mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-14 01:01:05 +02:00
523 lines
16 KiB
C++
523 lines
16 KiB
C++
/*
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===========================================================================
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IceTech GPL Source Code
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Copyright (C) 2026 Justin Marshall
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This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
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IceTech Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IceTech Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
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===========================================================================
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*/
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#ifndef __MATH_INTERPOLATE_H__
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#define __MATH_INTERPOLATE_H__
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/*
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==============================================================================================
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Linear interpolation.
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==============================================================================================
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*/
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template< class type >
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class idInterpolate {
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public:
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idInterpolate();
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#ifdef QUAKE4
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virtual ~idInterpolate() {}
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#endif
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void Init(const float startTime, const float duration, const type& startValue, const type& endValue);
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void SetStartTime(float time) { this->startTime = time; }
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void SetDuration(float duration) { this->duration = duration; }
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void SetStartValue(const type& startValue) { this->startValue = startValue; }
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void SetEndValue(const type& endValue) { this->endValue = endValue; }
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#ifdef QUAKE4
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// RAVEN BEGIN
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// abahr: made virtual
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virtual type GetCurrentValue(float time) const;
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virtual type GetDeltaValue(float startTime, float endTime) const;
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// RAVEN END
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#else
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type GetCurrentValue(float time) const;
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#endif
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bool IsDone(float time) const { return (time >= startTime + duration); }
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float GetStartTime(void) const { return startTime; }
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float GetEndTime(void) const { return startTime + duration; }
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float 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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#ifdef QUAKE4
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// RAVEN BEGIN
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// abahr: changed to protected
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protected:
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// RAVEN END
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#else
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private:
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#endif
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float startTime;
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float duration;
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type startValue;
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type endValue;
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mutable float currentTime;
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mutable type currentValue;
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};
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/*
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====================
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idInterpolate::idInterpolate
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====================
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*/
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template< class type >
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ID_INLINE idInterpolate<type>::idInterpolate() {
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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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/*
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====================
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idInterpolate::Init
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolate<type>::Init(const float startTime, const float 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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idInterpolate::GetCurrentValue
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolate<type>::GetCurrentValue(float time) const {
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float 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) * ((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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#ifdef QUAKE4
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// RAVEN BEGIN
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// abahr
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/*
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====================
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idInterpolate::GetDeltaValue
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolate<type>::GetDeltaValue(float startTime, float endTime) const {
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return GetCurrentValue(endTime) - GetCurrentValue(startTime);
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}
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ID_INLINE float Linear(float frac) {
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return frac;
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}
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ID_INLINE float SinusoidalMidPoint(float frac) {
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return idMath::Sin(DEG2RAD(idMath::MidPointLerp(0.0f, 60.0f, 90.0f, frac)));
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}
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/*
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==============================================================================================
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Spherical interpolation.
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==============================================================================================
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*/
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typedef float (*TimeManipFunc)(float);
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class rvSphericalInterpolate : public idInterpolate<idQuat> {
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public:
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rvSphericalInterpolate();
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virtual idQuat GetCurrentValue(float time) const;
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void SetTimeFunction(TimeManipFunc func) { timeFunc = func; }
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protected:
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TimeManipFunc timeFunc;
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};
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/*
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====================
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rvSphericalInterpolate::rvSphericalInterpolate
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====================
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*/
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ID_INLINE rvSphericalInterpolate::rvSphericalInterpolate() :
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idInterpolate<idQuat>() {
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SetTimeFunction(SinusoidalMidPoint);
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}
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/*
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====================
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rvSphericalInterpolate::GetCurrentValue
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====================
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*/
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ID_INLINE idQuat rvSphericalInterpolate::GetCurrentValue(float time) const {
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float 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 (duration == 0.0f) {
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currentValue = endValue;
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}
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else {
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currentValue.Slerp(startValue, endValue, timeFunc((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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// RAVEN END
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#endif
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/*
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==============================================================================================
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Continuous interpolation with linear acceleration and deceleration phase.
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The velocity is continuous but the acceleration is not.
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==============================================================================================
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*/
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template< class type >
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class idInterpolateAccelDecelLinear {
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public:
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idInterpolateAccelDecelLinear();
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void Init(const float startTime, const float accelTime, const float decelTime, const float duration, const type& startValue, const type& endValue);
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void SetStartTime(float time) { startTime = time; Invalidate(); }
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void SetStartValue(const type& startValue) { this->startValue = startValue; Invalidate(); }
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void SetEndValue(const type& endValue) { this->endValue = endValue; Invalidate(); }
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type GetCurrentValue(float time) const;
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type GetCurrentSpeed(float time) const;
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bool IsDone(float time) const { return (time >= startTime + accelTime + linearTime + decelTime); }
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float GetStartTime(void) const { return startTime; }
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float GetEndTime(void) const { return startTime + accelTime + linearTime + decelTime; }
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float GetDuration(void) const { return accelTime + linearTime + decelTime; }
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float GetAcceleration(void) const { return accelTime; }
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float GetDeceleration(void) const { return decelTime; }
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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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float startTime;
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float accelTime;
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float linearTime;
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float decelTime;
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type startValue;
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type endValue;
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mutable idExtrapolate<type> extrapolate;
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void Invalidate(void);
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void SetPhase(float time) const;
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};
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/*
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====================
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idInterpolateAccelDecelLinear::idInterpolateAccelDecelLinear
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====================
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*/
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template< class type >
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ID_INLINE idInterpolateAccelDecelLinear<type>::idInterpolateAccelDecelLinear() {
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startTime = accelTime = linearTime = decelTime = 0;
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memset(&startValue, 0, sizeof(startValue));
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endValue = startValue;
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}
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/*
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====================
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idInterpolateAccelDecelLinear::Init
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelLinear<type>::Init(const float startTime, const float accelTime, const float decelTime, const float duration, const type& startValue, const type& endValue) {
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type speed;
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this->startTime = startTime;
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this->accelTime = accelTime;
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this->decelTime = decelTime;
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this->startValue = startValue;
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this->endValue = endValue;
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if (duration <= 0.0f) {
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return;
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}
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if (this->accelTime + this->decelTime > duration) {
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this->accelTime = this->accelTime * duration / (this->accelTime + this->decelTime);
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this->decelTime = duration - this->accelTime;
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}
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this->linearTime = duration - this->accelTime - this->decelTime;
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speed = (endValue - startValue) * (1000.0f / ((float)this->linearTime + (this->accelTime + this->decelTime) * 0.5f));
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if (this->accelTime) {
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extrapolate.Init(startTime, this->accelTime, startValue, (startValue - startValue), speed, EXTRAPOLATION_ACCELLINEAR);
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}
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else if (this->linearTime) {
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extrapolate.Init(startTime, this->linearTime, startValue, (startValue - startValue), speed, EXTRAPOLATION_LINEAR);
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}
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else {
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extrapolate.Init(startTime, this->decelTime, startValue, (startValue - startValue), speed, EXTRAPOLATION_DECELLINEAR);
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}
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}
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/*
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====================
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idInterpolateAccelDecelLinear::Invalidate
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelLinear<type>::Invalidate(void) {
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extrapolate.Init(0, 0, extrapolate.GetStartValue(), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_NONE);
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}
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/*
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====================
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idInterpolateAccelDecelLinear::SetPhase
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelLinear<type>::SetPhase(float time) const {
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float deltaTime;
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deltaTime = time - startTime;
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if (deltaTime < accelTime) {
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if (extrapolate.GetExtrapolationType() != EXTRAPOLATION_ACCELLINEAR) {
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extrapolate.Init(startTime, accelTime, startValue, extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_ACCELLINEAR);
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}
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}
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else if (deltaTime < accelTime + linearTime) {
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if (extrapolate.GetExtrapolationType() != EXTRAPOLATION_LINEAR) {
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extrapolate.Init(startTime + accelTime, linearTime, startValue + extrapolate.GetSpeed() * (accelTime * 0.001f * 0.5f), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_LINEAR);
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}
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}
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else {
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if (extrapolate.GetExtrapolationType() != EXTRAPOLATION_DECELLINEAR) {
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extrapolate.Init(startTime + accelTime + linearTime, decelTime, endValue - (extrapolate.GetSpeed() * (decelTime * 0.001f * 0.5f)), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_DECELLINEAR);
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}
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}
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}
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/*
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====================
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idInterpolateAccelDecelLinear::GetCurrentValue
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelLinear<type>::GetCurrentValue(float time) const {
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SetPhase(time);
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return extrapolate.GetCurrentValue(time);
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}
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/*
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====================
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idInterpolateAccelDecelLinear::GetCurrentSpeed
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelLinear<type>::GetCurrentSpeed(float time) const {
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SetPhase(time);
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return extrapolate.GetCurrentSpeed(time);
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}
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/*
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==============================================================================================
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Continuous interpolation with sinusoidal acceleration and deceleration phase.
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Both the velocity and acceleration are continuous.
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==============================================================================================
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*/
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template< class type >
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class idInterpolateAccelDecelSine {
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public:
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idInterpolateAccelDecelSine();
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void Init(const float startTime, const float accelTime, const float decelTime, const float duration, const type& startValue, const type& endValue);
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void SetStartTime(float time) { startTime = time; Invalidate(); }
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void SetStartValue(const type& startValue) { this->startValue = startValue; Invalidate(); }
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void SetEndValue(const type& endValue) { this->endValue = endValue; Invalidate(); }
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type GetCurrentValue(float time) const;
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type GetCurrentSpeed(float time) const;
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bool IsDone(float time) const { return (time >= startTime + accelTime + linearTime + decelTime); }
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float GetStartTime(void) const { return startTime; }
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float GetEndTime(void) const { return startTime + accelTime + linearTime + decelTime; }
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float GetDuration(void) const { return accelTime + linearTime + decelTime; }
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float GetAcceleration(void) const { return accelTime; }
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float GetDeceleration(void) const { return decelTime; }
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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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float startTime;
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float accelTime;
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float linearTime;
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float decelTime;
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type startValue;
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type endValue;
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mutable idExtrapolate<type> extrapolate;
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void Invalidate(void);
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void SetPhase(float time) const;
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};
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/*
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====================
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idInterpolateAccelDecelSine::idInterpolateAccelDecelSine
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====================
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*/
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template< class type >
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ID_INLINE idInterpolateAccelDecelSine<type>::idInterpolateAccelDecelSine() {
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startTime = accelTime = linearTime = decelTime = 0;
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memset(&startValue, 0, sizeof(startValue));
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endValue = startValue;
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}
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/*
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====================
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idInterpolateAccelDecelSine::Init
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelSine<type>::Init(const float startTime, const float accelTime, const float decelTime, const float duration, const type& startValue, const type& endValue) {
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type speed;
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this->startTime = startTime;
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this->accelTime = accelTime;
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this->decelTime = decelTime;
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this->startValue = startValue;
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this->endValue = endValue;
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if (duration <= 0.0f) {
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return;
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}
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if (this->accelTime + this->decelTime > duration) {
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this->accelTime = this->accelTime * duration / (this->accelTime + this->decelTime);
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this->decelTime = duration - this->accelTime;
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}
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this->linearTime = duration - this->accelTime - this->decelTime;
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speed = (endValue - startValue) * (1000.0f / ((float)this->linearTime + (this->accelTime + this->decelTime) * idMath::SQRT_1OVER2));
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if (this->accelTime) {
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extrapolate.Init(startTime, this->accelTime, startValue, (startValue - startValue), speed, EXTRAPOLATION_ACCELSINE);
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}
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else if (this->linearTime) {
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extrapolate.Init(startTime, this->linearTime, startValue, (startValue - startValue), speed, EXTRAPOLATION_LINEAR);
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}
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else {
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extrapolate.Init(startTime, this->decelTime, startValue, (startValue - startValue), speed, EXTRAPOLATION_DECELSINE);
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}
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}
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/*
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====================
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idInterpolateAccelDecelSine::Invalidate
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelSine<type>::Invalidate(void) {
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extrapolate.Init(0, 0, extrapolate.GetStartValue(), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_NONE);
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}
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/*
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====================
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idInterpolateAccelDecelSine::SetPhase
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====================
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*/
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template< class type >
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ID_INLINE void idInterpolateAccelDecelSine<type>::SetPhase(float time) const {
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float deltaTime;
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deltaTime = time - startTime;
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if (deltaTime < accelTime) {
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if (extrapolate.GetExtrapolationType() != EXTRAPOLATION_ACCELSINE) {
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extrapolate.Init(startTime, accelTime, startValue, extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_ACCELSINE);
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}
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}
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else if (deltaTime < accelTime + linearTime) {
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if (extrapolate.GetExtrapolationType() != EXTRAPOLATION_LINEAR) {
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extrapolate.Init(startTime + accelTime, linearTime, startValue + extrapolate.GetSpeed() * (accelTime * 0.001f * idMath::SQRT_1OVER2), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_LINEAR);
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}
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}
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else {
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if (extrapolate.GetExtrapolationType() != EXTRAPOLATION_DECELSINE) {
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extrapolate.Init(startTime + accelTime + linearTime, decelTime, endValue - (extrapolate.GetSpeed() * (decelTime * 0.001f * idMath::SQRT_1OVER2)), extrapolate.GetBaseSpeed(), extrapolate.GetSpeed(), EXTRAPOLATION_DECELSINE);
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}
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}
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}
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/*
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====================
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idInterpolateAccelDecelSine::GetCurrentValue
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelSine<type>::GetCurrentValue(float time) const {
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SetPhase(time);
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return extrapolate.GetCurrentValue(time);
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}
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/*
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====================
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idInterpolateAccelDecelSine::GetCurrentSpeed
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====================
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*/
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template< class type >
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ID_INLINE type idInterpolateAccelDecelSine<type>::GetCurrentSpeed(float time) const {
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SetPhase(time);
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return extrapolate.GetCurrentSpeed(time);
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}
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#endif /* !__MATH_INTERPOLATE_H__ */ |