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 float 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 float Linear(float val1, float val2, float delta) { return delta * val2 + (1.0f - delta) * val1; } /** * Easing equation function for a sinusoidal (sin(t)) easing in: accelerating from zero velocity. */ public static float EaseInSine(float val1, float val2, float delta) { float f_val1 = val1; float f_val2 = val2 - f_val1; return -f_val2 * (float)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 float EaseOutSine(float val1, float val2, float delta) { return (val2 - val1) * (float)Math.Sin(delta * Angle2D.PIHALF) + val1; } /** * Easing equation function for a sinusoidal (sin(t)) easing in/out: acceleration until halfway, then deceleration. */ public static float EaseInOutSine(float val1, float val2, float delta) { return -(val2 - val1) / 2 * (float)(Math.Cos(Angle2D.PI * delta) - 1) + val1; } //mxd public static PixelColor InterpolateColor(PixelColor c1, PixelColor c2, float delta) { float invdelta = 1.0f - delta; byte a = (byte)(c1.a * invdelta + c2.a * delta); byte r = (byte)(c1.r * invdelta + c2.r * delta); byte g = (byte)(c1.g * invdelta + c2.g * delta); byte b = (byte)(c1.b * invdelta + c2.b * delta); return new PixelColor(a, r, g, b); } //mxd public static PixelColor InterpolateColor(PixelColor c1, PixelColor c2, float delta, Mode mode) { byte a = (byte)Math.Round(Interpolate(c1.a, c2.a, delta, mode)); byte r = (byte)Math.Round(Interpolate(c1.r, c2.r, delta, mode)); byte g = (byte)Math.Round(Interpolate(c1.g, c2.g, delta, mode)); byte b = (byte)Math.Round(Interpolate(c1.b, c2.b, delta, mode)); return new PixelColor(a, r, g, b); } } }