mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-12 23:54:10 +00:00
945553e527
Fixed: parts of UniFileds.UniValuesMatch() logic were inverted. In some cases this resulted in incorrect behavior of "Select Similar" action in UDMF map format. Fixed, UDMF: alpha should be ignored when applying sector fade/light color gradients. Ported eevee's fix for incorrect sector geometry occasionally created after dragging map elements (more info: https://github.com/sirjuddington/SLADE/issues/542).
81 lines
2.6 KiB
C#
81 lines
2.6 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 float 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 float Linear(float val1, float val2, float delta)
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{
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return 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 float 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 -f_val2 * (float)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 float EaseOutSine(float val1, float val2, float delta)
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{
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return (val2 - val1) * (float)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 float EaseInOutSine(float val1, float val2, float delta)
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{
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return -(val2 - val1) / 2 * (float)(Math.Cos(Angle2D.PI * delta) - 1) + val1;
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}
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//mxd
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public static PixelColor 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 a = (byte)(c1.a * invdelta + c2.a * delta);
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byte r = (byte)(c1.r * invdelta + c2.r * delta);
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byte g = (byte)(c1.g * invdelta + c2.g * delta);
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byte b = (byte)(c1.b * invdelta + c2.b * delta);
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return new PixelColor(a, r, g, b);
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}
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//mxd
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public static PixelColor InterpolateColor(PixelColor c1, PixelColor c2, float delta, Mode mode)
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{
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byte a = (byte)Math.Round(Interpolate(c1.a, c2.a, delta, mode));
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byte r = (byte)Math.Round(Interpolate(c1.r, c2.r, delta, mode));
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byte g = (byte)Math.Round(Interpolate(c1.g, c2.g, delta, mode));
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byte b = (byte)Math.Round(Interpolate(c1.b, c2.b, delta, mode));
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return new PixelColor(a, r, g, b);
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}
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}
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}
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