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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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76559ae881
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.
72 lines
2.2 KiB
C#
72 lines
2.2 KiB
C#
using System;
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using CodeImp.DoomBuilder.Rendering;
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namespace CodeImp.DoomBuilder.Geometry
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{
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public static class InterpolationTools
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{
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public enum Mode
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{
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LINEAR,
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EASE_IN_OUT_SINE,
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EASE_IN_SINE,
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EASE_OUT_SINE,
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}
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public static int Interpolate(float val1, float val2, float delta, Mode mode)
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{
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switch (mode)
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{
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case Mode.LINEAR: return Linear(val1, val2, delta);
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case Mode.EASE_IN_SINE: return EaseInSine(val1, val2, delta);
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case Mode.EASE_OUT_SINE: return EaseOutSine(val1, val2, delta);
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case Mode.EASE_IN_OUT_SINE: return EaseInOutSine(val1, val2, delta);
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default: throw new NotImplementedException("InterpolationTools.Interpolate: '" + mode + "' mode is not supported!");
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}
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}
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//Based on Robert Penner's original easing equations (http://www.robertpenner.com/easing/)
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public static int Linear(float val1, float val2, float delta)
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{
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return (int)Math.Round(delta * val2 + (1.0f - delta) * val1);
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}
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/**
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* Easing equation function for a sinusoidal (sin(t)) easing in: accelerating from zero velocity.
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*/
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public static int EaseInSine(float val1, float val2, float delta)
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{
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float f_val1 = val1;
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float f_val2 = val2 - f_val1;
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return (int)Math.Round(-f_val2 * Math.Cos(delta * Angle2D.PIHALF) + f_val2 + f_val1);
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}
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/**
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* Easing equation function for a sinusoidal (sin(t)) easing out: decelerating from zero velocity.
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*/
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public static int EaseOutSine(float val1, float val2, float delta)
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{
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return (int)Math.Round((val2 - val1) * Math.Sin(delta * Angle2D.PIHALF) + val1);
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}
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/**
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* Easing equation function for a sinusoidal (sin(t)) easing in/out: acceleration until halfway, then deceleration.
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*/
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public static int EaseInOutSine(float val1, float val2, float delta)
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{
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return (int)Math.Round(-(val2 - val1) / 2 * (float)(Math.Cos(Math.PI * delta) - 1) + val1);
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}
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//mxd
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public static int InterpolateColor(PixelColor c1, PixelColor c2, float delta)
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{
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float invdelta = 1.0f - delta;
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byte r = (byte)(c1.r * delta + c2.r * invdelta);
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byte g = (byte)(c1.g * delta + c2.g * invdelta);
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byte b = (byte)(c1.b * delta + c2.b * invdelta);
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return new PixelColor(255, r, g, b).ToInt();
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}
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}
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}
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