/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __MATH_INTERPOLATE_H__ #define __MATH_INTERPOLATE_H__ #include "idlib/math/Extrapolate.h" /* ============================================================================================== Linear interpolation. ============================================================================================== */ template< class type > class idInterpolate { public: idInterpolate(); void Init( const float startTime, const float duration, const type &startValue, const type &endValue ); void SetStartTime( float time ) { this->startTime = time; } void SetDuration( float duration ) { this->duration = duration; } void SetStartValue( const type &startValue ) { this->startValue = startValue; } void SetEndValue( const type &endValue ) { this->endValue = endValue; } type GetCurrentValue( float time ) const; bool IsDone( float time ) const { return ( time >= startTime + duration ); } float GetStartTime( void ) const { return startTime; } float GetEndTime( void ) const { return startTime + duration; } float GetDuration( void ) const { return duration; } const type & GetStartValue( void ) const { return startValue; } const type & GetEndValue( void ) const { return endValue; } private: float startTime; float duration; type startValue; type endValue; mutable float currentTime; mutable type currentValue; }; /* ==================== idInterpolate::idInterpolate ==================== */ template< class type > ID_INLINE idInterpolate::idInterpolate() { currentTime = startTime = duration = 0; memset( ¤tValue, 0, sizeof( currentValue ) ); startValue = endValue = currentValue; } /* ==================== idInterpolate::Init ==================== */ template< class type > ID_INLINE void idInterpolate::Init( const float startTime, const float duration, const type &startValue, const type &endValue ) { this->startTime = startTime; this->duration = duration; this->startValue = startValue; this->endValue = endValue; this->currentTime = startTime - 1; this->currentValue = startValue; } /* ==================== idInterpolate::GetCurrentValue ==================== */ template< class type > ID_INLINE type idInterpolate::GetCurrentValue( float time ) const { float deltaTime; deltaTime = time - startTime; if ( time != currentTime ) { currentTime = time; if ( deltaTime <= 0 ) { currentValue = startValue; } else if ( deltaTime >= duration ) { currentValue = endValue; } else { currentValue = startValue + ( endValue - startValue ) * ( (float) deltaTime / duration ); } } return currentValue; } /* ============================================================================================== Continuous interpolation with linear acceleration and deceleration phase. The velocity is continuous but the acceleration is not. ============================================================================================== */ template< class type > class idInterpolateAccelDecelLinear { public: idInterpolateAccelDecelLinear(); void Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue ); void SetStartTime( float time ) { startTime = time; Invalidate(); } void SetStartValue( const type &startValue ) { this->startValue = startValue; Invalidate(); } void SetEndValue( const type &endValue ) { this->endValue = endValue; Invalidate(); } type GetCurrentValue( float time ) const; type GetCurrentSpeed( float time ) const; bool IsDone( float time ) const { return ( time >= startTime + accelTime + linearTime + decelTime ); } float GetStartTime( void ) const { return startTime; } float GetEndTime( void ) const { return startTime + accelTime + linearTime + decelTime; } float GetDuration( void ) const { return accelTime + linearTime + decelTime; } float GetAcceleration( void ) const { return accelTime; } float GetDeceleration( void ) const { return decelTime; } const type & GetStartValue( void ) const { return startValue; } const type & GetEndValue( void ) const { return endValue; } private: float startTime; float accelTime; float linearTime; float decelTime; type startValue; type endValue; mutable idExtrapolate extrapolate; void Invalidate( void ); void SetPhase( float time ) const; }; /* ==================== idInterpolateAccelDecelLinear::idInterpolateAccelDecelLinear ==================== */ template< class type > ID_INLINE idInterpolateAccelDecelLinear::idInterpolateAccelDecelLinear() { startTime = accelTime = linearTime = decelTime = 0; memset( &startValue, 0, sizeof( startValue ) ); endValue = startValue; } /* ==================== idInterpolateAccelDecelLinear::Init ==================== */ template< class type > ID_INLINE void idInterpolateAccelDecelLinear::Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue ) { type speed; this->startTime = startTime; this->accelTime = accelTime; this->decelTime = decelTime; this->startValue = startValue; this->endValue = endValue; if ( duration <= 0.0f ) { return; } if ( this->accelTime + this->decelTime > duration ) { this->accelTime = this->accelTime * duration / ( this->accelTime + this->decelTime ); this->decelTime = duration - this->accelTime; } this->linearTime = duration - this->accelTime - this->decelTime; speed = ( endValue - startValue ) * ( 1000.0f / ( (float) this->linearTime + ( this->accelTime + this->decelTime ) * 0.5f ) ); if ( this->accelTime ) { extrapolate.Init( startTime, this->accelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_ACCELLINEAR ); } else if ( this->linearTime ) { extrapolate.Init( startTime, this->linearTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_LINEAR ); } else { extrapolate.Init( startTime, this->decelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_DECELLINEAR ); } } /* ==================== idInterpolateAccelDecelLinear::Invalidate ==================== */ template< class type > ID_INLINE void idInterpolateAccelDecelLinear::Invalidate( void ) { extrapolate.Init( 0, 0, extrapolate.GetStartValue(), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_NONE ); } /* ==================== idInterpolateAccelDecelLinear::SetPhase ==================== */ template< class type > ID_INLINE void idInterpolateAccelDecelLinear::SetPhase( float time ) const { float deltaTime; deltaTime = time - startTime; if ( deltaTime < accelTime ) { if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_ACCELLINEAR ) { extrapolate.Init( startTime, accelTime, startValue, extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_ACCELLINEAR ); } } else if ( deltaTime < accelTime + linearTime ) { if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_LINEAR ) { extrapolate.Init( startTime + accelTime, linearTime, startValue + extrapolate.GetSpeed() * ( accelTime * 0.001f * 0.5f ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_LINEAR ); } } else { if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_DECELLINEAR ) { extrapolate.Init( startTime + accelTime + linearTime, decelTime, endValue - ( extrapolate.GetSpeed() * ( decelTime * 0.001f * 0.5f ) ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_DECELLINEAR ); } } } /* ==================== idInterpolateAccelDecelLinear::GetCurrentValue ==================== */ template< class type > ID_INLINE type idInterpolateAccelDecelLinear::GetCurrentValue( float time ) const { SetPhase( time ); return extrapolate.GetCurrentValue( time ); } /* ==================== idInterpolateAccelDecelLinear::GetCurrentSpeed ==================== */ template< class type > ID_INLINE type idInterpolateAccelDecelLinear::GetCurrentSpeed( float time ) const { SetPhase( time ); return extrapolate.GetCurrentSpeed( time ); } /* ============================================================================================== Continuous interpolation with sinusoidal acceleration and deceleration phase. Both the velocity and acceleration are continuous. ============================================================================================== */ template< class type > class idInterpolateAccelDecelSine { public: idInterpolateAccelDecelSine(); void Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue ); void SetStartTime( float time ) { startTime = time; Invalidate(); } void SetStartValue( const type &startValue ) { this->startValue = startValue; Invalidate(); } void SetEndValue( const type &endValue ) { this->endValue = endValue; Invalidate(); } type GetCurrentValue( float time ) const; type GetCurrentSpeed( float time ) const; bool IsDone( float time ) const { return ( time >= startTime + accelTime + linearTime + decelTime ); } float GetStartTime( void ) const { return startTime; } float GetEndTime( void ) const { return startTime + accelTime + linearTime + decelTime; } float GetDuration( void ) const { return accelTime + linearTime + decelTime; } float GetAcceleration( void ) const { return accelTime; } float GetDeceleration( void ) const { return decelTime; } const type & GetStartValue( void ) const { return startValue; } const type & GetEndValue( void ) const { return endValue; } private: float startTime; float accelTime; float linearTime; float decelTime; type startValue; type endValue; mutable idExtrapolate extrapolate; void Invalidate( void ); void SetPhase( float time ) const; }; /* ==================== idInterpolateAccelDecelSine::idInterpolateAccelDecelSine ==================== */ template< class type > ID_INLINE idInterpolateAccelDecelSine::idInterpolateAccelDecelSine() { startTime = accelTime = linearTime = decelTime = 0; memset( &startValue, 0, sizeof( startValue ) ); endValue = startValue; } /* ==================== idInterpolateAccelDecelSine::Init ==================== */ template< class type > ID_INLINE void idInterpolateAccelDecelSine::Init( const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue ) { type speed; this->startTime = startTime; this->accelTime = accelTime; this->decelTime = decelTime; this->startValue = startValue; this->endValue = endValue; if ( duration <= 0.0f ) { return; } if ( this->accelTime + this->decelTime > duration ) { this->accelTime = this->accelTime * duration / ( this->accelTime + this->decelTime ); this->decelTime = duration - this->accelTime; } this->linearTime = duration - this->accelTime - this->decelTime; speed = ( endValue - startValue ) * ( 1000.0f / ( (float) this->linearTime + ( this->accelTime + this->decelTime ) * idMath::SQRT_1OVER2 ) ); if ( this->accelTime ) { extrapolate.Init( startTime, this->accelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_ACCELSINE ); } else if ( this->linearTime ) { extrapolate.Init( startTime, this->linearTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_LINEAR ); } else { extrapolate.Init( startTime, this->decelTime, startValue, ( startValue - startValue ), speed, EXTRAPOLATION_DECELSINE ); } } /* ==================== idInterpolateAccelDecelSine::Invalidate ==================== */ template< class type > ID_INLINE void idInterpolateAccelDecelSine::Invalidate( void ) { extrapolate.Init( 0, 0, extrapolate.GetStartValue(), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_NONE ); } /* ==================== idInterpolateAccelDecelSine::SetPhase ==================== */ template< class type > ID_INLINE void idInterpolateAccelDecelSine::SetPhase( float time ) const { float deltaTime; deltaTime = time - startTime; if ( deltaTime < accelTime ) { if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_ACCELSINE ) { extrapolate.Init( startTime, accelTime, startValue, extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_ACCELSINE ); } } else if ( deltaTime < accelTime + linearTime ) { if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_LINEAR ) { extrapolate.Init( startTime + accelTime, linearTime, startValue + extrapolate.GetSpeed() * ( accelTime * 0.001f * idMath::SQRT_1OVER2 ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_LINEAR ); } } else { if ( extrapolate.GetExtrapolationType() != EXTRAPOLATION_DECELSINE ) { extrapolate.Init( startTime + accelTime + linearTime, decelTime, endValue - ( extrapolate.GetSpeed() * ( decelTime * 0.001f * idMath::SQRT_1OVER2 ) ), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_DECELSINE ); } } } /* ==================== idInterpolateAccelDecelSine::GetCurrentValue ==================== */ template< class type > ID_INLINE type idInterpolateAccelDecelSine::GetCurrentValue( float time ) const { SetPhase( time ); return extrapolate.GetCurrentValue( time ); } /* ==================== idInterpolateAccelDecelSine::GetCurrentSpeed ==================== */ template< class type > ID_INLINE type idInterpolateAccelDecelSine::GetCurrentSpeed( float time ) const { SetPhase( time ); return extrapolate.GetCurrentSpeed( time ); } #endif /* !__MATH_INTERPOLATE_H__ */