UltimateZoneBuilder/Source/Core/Geometry/InterpolationTools.cs
MaxED 76559ae881 Added GZDoom's glowing flats (http://www.zdoom.org/wiki/GLDEFS#Glowing_flats) support to Classic and Visual modes.
MAPINFO: added "DoomEdNum" and "SpawnNums" blocks support.
MAPINFO: added "#include" directive support.
MAPINFO: added "$gzdb_skip" special comment support.
DECORATE: "spawnthing" Game Configuration block is now updated using "SpawnID" actor property.
Game configurations: added "class" property to the most of ZDoom things.
Actions: removed "Reload MAPINFO" action.
Documentation: merged "GLDEFS and MODELDEF support", "(Z)MAPINFO support" and "TEXTURES support" topics into "(G)ZDoom text lumps support", added info about the other text lumps GZDB can use.
2015-04-14 11:33:57 +00:00

72 lines
2.2 KiB
C#

using System;
using CodeImp.DoomBuilder.Rendering;
namespace CodeImp.DoomBuilder.Geometry
{
public static class InterpolationTools
{
public enum Mode
{
LINEAR,
EASE_IN_OUT_SINE,
EASE_IN_SINE,
EASE_OUT_SINE,
}
public static int Interpolate(float val1, float val2, float delta, Mode mode)
{
switch (mode)
{
case Mode.LINEAR: return Linear(val1, val2, delta);
case Mode.EASE_IN_SINE: return EaseInSine(val1, val2, delta);
case Mode.EASE_OUT_SINE: return EaseOutSine(val1, val2, delta);
case Mode.EASE_IN_OUT_SINE: return EaseInOutSine(val1, val2, delta);
default: throw new NotImplementedException("InterpolationTools.Interpolate: '" + mode + "' mode is not supported!");
}
}
//Based on Robert Penner's original easing equations (http://www.robertpenner.com/easing/)
public static int Linear(float val1, float val2, float delta)
{
return (int)Math.Round(delta * val2 + (1.0f - delta) * val1);
}
/**
* Easing equation function for a sinusoidal (sin(t)) easing in: accelerating from zero velocity.
*/
public static int EaseInSine(float val1, float val2, float delta)
{
float f_val1 = val1;
float f_val2 = val2 - f_val1;
return (int)Math.Round(-f_val2 * Math.Cos(delta * Angle2D.PIHALF) + f_val2 + f_val1);
}
/**
* Easing equation function for a sinusoidal (sin(t)) easing out: decelerating from zero velocity.
*/
public static int EaseOutSine(float val1, float val2, float delta)
{
return (int)Math.Round((val2 - val1) * Math.Sin(delta * Angle2D.PIHALF) + val1);
}
/**
* Easing equation function for a sinusoidal (sin(t)) easing in/out: acceleration until halfway, then deceleration.
*/
public static int EaseInOutSine(float val1, float val2, float delta)
{
return (int)Math.Round(-(val2 - val1) / 2 * (float)(Math.Cos(Math.PI * delta) - 1) + val1);
}
//mxd
public static int InterpolateColor(PixelColor c1, PixelColor c2, float delta)
{
float invdelta = 1.0f - delta;
byte r = (byte)(c1.r * delta + c2.r * invdelta);
byte g = (byte)(c1.g * delta + c2.g * invdelta);
byte b = (byte)(c1.b * delta + c2.b * invdelta);
return new PixelColor(255, r, g, b).ToInt();
}
}
}