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Aquaria/BBGE/Vector.cpp
fgenesis eeaa723cd7 Animation editor enhancements
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.
2012-01-31 18:02:18 +01:00

605 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(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)
{
#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;
}
}