mirror of
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Initial Prey Game integration support.
This commit is contained in:
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#ifndef __PREY_INTERPOLATE_H__
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#define __PREY_INTERPOLATE_H__
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//==============================================================================================
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//
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// Hermite interpolation.
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//
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//==============================================================================================
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template< class type >
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class hhHermiteInterpolate {
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public:
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hhHermiteInterpolate();
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void Init( const int startTime, const int duration, const type startValue, const type endValue, float S1, float S2 );
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void Init( const int startTime, const int duration, const type startValue, const type endValue );
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void SetStartTime( int time ) { this->startTime = time; }
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void SetDuration( int duration ) { this->duration = duration; }
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void SetStartValue( const type &start ) { this->startValue = start; }
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void SetEndValue( const type &end ) { this->endValue = end; }
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void SetHermiteParms( float S1, float S2 ) { this->S1 = S1; this->S2 = S2; }
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type GetCurrentValue( int time ) const;
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bool IsDone( int time ) const { return ( time >= startTime + duration ); }
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int GetStartTime( void ) const { return startTime; }
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int GetDuration( void ) const { return duration; }
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const type & GetStartValue( void ) const { return startValue; }
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const type & GetEndValue( void ) const { return endValue; }
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float GetS1( void ) const { return S1; }
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float GetS2( void ) const { return S2; }
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float HermiteAlpha(float t) const;
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private:
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float S1; // Slope of curve leaving start point
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float S2; // Slope of curve arriving at end point
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int startTime;
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int duration;
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type startValue;
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type endValue;
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mutable int currentTime;
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mutable type currentValue;
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};
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/*
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====================
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hhHermiteInterpolate::hhHermiteInterpolate
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====================
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*/
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template< class type >
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ID_INLINE hhHermiteInterpolate<type>::hhHermiteInterpolate() {
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currentTime = startTime = duration = 0;
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memset( ¤tValue, 0, sizeof( currentValue ) );
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startValue = endValue = currentValue;
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S1 = S2 = 1;
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}
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/*
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====================
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hhHermiteInterpolate::Init
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====================
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*/
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template< class type >
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ID_INLINE void hhHermiteInterpolate<type>::Init( const int startTime, const int duration, const type startValue, const type endValue, const float S1, const float S2 ) {
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this->S1 = S1;
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this->S2 = S2;
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this->startTime = startTime;
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this->duration = duration;
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this->startValue = startValue;
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this->endValue = endValue;
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this->currentTime = startTime - 1;
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this->currentValue = startValue;
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}
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/*
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====================
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hhHermiteInterpolate::Init
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====================
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*/
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template< class type >
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ID_INLINE void hhHermiteInterpolate<type>::Init( const int startTime, const int duration, const type startValue, const type endValue ) {
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this->startTime = startTime;
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this->duration = duration;
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this->startValue = startValue;
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this->endValue = endValue;
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this->currentTime = startTime - 1;
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this->currentValue = startValue;
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}
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/*
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====================
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hhHermiteInterpolate::GetCurrentValue
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====================
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*/
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template< class type >
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ID_INLINE type hhHermiteInterpolate<type>::GetCurrentValue( int time ) const {
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int deltaTime;
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deltaTime = time - startTime;
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if ( time != currentTime ) {
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currentTime = time;
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if ( deltaTime <= 0 ) {
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currentValue = startValue;
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}
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else if ( deltaTime >= duration ) {
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currentValue = endValue;
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}
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else {
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currentValue = startValue + ( endValue - startValue ) * HermiteAlpha( (float) deltaTime / duration );
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}
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}
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return currentValue;
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}
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// Hermite()
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// Hermite Interpolator
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// Returns an alpha value [0..1] based on Hermite Parameters N1, N2, S1, S2 and an input alpha 't'
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template< class type >
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ID_INLINE float hhHermiteInterpolate<type>::HermiteAlpha(const float t) const {
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float N1 = 0.0f;
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float N2 = 1.0f;
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float tSquared = t*t;
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float tCubed = tSquared*t;
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return (2*tCubed - 3*tSquared + 1)*N1 +
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(-2*tCubed + 3*tSquared)*N2 +
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(tCubed - 2*tSquared + t)*S1 +
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(tCubed - tSquared)*S2;
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}
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//==============================================================================================
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//
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// TCB Spline Interpolation
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//
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// Defines a Kochanek-Bartels spline, basically a Hermite spline with formulae to calculate the tangents
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// Requires extra points at the ends, try duplicating first and last
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//==============================================================================================
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class hhTCBSpline {
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//TODO: Make a template like the others so it can handle something other than vec3 types
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public:
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hhTCBSpline() { Clear(); }
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void Clear();
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void AddPoint(const idVec3 &point);
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void SetControls(float tension, float continuity, float bias);
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idVec3 GetValue(float alpha);
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float tension; // How sharply does the curve bend?
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float continuity; // How rapid is the change in speed and direction?
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float bias; // What is the direction of the curve as it passes through the key point?
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idList<idVec3> nodes; // control points
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protected:
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idVec3 GetNode(int i);
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idVec3 IncomingTangent(int i);
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idVec3 OutgoingTangent(int i);
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};
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ID_INLINE void hhTCBSpline::Clear() {
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tension = continuity = bias = 0.0f;
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nodes.Clear();
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}
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ID_INLINE void hhTCBSpline::AddPoint(const idVec3 &point) {
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nodes.Append(point);
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}
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ID_INLINE void hhTCBSpline::SetControls(float tension, float continuity, float bias) {
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this->tension = idMath::ClampFloat(0.0f, 1.0f, tension);
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this->continuity = idMath::ClampFloat(0.0f, 1.0f, continuity);
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this->bias = idMath::ClampFloat(0.0f, 1.0f, bias);
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}
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ID_INLINE idVec3 hhTCBSpline::GetNode(int i) {
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// Clamping has the effect of having duplicate nodes beyond the array boundaries
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int index = idMath::ClampInt(0, nodes.Num()-1, i);
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return nodes[index];
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}
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ID_INLINE idVec3 hhTCBSpline::IncomingTangent(int i) {
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return ((1.0f-tension)*(1.0f-continuity)*(1.0f+bias) * 0.5f) * (GetNode(i) - GetNode(i-1)) +
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((1.0f-tension)*(1.0f+continuity)*(1.0f-bias) * 0.5f) * (GetNode(i+1) - GetNode(i));
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}
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ID_INLINE idVec3 hhTCBSpline::OutgoingTangent(int i) {
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return ((1.0f-tension)*(1.0f+continuity)*(1.0f+bias) * 0.5f) * (GetNode(i) - GetNode(i-1)) +
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((1.0f-tension)*(1.0f-continuity)*(1.0f-bias) * 0.5f) * (GetNode(i+1) - GetNode(i));
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}
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ID_INLINE idVec3 hhTCBSpline::GetValue(float alpha) {
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float t = idMath::ClampFloat(0.0f, 1.0f, alpha);
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int numNodes = nodes.Num();
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int numSegments = numNodes-1;
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int startNode = t * numSegments;
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t = (t * numSegments) - startNode; // t = alpha within this segment
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// Calculate hermite parameters
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idVec3 N1 = GetNode(startNode);
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idVec3 N2 = GetNode(startNode+1);
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idVec3 S1 = OutgoingTangent(startNode);
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idVec3 S2 = IncomingTangent(startNode+1);
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float tSquared = t*t;
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float tCubed = tSquared*t;
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return (2*tCubed - 3*tSquared + 1)*N1 +
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(-2*tCubed + 3*tSquared)*N2 +
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(tCubed - 2*tSquared + t)*S1 +
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(tCubed - tSquared)*S2;
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}
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//==============================================================================================
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//
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// Sawtooth interpolation.
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//
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// Interpolates from startValue to endValue to startValue over duration
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//==============================================================================================
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template< class type >
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class hhSawToothInterpolate {
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public:
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hhSawToothInterpolate();
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void Init( const int startTime, const int duration, const type startValue, const type endValue );
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void SetStartTime( int time ) { this->startTime = time; }
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void SetDuration( int duration ) { this->duration = duration; }
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void SetStartValue( const type &start ) { this->startValue = start; }
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void SetEndValue( const type &end ) { this->endValue = end; }
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type GetCurrentValue( int time ) const;
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bool IsDone( int time ) const { return ( time >= startTime + duration ); }
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int GetStartTime( void ) const { return startTime; }
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int GetDuration( void ) const { return duration; }
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const type & GetStartValue( void ) const { return startValue; }
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const type & GetEndValue( void ) const { return endValue; }
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private:
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int startTime;
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int duration;
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type startValue;
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type endValue;
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mutable int currentTime;
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mutable type currentValue;
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};
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template< class type >
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ID_INLINE hhSawToothInterpolate<type>::hhSawToothInterpolate() {
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currentTime = startTime = duration = 0;
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memset( ¤tValue, 0, sizeof( currentValue ) );
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startValue = endValue = currentValue;
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}
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template< class type >
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ID_INLINE void hhSawToothInterpolate<type>::Init( const int startTime, const int duration, const type startValue, const type endValue ) {
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this->startTime = startTime;
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this->duration = duration;
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this->startValue = startValue;
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this->endValue = endValue;
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this->currentTime = startTime - 1;
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this->currentValue = startValue;
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}
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template< class type >
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ID_INLINE type hhSawToothInterpolate<type>::GetCurrentValue( int time ) const {
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int deltaTime;
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deltaTime = time - startTime;
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if ( time != currentTime ) {
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currentTime = time;
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if ( deltaTime <= 0 ) {
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currentValue = startValue;
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}
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else if ( deltaTime >= duration ) {
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currentValue = startValue;
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}
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else {
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float frac = ((float) deltaTime / duration );
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if (frac < 0.5f) {
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currentValue = startValue + ( endValue - startValue ) * frac * 2.0f;
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}
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else {
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currentValue = startValue + ( endValue - startValue ) * (1.0f - frac) * 2.0f;
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}
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}
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}
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return currentValue;
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}
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//==============================================================================================
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//
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// Sine wave oscillator
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//
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// Oscillates between min and max over given period
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//==============================================================================================
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template< class type >
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class hhSinOscillator {
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public:
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hhSinOscillator();
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void Init( const int startTime, const int period, const type min, const type max );
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void SetStartTime( int time ) { this->startTime = time; }
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void SetPeriod( int period ) { this->period = period; }
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void SetMinValue( const type &min ) { this->minValue = min; }
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void SetMaxValue( const type &max ) { this->MaxValue = max; }
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type GetCurrentValue( int time ) const;
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int GetStartTime( void ) const { return startTime; }
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int GetPeriod( void ) const { return period; }
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const type & GetMinValue( void ) const { return minValue; }
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const type & GetMaxValue( void ) const { return maxValue; }
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private:
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int startTime;
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int period;
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type minValue;
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type maxValue;
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mutable int currentTime;
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mutable type currentValue;
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};
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template< class type >
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ID_INLINE hhSinOscillator<type>::hhSinOscillator() {
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currentTime = startTime = period = 0;
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memset( ¤tValue, 0, sizeof( currentValue ) );
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minValue = maxValue = currentValue;
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}
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template< class type >
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ID_INLINE void hhSinOscillator<type>::Init( const int startTime, const int period, const type minValue, const type maxValue ) {
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this->startTime = startTime;
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this->period = period;
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this->minValue = minValue;
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this->maxValue = maxValue;
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this->currentTime = startTime - 1;
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this->currentValue = minValue;
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}
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template< class type >
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ID_INLINE type hhSinOscillator<type>::GetCurrentValue( int time ) const {
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if ( time != currentTime ) {
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currentTime = time;
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float deltaTime = period == 0 ? 0.0f : ( time - startTime ) / (float) period;
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float s = (1.0f + (float) sin(deltaTime * idMath::TWO_PI)) * 0.5f;
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currentValue = minValue + s * (maxValue - minValue);
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}
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return currentValue;
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}
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#endif // __PREY_INTERPOLATE_H__
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@@ -0,0 +1,248 @@
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#include "precompiled.h"
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#pragma hdrstop
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#include "../preylib.h"
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const float hhMath::EXPONENTIAL = 2.718281828459045f;
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/*
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===============
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hhMath::logBase
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===============
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*/
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float hhMath::logBase(float base, float x) {
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// Compute logarithm of arbitrary base using the rule:
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// Log (x) = Log (x) / Log (b)
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// b c c for any c
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return log10f(x) / log10f(base);
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}
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// Decibel conversion functions
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// Converts between linear volumes [0..INF) and doom's version of dB (base 6)
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float hhMath::dB2Scale( float dB ) {
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if ( dB == 0.0f ) {
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return 1.0f; // most common
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} else if ( dB <= -60.0f ) {
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return 0.0f; // infinitly quiet
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}
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return (Pow(2,(dB/6.0f)));
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}
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float hhMath::Scale2dB( float scale ) {
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if (scale <= 0.0f) {
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return -60.0f; // infinitely quiet
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} else if (scale == 1.0f) {
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return 0.0f; // most common
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}
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return 6.0f * logBase(2.0f, scale);
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}
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/*
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===============
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hhMath::Frac
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returns the fractional part of a float
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===============
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*/
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float hhMath::Frac( float a ) {
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return a - ((int)a);
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}
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/*
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===============
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hhMath::Pow
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===============
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*/
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float hhMath::Pow( const float num, const float exponent ) {
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return pow( num, exponent );
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}
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/*
|
||||
===============
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hhMath::MidPointLerp
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||||
===============
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||||
*/
|
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float hhMath::MidPointLerp( const float startVal, const float midVal, const float endVal, const float alpha ) {
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if( alpha <= 0.0f ) {
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return startVal;
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}
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||||
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if( alpha >= 1.0f ) {
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return endVal;
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}
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return ( alpha < 0.5f ) ? Lerp( startVal, midVal, 2.0f * alpha ) : Lerp( midVal, endVal, 2.0f * ( alpha - 0.5f ) );
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}
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||||
|
||||
/*
|
||||
===============
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||||
hhMath::Lerp
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||||
===============
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||||
*/
|
||||
float hhMath::Lerp( const float startVal, const float endVal, const float alpha ) {
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if( alpha <= 0.0f ) {
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return startVal;
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}
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||||
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||||
if( alpha >= 1.0f ) {
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||||
return endVal;
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||||
}
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||||
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return startVal + ( endVal - startVal ) * alpha;
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||||
}
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||||
|
||||
/*
|
||||
===============
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||||
hhMath::Lerp
|
||||
===============
|
||||
*/
|
||||
float hhMath::Lerp( const idVec2& valRange, const float alpha ) {
|
||||
return Lerp( valRange[0], valRange[1], alpha );
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}
|
||||
|
||||
//
|
||||
// GetClosestPtOnBoundary()
|
||||
//
|
||||
// JRM - DID NOT FORCE INLINE. Let the compiler decide on this one
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||||
//
|
||||
idVec3 hhMath::GetClosestPtOnBoundary(const idVec3 &pt, const idBounds &bnds )
|
||||
{
|
||||
idVec3 closePt;
|
||||
|
||||
|
||||
idVec3 ul;
|
||||
idVec3 lr;
|
||||
int i;
|
||||
|
||||
ul = bnds[0];
|
||||
lr = bnds[1];
|
||||
|
||||
|
||||
// We are INSIDE looking for closest boundary
|
||||
if(bnds.ContainsPoint(pt))
|
||||
{
|
||||
closePt = pt;
|
||||
int closestSides[3]; // 0==ul 1==lr
|
||||
float closestSideDists[3];
|
||||
|
||||
// JRM TODO: Could put this all in one loop....
|
||||
|
||||
// Find closest sides
|
||||
for(i=0;i<3;i++)
|
||||
{
|
||||
float ulDist = pt[i] - ul[i];
|
||||
float lrDist = lr[i] - pt[i];
|
||||
if(ulDist < lrDist )
|
||||
{
|
||||
closestSides[i] = 0;
|
||||
closestSideDists[i] = ulDist;
|
||||
}
|
||||
else
|
||||
{
|
||||
closestSides[i] = 1;
|
||||
closestSideDists[i] = lrDist;
|
||||
}
|
||||
}
|
||||
|
||||
// Now find closest axis
|
||||
int closestAxis = 0;
|
||||
for(i=1;i<3;i++)
|
||||
{
|
||||
if(closestSideDists[i] < closestSideDists[closestAxis])
|
||||
closestAxis = i;
|
||||
}
|
||||
|
||||
if(closestSides[closestAxis] == 0)
|
||||
closePt[closestAxis] = ul[closestAxis];
|
||||
else
|
||||
closePt[closestAxis] = lr[closestAxis];
|
||||
|
||||
}
|
||||
else // OUTSIDE looking for closest boundary - so just clamp
|
||||
{
|
||||
for(i=0;i<3;i++)
|
||||
{
|
||||
if(pt[i] < ul[i])
|
||||
closePt[i] = ul[i];
|
||||
else if(pt[i] > lr[i])
|
||||
closePt[i] = lr[i];
|
||||
else // INSIDE
|
||||
{
|
||||
closePt[i] = pt[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closePt;
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
hhMath::ProjectPointOntoLine
|
||||
|
||||
//HUMANHEAD: aob
|
||||
================
|
||||
*/
|
||||
idVec3 hhMath::ProjectPointOntoLine( const idVec3& point, const idVec3& line, const idVec3& lineStartPoint ) {
|
||||
idVec3 lineDir = line;
|
||||
lineDir.Normalize();
|
||||
float dot = (point - lineStartPoint) * lineDir;
|
||||
|
||||
return (lineDir * dot) + lineStartPoint;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
hhMath::DistFromPointToLine
|
||||
|
||||
//HUMANHEAD: aob
|
||||
================
|
||||
*/
|
||||
float hhMath::DistFromPointToLine( const idVec3& point, const idVec3& line, const idVec3& lineStartPoint ) {
|
||||
assert( line.Length() );
|
||||
|
||||
return ( (point - lineStartPoint).Cross(line) ).Length() / line.Length();
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
hhMath::BuildRotationMatrix
|
||||
|
||||
//HUMANHEAD: rww
|
||||
================
|
||||
*/
|
||||
void hhMath::BuildRotationMatrix(float phi, int axis, idMat3 &mat) {
|
||||
mat.Identity();
|
||||
|
||||
switch (axis) {
|
||||
case 0: //x
|
||||
mat[1][0] = 0.0f;
|
||||
mat[1][1] = cos(phi);
|
||||
mat[1][2] = sin(phi);
|
||||
mat[2][0] = 0.0f;
|
||||
mat[2][1] = -sin(phi);
|
||||
mat[2][2] = cos(phi);
|
||||
break;
|
||||
case 1: //y
|
||||
mat[0][0] = cos(phi);
|
||||
mat[0][1] = 0.0f;
|
||||
mat[0][2] = sin(phi);
|
||||
mat[2][0] = -sin(phi);
|
||||
mat[2][1] = 0.0f;
|
||||
mat[2][2] = cos(phi);
|
||||
break;
|
||||
case 2: //z
|
||||
mat[0][0] = cos(phi);
|
||||
mat[0][1] = sin(phi);
|
||||
mat[0][2] = 0.0f;
|
||||
mat[1][0] = -sin(phi);
|
||||
mat[1][1] = cos(phi);
|
||||
mat[1][2] = 0.0f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
|
||||
#ifndef __PREY_GAME_MATH_H__
|
||||
#define __PREY_GAME_MATH_H__
|
||||
|
||||
class hhMath : public idMath {
|
||||
|
||||
public:
|
||||
static float logBase(float base, float x);
|
||||
static float dB2Scale( float dB );
|
||||
static float Scale2dB( float scale );
|
||||
static float Frac( float a );
|
||||
|
||||
static float Pow( const float num, const float exponent );
|
||||
|
||||
static float MidPointLerp( const float startVal, const float midVal, const float endVal, const float alpha );
|
||||
|
||||
static float Lerp( const float startVal, const float endVal, const float alpha );
|
||||
static float Lerp( const idVec2& valRange, const float alpha );
|
||||
|
||||
template< class Type >
|
||||
static Type hhMin( Type Val1, Type Val2 );
|
||||
|
||||
template< class Type >
|
||||
static Type hhMax( Type Val1, Type Val2 );
|
||||
|
||||
static idVec3 GetClosestPtOnBoundary(const idVec3 &pt, const idBounds &bnds );
|
||||
|
||||
static idVec3 ProjectPointOntoLine( const idVec3& point, const idVec3& line, const idVec3& lineStartPoint );
|
||||
static float DistFromPointToLine( const idVec3& point, const idVec3& line, const idVec3& lineStartPoint );
|
||||
|
||||
static void BuildRotationMatrix(float phi, int axis, idMat3 &mat); //rww
|
||||
|
||||
static const float EXPONENTIAL;
|
||||
};
|
||||
|
||||
/*
|
||||
===============
|
||||
hhMath::hhMin
|
||||
===============
|
||||
*/
|
||||
template< class Type >
|
||||
Type hhMath::hhMin( Type Val1, Type Val2 ) {
|
||||
return Min( Val1, Val2 );
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
hhMath::hhMax
|
||||
===============
|
||||
*/
|
||||
template< class Type >
|
||||
Type hhMath::hhMax( Type Val1, Type Val2 ) {
|
||||
return Max( Val1, Val2 );
|
||||
}
|
||||
|
||||
#endif /* __PREY_GAME_MATH_H__ */
|
||||
Reference in New Issue
Block a user