mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
70 lines
2.2 KiB
C#
70 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();
|
|
}
|
|
}
|
|
}
|