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Aquaria/BBGE/Vector.cpp
Valentin Ochs b9d402199c Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2021-01-11 12:28:27 +01:00

502 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>
#include <algorithm>
#ifdef BBGE_USE_GLM
#include "glm/glm.hpp"
#include "glm/gtx/transform.hpp"
#endif
/*************************************************************************/
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;
}
#include "RenderBase.h"
Vector getRotatedVector(const Vector &vec, float rot)
{
#ifdef BBGE_USE_GLM
glm::mat4 m = glm::rotate(glm::mat4(1), rot, glm::vec3(0, 0, 1));
glm::vec4 v = m * glm::vec4(vec.x, vec.y, vec.z, 1.0f);
return Vector(v.x, v.y, v.z);
#else
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);
#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;
}
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 (size_t 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 (size_t 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();
size_t 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();
size_t 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 (size_t 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();
size_t 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 (size_t 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 (size_t 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 = 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;
}
}