mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 06:29:31 +00:00
eeaa723cd7
Bone positioning now takes into account its parent's absolute rotation, and compensates it. That means bones with rotated parents follow exactly the mouse when dragged, instead of going anywhere except where they should. Repaired selecting bones with the mouse, and made that the default (can be switched to keyboard with M key). The timeline grid size and timestep unit size are now variable, and can be changed with the U, I, O, P keys or the added UI buttons. Bone borders and joint points can be displayed with B key. Removed the ignorebone0 button and related functionality. Minor cosmetical things.
605 lines
13 KiB
C++
605 lines
13 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Vector.h"
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#include "MathFunctions.h"
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#include "Base.h"
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#include <float.h>
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/*************************************************************************/
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void Vector::rotate2D360(float angle)
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{
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rotate2DRad(angle * (PI / 180.0f));
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}
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void Vector::rotate2DRad(float rad)
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{
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float ox=x,oy=y;
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x = cosf(rad)*ox - sinf(rad)*oy;
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y = sinf(rad)*ox + cosf(rad)*oy;
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}
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Vector getRotatedVector(const Vector &vec, float rot)
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{
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#ifdef BBGE_BUILD_OPENGL
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glPushMatrix();
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glLoadIdentity();
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glRotatef(rot, 0, 0, 1);
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if (vec.x != 0 || vec.y != 0)
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{
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//glRotatef(this->rotation.z, 0,0,1,this->rotation.z);
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glTranslatef(vec.x, vec.y, 0);
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}
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float m[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, m);
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float x = m[12];
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float y = m[13];
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float z = m[14];
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glPopMatrix();
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return Vector(x,y,z);
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#elif defined(BBGE_BUILD_DIRECTX)
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return vec;
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#endif
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}
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// note update this from float lerp
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Vector lerp(const Vector &v1, const Vector &v2, float dt, int lerpType)
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{
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switch(lerpType)
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{
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case LERP_EASE:
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{
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// ease in and out
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return v1*(2*(dt*dt*dt)-3*sqr(dt)+1) + v2*(3*sqr(dt) - 2*(dt*dt*dt));
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}
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case LERP_EASEIN:
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{
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float lerpAvg = 1.0f-dt;
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return (v2-v1)*(sinf(dt*PI_HALF)*(1.0f-lerpAvg)+dt*lerpAvg)+v1;
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}
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case LERP_EASEOUT:
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{
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return (v2-v1)*-sinf(-dt*PI_HALF)+v1;
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}
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}
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return (v2-v1)*dt+v1;
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}
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/*************************************************************************/
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float Bias( float x, float biasAmt )
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{
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// WARNING: not thread safe
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static float lastAmt = -1;
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static float lastExponent = 0;
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if( lastAmt != biasAmt )
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{
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lastExponent = logf( biasAmt ) * -1.4427f; // (-1.4427 = 1 / log(0.5))
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}
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return powf( x, lastExponent );
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}
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float Gain( float x, float biasAmt )
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{
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// WARNING: not thread safe
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if( x < 0.5f )
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return 0.5f * Bias(2*x, 1-biasAmt);
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else
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return 1 - 0.5f * Bias(2 - 2*x, 1-biasAmt);
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}
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float SmoothCurve( float x )
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{
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return (1 - cosf( x * PI )) * 0.5f;
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}
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inline float MovePeak( float x, float flPeakPos )
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{
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// Todo: make this higher-order?
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if( x < flPeakPos )
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return x * 0.5f / flPeakPos;
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else
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return 0.5f + 0.5f * (x - flPeakPos) / (1 - flPeakPos);
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}
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float SmoothCurve_Tweak( float x, float flPeakPos, float flPeakSharpness )
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{
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float flMovedPeak = MovePeak( x, flPeakPos );
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float flSharpened = Gain( flMovedPeak, flPeakSharpness );
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return SmoothCurve( flSharpened );
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}
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float SimpleSpline( float value )
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{
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float valueSquared = value * value;
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// Nice little ease-in, ease-out spline-like curve
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return (3 * valueSquared - 2 * valueSquared * value);
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}
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void VectorPath::addPathNode(Vector v, float p)
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{
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VectorPathNode node;
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node.value = v;
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node.percent = p;
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pathNodes.push_back(node);
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}
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void VectorPath::flip()
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{
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std::vector<VectorPathNode> copyNodes;
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copyNodes = pathNodes;
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pathNodes.clear();
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for (int i = copyNodes.size()-1; i >=0; i--)
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{
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copyNodes[i].percent = 1 - copyNodes[i].percent;
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pathNodes.push_back(copyNodes[i]);
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}
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}
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void VectorPath::realPercentageCalc()
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{
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float totalLen = getLength();
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float len = 0;
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for (int i = 1; i < pathNodes.size(); i++)
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{
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Vector diff = pathNodes[i].value - pathNodes[i-1].value;
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len += diff.getLength2D();
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pathNodes[i].percent = len/totalLen;
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}
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}
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float VectorPath::getSubSectionLength(int startIncl, int endIncl)
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{
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float len = 0;
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for (int i = startIncl+1; i <= endIncl; i++)
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{
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Vector diff = pathNodes[i].value - pathNodes[i-1].value;
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len += diff.getLength2D();
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}
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return len;
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}
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float VectorPath::getLength()
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{
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float len = 0;
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for (int i = 1; i < pathNodes.size(); i++)
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{
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Vector diff = pathNodes[i].value - pathNodes[i-1].value;
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len += diff.getLength2D();
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}
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return len;
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}
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void VectorPath::clear()
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{
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pathNodes.clear();
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}
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void VectorPath::splice(const VectorPath &path, int sz)
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{
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std::vector<VectorPathNode> copy = pathNodes;
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pathNodes.clear();
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int i = 0;
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for (i = 0; i < path.pathNodes.size(); i++)
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pathNodes.push_back(path.pathNodes[i]);
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for (i = sz+1; i < copy.size(); i++)
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pathNodes.push_back(copy[i]);
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for (i = 0; i < pathNodes.size(); i++)
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{
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pathNodes[i].percent = i/float(pathNodes.size());
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}
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}
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void VectorPath::removeNodes(int startInclusive, int endInclusive)
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{
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std::vector<VectorPathNode> copy = pathNodes;
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pathNodes.clear();
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for (int i = 0; i < copy.size(); i++)
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{
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if (i < startInclusive || i > endInclusive)
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{
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pathNodes.push_back(copy[i]);
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}
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}
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}
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void VectorPath::prepend(const VectorPath &path)
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{
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std::vector<VectorPathNode> copy = pathNodes;
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pathNodes.clear();
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int i = 0;
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for (i = 0; i < path.pathNodes.size(); i++)
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pathNodes.push_back(path.pathNodes[i]);
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for (i = 0; i < copy.size(); i++)
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pathNodes.push_back(copy[i]);
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}
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void VectorPath::calculatePercentages()
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{
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for (int i = 0; i < pathNodes.size(); i++)
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{
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pathNodes[i].percent = i/float(pathNodes.size());
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}
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}
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void VectorPath::append(const VectorPath &path)
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{
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std::vector<VectorPathNode> copy = pathNodes;
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pathNodes.clear();
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int i = 0;
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for (i = 0; i < copy.size(); i++)
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pathNodes.push_back(copy[i]);
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for (i = 0; i < path.pathNodes.size(); i++)
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pathNodes.push_back(path.pathNodes[i]);
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}
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void VectorPath::cut(int n)
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{
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std::vector<VectorPathNode> copy = pathNodes;
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pathNodes.clear();
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for (int i = 0; i < copy.size(); i+=n)
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{
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pathNodes.push_back(copy[i]);
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}
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}
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void VectorPath::removeNode(int t)
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{
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std::vector<VectorPathNode> copy = pathNodes;
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pathNodes.clear();
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for (int i = 0; i < copy.size(); i++)
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{
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if (i != t)
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pathNodes.push_back(copy[i]);
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}
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}
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Vector VectorPath::getValue(float usePercent)
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{
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if (pathNodes.empty())
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{
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debugLog("Vector path nodes empty");
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return Vector(0,0,0);
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}
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VectorPathNode *target = 0;
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VectorPathNode *from = &pathNodes[0];
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for (int i = 0; i < pathNodes.size(); ++i)
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{
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if (pathNodes[i].percent >= usePercent)
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{
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target = &pathNodes[i];
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break;
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}
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from = &pathNodes[i];
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}
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if (!from && !target)
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{
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msg ("returning first value");
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return pathNodes[0].value;
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}
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else if (!from && target)
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{
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msg("Unexpected Path node result (UPDATE: Could use current value as from?)");
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}
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else if (from && !target)
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{
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// Should only happen at end
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// msg ("returning just a value");
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return from->value;
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}
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else if (from && target && from==target)
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{
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return from->value;
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}
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else if (from && target)
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{
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//bool smoothing = false;
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Vector v;
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float perc=0;
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perc = ((usePercent - from->percent)/(target->percent-from->percent));
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//perc = Gain(perc, 0.8);
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Vector targetValue = target->value;
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Vector fromValue = from->value;
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/*
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int nexti = i + 1;
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int previ = i - 1;
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if (perc > 0.5f && nexti < pathNodes.size())
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{
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float scale = ((perc-0.5f)/0.5f) * 0.1f;
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targetValue = targetValue * (1.0f-scale) + pathNodes[nexti].value * scale;
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}
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else if (perc < 0.5f && previ > 0)
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{
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float scale = (1.0f-(perc/0.5f)) * 0.1f;
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targetValue = targetValue * (1.0f-scale) + pathNodes[previ].value * scale;
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}
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*/
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v = (targetValue - fromValue) * (perc);
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v += fromValue;
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return v;
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/*
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int nexti = i + 1;
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int previ = i - 1;
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if (smoothing && perc >= 0.5f && nexti < pathNodes.size() && nexti >= 0)
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{
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VectorPathNode *next = &pathNodes[nexti];
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float nextPerc = perc - 0.5f;
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v = (target->value - from->value) * (perc-nextPerc);
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Vector v2 = (next->value - from->value) * nextPerc;
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v = v+v2;
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v += from->value;
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}
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else if (smoothing && perc <= 0.5f && previ < pathNodes.size() && previ >= 0)
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{
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VectorPathNode *prev = &pathNodes[previ];
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float prevPerc = perc + 0.5f;
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v = (target->value - from->value) * (perc-prevPerc);
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Vector v2 = (from->value - prev->value) * prevPerc;
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//v = (v + v2)/2.0f;
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v = v+v2;
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v += from->value;
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}
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else
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{
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v = (target->value - from->value) * (perc);
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v += from->value;
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}
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*/
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/*
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int nexti = i + 1;
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Vector perp;
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if (smoothing && nexti < pathNodes.size() && nexti >= 0)
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{
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VectorPathNode *next = &pathNodes[nexti];
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Vector perp = (next->value - from->value);
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perp = perp.getPerpendicularLeft();
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Vector p = getNearestPointOnLine(from->value, next->value, target->value);
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float dist = (target->value - p).getLength2D();
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if (dist > 0)
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{
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float bulge = sinf(perc * PI);
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perp |= dist;
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perp *= bulge;
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}
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}
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*/
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}
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return Vector(0,0,0);
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}
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/*************************************************************************/
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float InterpolatedVector::interpolateTo(Vector vec, float timePeriod, int loopType, bool pingPong, bool ease, InterpolateToFlag flag)
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{
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if (timePeriod == 0)
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{
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this->x = vec.x;
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this->y = vec.y;
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this->z = vec.z;
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return 0;
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}
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InterpolatedVectorData *data = ensureData();
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data->ease = ease;
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data->timePassed = 0;
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//data->fakeTimePassed = 0;
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if (timePeriod < 0)
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{
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timePeriod = -timePeriod;
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timePeriod = (vec-Vector(x,y,z)).getLength3D() / timePeriod;
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/*
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std::ostringstream os;
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os << "calced: " << timePeriod;
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debugLog(os.str());
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*/
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}
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data->timePeriod = timePeriod;
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data->from = Vector (this->x, this->y, this->z);
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data->target = vec;
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data->loopType = loopType;
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data->pingPong = pingPong;
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data->interpolating = true;
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return data->timePeriod;
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}
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void InterpolatedVector::stop()
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{
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if (data)
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data->interpolating = false;
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}
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void InterpolatedVector::startPath(float time, float ease)
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{
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InterpolatedVectorData *data = ensureData();
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if (data->path.getNumPathNodes()==0) return;
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data->pathTimer = 0;
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data->pathTime = time;
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data->followingPath = true;
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data->loopType = 0;
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data->pingPong = false;
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// get the right values to start off with
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updatePath(0);
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}
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void InterpolatedVector::stopPath()
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{
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if (data)
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data->followingPath = false;
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}
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void InterpolatedVector::resumePath()
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{
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InterpolatedVectorData *data = ensureData();
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data->followingPath = true;
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}
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void InterpolatedVector::updatePath(float dt)
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{
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InterpolatedVectorData *data = ensureData();
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if (data->pathTimer > data->pathTime)
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{
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Vector value = data->path.getPathNode(data->path.getNumPathNodes()-1)->value;
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this->x = value.x;
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this->y = value.y;
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this->z = value.z;
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if (data->loopType != 0)
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{
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if (data->loopType > 0)
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data->loopType -= 1;
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int oldLoopType = data->loopType;
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if (data->pingPong)
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{
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// flip path
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data->path.flip();
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startPath(data->pathTime);
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data->loopType = oldLoopType;
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}
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else
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{
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startPath(data->pathTime);
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data->loopType = oldLoopType;
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}
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}
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else
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{
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stopPath();
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}
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}
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else
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{
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data->pathTimer += dt * data->pathTimeMultiplier;
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float perc = data->pathTimer/data->pathTime;
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Vector value = data->path.getValue(perc);
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this->x = value.x;
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this->y = value.y;
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this->z = value.z;
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}
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}
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float InterpolatedVector::getPercentDone()
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{
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InterpolatedVectorData *data = ensureData();
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return data->timePassed/data->timePeriod;
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}
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void InterpolatedVector::doInterpolate(float dt)
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{
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InterpolatedVectorData *data = ensureData();
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//errorLog ("gothere");
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/*
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// old method
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if (data->ease)
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{
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float diff = data->timePassed / data->timePeriod;
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if (diff > 0.5f)
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diff = 1.0f - diff;
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diff /= 0.5f;
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diff *= 2;
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//diff += 0.5f;
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data->fakeTimePassed += dt*diff;
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}
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*/
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data->timePassed += dt;
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if (data->timePassed >= data->timePeriod)
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{
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this->x = data->target.x;
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this->y = data->target.y;
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|
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, IS_LOOPING);
|
|
}
|
|
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, IS_LOOPING);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
Vector v;
|
|
|
|
/*
|
|
// old method
|
|
if (data->ease)
|
|
{
|
|
v = lerp(data->from, data->target, (data->timePassed / data->timePeriod), data->ease);
|
|
//v = (data->target - data->from) *
|
|
//v = (data->target - data->from) * (data->fakeTimePassed / data->timePeriod);
|
|
}
|
|
else
|
|
{
|
|
float perc = data->timePassed / data->timePeriod;
|
|
v = (data->target - data->from) * perc;
|
|
}
|
|
|
|
v += data->from;
|
|
*/
|
|
|
|
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;
|
|
//*updatee += data->from;
|
|
}
|
|
}
|