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https://github.com/AquariaOSE/Aquaria.git
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164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
#include "Interpolators.h"
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#include <math.h>
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#include "tbsp.hh"
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// usually one would expect that a bspline goes from t=0 to t=1.
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// here, splines eval between these -0.5 .. +0.5.
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// this way 0 is perfectly in the center (which is a nice property to have)
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// but more importantly the Quad::drawGrid in its default state
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// has values in -0.5..+0.5 in its initial state.
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// So we follow the same here, that the spline produces values
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// in -0.5..+0.5 in its initial state.
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static const float TMIN = -0.5f;
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static const float TMAX = 0.5f;
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CosineInterpolator::CosineInterpolator()
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{
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}
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void CosineInterpolator::clear()
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{
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pxy.clear();
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}
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void CosineInterpolator::setPoints(const Vector* p, size_t n)
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{
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pxy.resize(n);
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for(size_t i = 0; i < n; ++i)
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{
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pxy[i].first = p[i].x;
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pxy[i].second = p[i].y;
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}
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std::sort(pxy.begin(), pxy.end());
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}
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float CosineInterpolator::operator()(float x) const
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{
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if (x < pxy[0].first)
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return pxy[0].second;
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size_t N = pxy.size() - 1;
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for (size_t i = 0; i < N; ++i)
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{
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// TODO: binary search
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if (pxy[i + 1].first > x)
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{
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float xfactor = (x - pxy[i].first) / (pxy[i + 1].first - pxy[i].first);
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float yfactor = (1.0f - cos(xfactor * 3.141596f)) * 0.5f;
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return yfactor * pxy[i + 1].second + (1 - yfactor) * pxy[i].second;
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}
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}
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return pxy[N].second;
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}
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void CosineInterpolator::interpolateRange(float *ys, const float* xs, size_t n)
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{
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size_t i = 0, k = 0;
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for( ; k < n; ++k)
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{
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const float x = xs[k];
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while(x < pxy[i].first)
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{
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++i;
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if(i >= pxy.size())
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goto tail;
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}
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ys[k] = pxy[i].second;
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}
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return;
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tail:
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const float v = pxy.back().second;
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for( ; k < n; ++k)
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ys[k] = v;
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}
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BSpline2D::BSpline2D()
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: _cpx(0), _cpy(0), _degx(0), _degy(0), _tmin(0), _tmax(0)
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{
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}
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void BSpline2D::resize(size_t cx, size_t cy, unsigned degx, unsigned degy)
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{
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const float tmin = TMIN;
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const float tmax = TMAX;
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knotsX.resize(tbsp__getNumKnots(cx, degx));
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knotsY.resize(tbsp__getNumKnots(cy, degy));
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tbsp::fillKnotVector<float>(&knotsX[0], cx, degx, tmin, tmax);
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tbsp::fillKnotVector<float>(&knotsY[0], cy, degy, tmin, tmax);
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_cpx = cx;
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_cpy = cy;
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_degx = degx;
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_degy = degy;
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_tmin = tmin;
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_tmax = tmax;
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}
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void BSpline2D::recalc(Vector* dst, size_t xres, size_t yres, const Vector *controlpoints)
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{
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std::vector<Vector> tmpv;
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size_t degn = std::max(_degx, _degy);
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size_t tmpn = (yres * _cpx) + degn;
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size_t tmpsz = tmpn * sizeof(Vector);
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Vector *tmp;
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if(tmpsz < 17*1024)
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tmp = (Vector*)alloca(tmpsz);
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else
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{
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tmpv.resize(tmpn);
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tmp = &tmpv[0];
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}
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Vector *work = tmp + (tmpn - degn);
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// Each column -> Y-axis interpolation
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for(size_t x = 0; x < _cpx; ++x)
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{
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const Vector *srccol = &controlpoints[x];
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Vector *dstcol = &tmp[x];
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tbsp::evalRange(dstcol, yres, &work[0], &knotsY[0], srccol, _cpy, _degy, _tmin, _tmax, _cpx, _cpx);
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}
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// Each row -> X-axis interpolation
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for(size_t y = 0; y < yres; ++y)
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{
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const Vector *srcrow = &tmp[y * _cpx];
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tbsp::evalRange(dst, xres, &work[0], &knotsX[0], srcrow, _cpx, _degx, _tmin, _tmax);
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dst += xres;
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}
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}
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// TODO: add minx/y, maxx/y params?
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// this should NOT be tmin?! probably?
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void BSpline2D::reset(Vector* controlpoints)
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{
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const float dx = (_tmax - _tmin) / float(_cpx - 1);
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const float dy = (_tmax - _tmin) / float(_cpy - 1);
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float yy = _tmin;
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for(size_t y = 0; y < _cpy; ++y, yy += dy)
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{
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float xx = _tmin;
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for(size_t x = 0; x < _cpx; ++x, xx += dx)
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*controlpoints++ = Vector(xx, yy);
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}
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}
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void BSpline2DWithPoints::resize(size_t cx, size_t cy, unsigned degx, unsigned degy)
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{
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controlpoints.resize(cx * cy);
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BSpline2D::resize(cx, cy, degx, degy);
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}
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void BSpline2DWithPoints::recalc(Vector* dst, size_t xres, size_t yres)
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{
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BSpline2D::recalc(dst, xres, yres, &controlpoints[0]);
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}
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void BSpline2DWithPoints::reset()
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{
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BSpline2D::reset(&controlpoints[0]);
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}
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