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Aquaria/BBGE/Vector.cpp
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

501 lines
10 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Vector.h"
#include "MathFunctions.h"
#include "Base.h"
#include <float.h>
/*************************************************************************/
void Vector::rotate2D360(float angle)
{
rotate2DRad(angle * (PI / 180.0f));
}
void Vector::rotate2DRad(float rad)
{
float ox=x,oy=y;
x = cosf(rad)*ox - sinf(rad)*oy;
y = sinf(rad)*ox + cosf(rad)*oy;
}
Vector getRotatedVector(const Vector &vec, float rot)
{
/*
glPushMatrix();
glLoadIdentity();
glRotatef(rot, 0, 0, 1);
if (vec.x != 0 || vec.y != 0)
{
//glRotatef(this->rotation.z, 0,0,1,this->rotation.z);
glTranslatef(vec.x, vec.y, 0);
}
float m[16];
glGetFloatv(GL_MODELVIEW_MATRIX, m);
float x = m[12];
float y = m[13];
float z = m[14];
glPopMatrix();
return Vector(x,y,z);
*/
float s = sinf(rot);
float c = cosf(rot);
return c*vec.x - s*vec.y, s*vec.x + c*vec.y;
}
// note update this from float lerp
Vector lerp(const Vector &v1, const Vector &v2, float dt, int lerpType)
{
switch(lerpType)
{
case LERP_EASE:
{
// ease in and out
return v1*(2*(dt*dt*dt)-3*sqr(dt)+1) + v2*(3*sqr(dt) - 2*(dt*dt*dt));
}
case LERP_EASEIN:
{
float lerpAvg = 1.0f-dt;
return (v2-v1)*(sinf(dt*PI_HALF)*(1.0f-lerpAvg)+dt*lerpAvg)+v1;
}
case LERP_EASEOUT:
{
return (v2-v1)*-sinf(-dt*PI_HALF)+v1;
}
}
return (v2-v1)*dt+v1;
}
/*************************************************************************/
float Bias( float x, float biasAmt )
{
// WARNING: not thread safe
static float lastAmt = -1;
static float lastExponent = 0;
if( lastAmt != biasAmt )
{
lastExponent = logf( biasAmt ) * -1.4427f;
}
return powf( x, lastExponent );
}
float Gain( float x, float biasAmt )
{
// WARNING: not thread safe
if( x < 0.5f )
return 0.5f * Bias(2*x, 1-biasAmt);
else
return 1 - 0.5f * Bias(2 - 2*x, 1-biasAmt);
}
float SmoothCurve( float x )
{
return (1 - cosf( x * PI )) * 0.5f;
}
inline float MovePeak( float x, float flPeakPos )
{
// Todo: make this higher-order?
if( x < flPeakPos )
return x * 0.5f / flPeakPos;
else
return 0.5f + 0.5f * (x - flPeakPos) / (1 - flPeakPos);
}
float SmoothCurve_Tweak( float x, float flPeakPos, float flPeakSharpness )
{
float flMovedPeak = MovePeak( x, flPeakPos );
float flSharpened = Gain( flMovedPeak, flPeakSharpness );
return SmoothCurve( flSharpened );
}
float SimpleSpline( float value )
{
float valueSquared = value * value;
// Nice little ease-in, ease-out spline-like curve
return (3 * valueSquared - 2 * valueSquared * value);
}
void VectorPath::addPathNode(Vector v, float p)
{
VectorPathNode node;
node.value = v;
node.percent = p;
pathNodes.push_back(node);
}
void VectorPath::flip()
{
std::vector<VectorPathNode> copyNodes;
copyNodes = pathNodes;
pathNodes.clear();
for (int i = copyNodes.size()-1; i >=0; i--)
{
copyNodes[i].percent = 1 - copyNodes[i].percent;
pathNodes.push_back(copyNodes[i]);
}
}
void VectorPath::realPercentageCalc()
{
float totalLen = getLength();
float len = 0;
for (int i = 1; i < pathNodes.size(); i++)
{
Vector diff = pathNodes[i].value - pathNodes[i-1].value;
len += diff.getLength2D();
pathNodes[i].percent = len/totalLen;
}
}
float VectorPath::getSubSectionLength(int startIncl, int endIncl)
{
float len = 0;
for (int i = startIncl+1; i <= endIncl; i++)
{
Vector diff = pathNodes[i].value - pathNodes[i-1].value;
len += diff.getLength2D();
}
return len;
}
float VectorPath::getLength()
{
float len = 0;
for (int i = 1; i < pathNodes.size(); i++)
{
Vector diff = pathNodes[i].value - pathNodes[i-1].value;
len += diff.getLength2D();
}
return len;
}
void VectorPath::clear()
{
pathNodes.clear();
}
void VectorPath::splice(const VectorPath &path, int sz)
{
std::vector<VectorPathNode> copy = pathNodes;
pathNodes.clear();
int i = 0;
for (i = 0; i < path.pathNodes.size(); i++)
pathNodes.push_back(path.pathNodes[i]);
for (i = sz+1; i < copy.size(); i++)
pathNodes.push_back(copy[i]);
for (i = 0; i < pathNodes.size(); i++)
{
pathNodes[i].percent = i/float(pathNodes.size());
}
}
void VectorPath::removeNodes(unsigned int startInclusive, unsigned int endInclusive)
{
// end iterator is exclusive, so max. end + 1
pathNodes.erase(pathNodes.begin() + startInclusive, pathNodes.begin() + std::min<size_t>(pathNodes.size(), endInclusive+1));
}
void VectorPath::prepend(const VectorPath &path)
{
std::vector<VectorPathNode> copy = pathNodes;
pathNodes.clear();
int i = 0;
for (i = 0; i < path.pathNodes.size(); i++)
pathNodes.push_back(path.pathNodes[i]);
for (i = 0; i < copy.size(); i++)
pathNodes.push_back(copy[i]);
}
void VectorPath::calculatePercentages()
{
for (int i = 0; i < pathNodes.size(); i++)
{
pathNodes[i].percent = i/float(pathNodes.size());
}
}
void VectorPath::append(const VectorPath &path)
{
std::vector<VectorPathNode> copy = pathNodes;
pathNodes.clear();
int i = 0;
for (i = 0; i < copy.size(); i++)
pathNodes.push_back(copy[i]);
for (i = 0; i < path.pathNodes.size(); i++)
pathNodes.push_back(path.pathNodes[i]);
}
void VectorPath::cut(int n)
{
std::vector<VectorPathNode> copy = pathNodes;
pathNodes.clear();
for (int i = 0; i < copy.size(); i+=n)
{
pathNodes.push_back(copy[i]);
}
}
void VectorPath::removeNode(unsigned int t)
{
if(t < pathNodes.size())
pathNodes.erase(pathNodes.begin() + t);
}
Vector VectorPath::getValue(float usePercent)
{
if (pathNodes.empty())
{
debugLog("Vector path nodes empty");
return Vector(0,0,0);
}
VectorPathNode *target = 0;
VectorPathNode *from = &pathNodes[0];
for (int i = 0; i < pathNodes.size(); ++i)
{
if (pathNodes[i].percent >= usePercent)
{
target = &pathNodes[i];
break;
}
from = &pathNodes[i];
}
if (!from && !target)
{
errorLog("returning first value");
return pathNodes[0].value;
}
else if (!from && target)
{
errorLog("Unexpected Path node result (UPDATE: Could use current value as from?)");
}
else if (from && !target)
{
// Should only happen at end
return from->value;
}
else if (from && target && from==target)
{
return from->value;
}
else if (from && target)
{
Vector v;
float perc=0;
perc = ((usePercent - from->percent)/(target->percent-from->percent));
Vector targetValue = target->value;
Vector fromValue = from->value;
v = (targetValue - fromValue) * (perc);
v += fromValue;
return v;
}
return Vector(0,0,0);
}
/*************************************************************************/
float InterpolatedVector::interpolateTo(Vector vec, float timePeriod, int loopType, bool pingPong, bool ease)
{
if (timePeriod == 0)
{
this->x = vec.x;
this->y = vec.y;
this->z = vec.z;
return 0;
}
InterpolatedVectorData *data = ensureData();
data->ease = ease;
data->timePassed = 0;
if (timePeriod < 0)
{
timePeriod = -timePeriod;
timePeriod = (vec-Vector(x,y,z)).getLength3D() / timePeriod;
}
data->timePeriod = timePeriod;
data->from = Vector (this->x, this->y, this->z);
data->target = vec;
data->loopType = loopType;
data->pingPong = pingPong;
data->interpolating = true;
return data->timePeriod;
}
void InterpolatedVector::stop()
{
if (data)
data->interpolating = false;
}
void InterpolatedVector::startPath(float time, float ease)
{
InterpolatedVectorData *data = ensureData();
if (data->path.getNumPathNodes()==0) return;
data->pathTimer = 0;
data->pathTime = time;
data->followingPath = true;
data->loopType = 0;
data->pingPong = false;
// get the right values to start off with
updatePath(0);
}
void InterpolatedVector::stopPath()
{
if (data)
data->followingPath = false;
}
void InterpolatedVector::resumePath()
{
InterpolatedVectorData *data = ensureData();
data->followingPath = true;
}
void InterpolatedVector::updatePath(float dt)
{
InterpolatedVectorData *data = ensureData();
if (data->pathTimer > data->pathTime)
{
Vector value = data->path.getPathNode(data->path.getNumPathNodes()-1)->value;
this->x = value.x;
this->y = value.y;
this->z = value.z;
if (data->loopType != 0)
{
if (data->loopType > 0)
data->loopType -= 1;
int oldLoopType = data->loopType;
if (data->pingPong)
{
// flip path
data->path.flip();
startPath(data->pathTime);
data->loopType = oldLoopType;
}
else
{
startPath(data->pathTime);
data->loopType = oldLoopType;
}
}
else
{
stopPath();
}
}
else
{
data->pathTimer += dt * data->pathTimeMultiplier;
float perc = data->pathTimer/data->pathTime;
Vector value = data->path.getValue(perc);
this->x = value.x;
this->y = value.y;
this->z = value.z;
}
}
float InterpolatedVector::getPercentDone()
{
InterpolatedVectorData *data = ensureData();
return data->timePassed/data->timePeriod;
}
void InterpolatedVector::doInterpolate(float dt)
{
InterpolatedVectorData *data = ensureData();
data->timePassed += dt;
if (data->timePassed >= data->timePeriod)
{
this->x = data->target.x;
this->y = data->target.y;
this->z = data->target.z;
data->interpolating = false;
if (data->loopType != 0)
{
if (data->loopType > 0)
data->loopType -= 1;
if (data->pingPong)
{
interpolateTo (data->from, data->timePeriod, data->loopType, data->pingPong, data->ease);
}
else
{
this->x = data->from.x;
this->y = data->from.y;
this->z = data->from.z;
interpolateTo (data->target, data->timePeriod, data->loopType, data->pingPong, data->ease);
}
}
}
else
{
Vector v;
v = lerp(data->from, data->target, (data->timePassed / data->timePeriod), data->ease ? LERP_EASE : LERP_LINEAR);
this->x = v.x;
this->y = v.y;
this->z = v.z;
}
}