolateAccelDecelLinear::SetPhase
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelLinear<type>::SetPhase( float time ) const {
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float deltaTime;
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deltaTime = time - startTime;
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if ( deltaTime < accelTime ) {
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if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_ACCELLINEAR ) {
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extrapolate.Init( startTime, accelTime, startValue, extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_ACCELLINEAR );
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}
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} else if ( deltaTime < accelTime + linearTime ) {
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if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_LINEAR ) {
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extrapolate.Init( startTime + accelTime, linearTime, startValue + extrapolate.GetSpeed() * ( accelTime * 0.001f * 0.5f ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_LINEAR );
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}
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} else {
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if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_DECELLINEAR ) {
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extrapolate.Init( startTime + accelTime + linearTime, decelTime, endValue - ( extrapolate.GetSpeed() * ( decelTime * 0.001f * 0.5f ) ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_DECELLINEAR );
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}
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}
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}
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/*
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====================
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idInterpolateAccelDecelLinear::GetCurrentValue
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelLinear<type>::GetCurrentValue( float time ) const {
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SetPhase( time );
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return extrapolate.GetCurrentValue( time );
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}
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/*
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====================
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idInterpolateAccelDecelLinear::GetCurrentSpeed
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelLinear<type>::GetCurrentSpeed( float time ) const {
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SetPhase( time );
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return extrapolate.GetCurrentSpeed( time );
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}
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/*
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==============================================================================================
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Continuous interpolation with sinusoidal acceleration and deceleration phase.
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Both the velocity and acceleration are continuous.
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==============================================================================================
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*/
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template< class type >
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class idInterpolateAccelDecelSine {
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public:
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idInterpolateAccelDecelSine();
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void Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue );
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void SetStartTime( float time ) { startTime = time; Invalidate(); }
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void SetStartValue( const type &startValue ) { this->startValue = startValue; Invalidate(); }
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void SetEndValue( const type &endValue ) { this->endValue = endValue; Invalidate(); }
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type GetCurrentValue( float time ) const;
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type GetCurrentSpeed( float time ) const;
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bool IsDone( float time ) const { return ( time >= startTime + accelTime + linearTime + decelTime ); }
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float GetStartTime( void ) const { return startTime; }
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float GetEndTime( void ) const { return startTime + accelTime + linearTime + decelTime; }
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float GetDuration( void ) const { return accelTime + linearTime + decelTime; }
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float GetAcceleration( void ) const { return accelTime; }
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float GetDeceleration( void ) const { return decelTime; }
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const type & GetStartValue( void ) const { return startValue; }
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const type & GetEndValue( void ) const { return endValue; }
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private:
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float startTime;
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float accelTime;
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float linearTime;
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float decelTime;
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type startValue;
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type endValue;
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mutable idExtrapolate<type> extrapolate;
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void Invalidate( void );
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void SetPhase( float time ) const;
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};
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/*
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====================
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idInterpolateAccelDecelSine::idInterpolateAccelDecelSine
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====================
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*/
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template< class type >
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ID_INLINE idInterpolateAccelDecelSine<type>::idInterpolateAccelDecelSine() {
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startTime = accelTime = linearTime = decelTime = 0;
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memset( &startValue, 0, sizeof( startValue ) );
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endValue = startValue;
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}
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/*
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====================
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idInterpolateAccelDecelSine::Init
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelSine<type>::Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue ) {
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type speed;
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this->startTime = startTime;
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this->accelTime = accelTime;
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this->decelTime = decelTime;
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this->startValue = startValue;
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this->endValue = endValue;
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if ( duration <= 0.0f ) {
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return;
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}
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if ( this->accelTime + this->decelTime > duration ) {
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this->accelTime = this->accelTime * duration / ( this->accelTime + this->decelTime );
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this->decelTime = duration - this->accelTime;
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}
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this->linearTime = duration - this->accelTime - this->decelTime;
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speed = ( endValue - startValue ) * ( 1000.0f / ( (float) this->linearTime + ( this->accelTime + this->decelTime ) * idMath::SQRT_1OVER2 ) );
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if ( this->accelTime ) {
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extrapolate.Init( startTime, this->accelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_ACCELSINE );
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} else if ( this->linearTime ) {
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extrapolate.Init( startTime, this->linearTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_LINEAR );
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} else {
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extrapolate.Init( startTime, this->decelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_DECELSINE );
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}
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}
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/*
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====================
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idInterpolateAccelDecelSine::Invalidate
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelSine<type>::Invalidate( void ) {
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extrapolate.Init( 0, 0, extrapolate.GetStartValue(), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_NONE );
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}
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/*
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====================
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idInterpolateAccelDecelSine::SetPhase
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelSine<type>::SetPhase( float time ) const {
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float deltaTime;
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deltaTime = time - startTime;
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if ( deltaTime < accelTime ) {
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if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_ACCELSINE ) {
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extrapolate.Init( startTime, accelTime, startValue, extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_ACCELSINE );
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}
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} else if ( deltaTime < accelTime + linearTime ) {
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if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_LINEAR ) {
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extrapolate.Init( startTime + accelTime, linearTime, startValue + extrapolate.GetSpeed() * ( accelTime * 0.001f * idMath::SQRT_1OVER2 ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_LINEAR );
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}
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} else {
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if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_DECELSINE ) {
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extrapolate.Init( startTime + accelTime + linearTime, decelTime, endValue - ( extrapolate.GetSpeed() * ( decelTime * 0.001f * idMath::SQRT_1OVER2 ) ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_DECELSINE );
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}
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}
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}
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/*
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====================
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idInterpolateAccelDecelSine::GetCurrentValue
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelSine<type>::GetCurrentValue( float time ) const {
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SetPhase( time );
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return extrapolate.GetCurrentValue( time );
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}
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/*
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====================
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idInterpolateAccelDecelSine::GetCurrentSpeed
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelSine<type>::GetCurrentSpeed( float time ) const {
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SetPhase( time );
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return extrapolate.GetCurrentSpeed( time );
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}
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#endif /* !__MATH_INTERPOLATE_H__ */
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