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Aquaria/BBGE/Vector.cpp
fgenesis 2d7eeb4781 Fix some small performance bottlenecks:
- Vector interpolation. Also removed unused interpolation trigger events.
- Game::collideCircleWithGrid()
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
2011-12-13 21:43:27 +01:00

610 lines
13 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(int angle)
{
//float len = this->getLength2D();
float a = MathFunctions::toRadians(angle);
float oldx = x, oldy = y;
x = cosf(a)*oldx - sinf(a)*oldy;
y = -(sinf(a)*oldx + cosf(a)*oldy);
}
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)
{
#ifdef BBGE_BUILD_OPENGL
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);
#elif defined(BBGE_BUILD_DIRECTX)
return vec;
#endif
}
// 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; // (-1.4427 = 1 / log(0.5))
}
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(int startInclusive, int endInclusive)
{
std::vector<VectorPathNode> copy = pathNodes;
pathNodes.clear();
for (int i = 0; i < copy.size(); i++)
{
if (i < startInclusive || i > endInclusive)
{
pathNodes.push_back(copy[i]);
}
}
}
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(int t)
{
std::vector<VectorPathNode> copy = pathNodes;
pathNodes.clear();
for (int i = 0; i < copy.size(); i++)
{
if (i != t)
pathNodes.push_back(copy[i]);
}
}
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)
{
msg ("returning first value");
return pathNodes[0].value;
}
else if (!from && target)
{
msg("Unexpected Path node result (UPDATE: Could use current value as from?)");
}
else if (from && !target)
{
// Should only happen at end
// msg ("returning just a value");
return from->value;
}
else if (from && target && from==target)
{
return from->value;
}
else if (from && target)
{
//bool smoothing = false;
Vector v;
float perc=0;
perc = ((usePercent - from->percent)/(target->percent-from->percent));
//perc = Gain(perc, 0.8);
Vector targetValue = target->value;
Vector fromValue = from->value;
/*
int nexti = i + 1;
int previ = i - 1;
if (perc > 0.5f && nexti < pathNodes.size())
{
float scale = ((perc-0.5f)/0.5f) * 0.1f;
targetValue = targetValue * (1.0f-scale) + pathNodes[nexti].value * scale;
}
else if (perc < 0.5f && previ > 0)
{
float scale = (1.0f-(perc/0.5f)) * 0.1f;
targetValue = targetValue * (1.0f-scale) + pathNodes[previ].value * scale;
}
*/
v = (targetValue - fromValue) * (perc);
v += fromValue;
return v;
/*
int nexti = i + 1;
int previ = i - 1;
if (smoothing && perc >= 0.5f && nexti < pathNodes.size() && nexti >= 0)
{
VectorPathNode *next = &pathNodes[nexti];
float nextPerc = perc - 0.5f;
v = (target->value - from->value) * (perc-nextPerc);
Vector v2 = (next->value - from->value) * nextPerc;
v = v+v2;
v += from->value;
}
else if (smoothing && perc <= 0.5f && previ < pathNodes.size() && previ >= 0)
{
VectorPathNode *prev = &pathNodes[previ];
float prevPerc = perc + 0.5f;
v = (target->value - from->value) * (perc-prevPerc);
Vector v2 = (from->value - prev->value) * prevPerc;
//v = (v + v2)/2.0f;
v = v+v2;
v += from->value;
}
else
{
v = (target->value - from->value) * (perc);
v += from->value;
}
*/
/*
int nexti = i + 1;
Vector perp;
if (smoothing && nexti < pathNodes.size() && nexti >= 0)
{
VectorPathNode *next = &pathNodes[nexti];
Vector perp = (next->value - from->value);
perp = perp.getPerpendicularLeft();
Vector p = getNearestPointOnLine(from->value, next->value, target->value);
float dist = (target->value - p).getLength2D();
if (dist > 0)
{
float bulge = sinf(perc * PI);
perp |= dist;
perp *= bulge;
}
}
*/
}
return Vector(0,0,0);
}
/*************************************************************************/
float InterpolatedVector::interpolateTo(Vector vec, float timePeriod, int loopType, bool pingPong, bool ease, InterpolateToFlag flag)
{
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;
//data->fakeTimePassed = 0;
if (timePeriod < 0)
{
timePeriod = -timePeriod;
timePeriod = (vec-Vector(x,y,z)).getLength3D() / timePeriod;
/*
std::ostringstream os;
os << "calced: " << timePeriod;
debugLog(os.str());
*/
}
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();
//errorLog ("gothere");
/*
// old method
if (data->ease)
{
float diff = data->timePassed / data->timePeriod;
if (diff > 0.5f)
diff = 1.0f - diff;
diff /= 0.5f;
diff *= 2;
//diff += 0.5f;
data->fakeTimePassed += dt*diff;
}
*/
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, 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;
}
}