204 lines
6.7 KiB
C++
204 lines
6.7 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/ps_float.h"
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#include "nel/3d/ps_register_float_attribs.h"
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#include "nel/misc/fast_floor.h"
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namespace NL3D {
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/////////////////////////////////////
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// CPSFloatGradient implementation //
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/////////////////////////////////////
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CPSFloatGradient::CPSFloatGradient(const float *floatTab, uint32 nbValues, uint32 nbStages, float nbCycles)
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: CPSValueGradient<float>(nbCycles)
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{
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_F.setValues(floatTab, nbValues, nbStages) ;
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}
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////////////////////////////////////////////
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// CPSFloatBezierCurve implementation //
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////////////////////////////////////////////
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CPSFloatCurveFunctor::CPSFloatCurveFunctor() : _NumSamples(0), _Smoothing(true)
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{
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/*
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_CtrlPoints.push_back(CCtrlPoint(0, 0.5f));
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_CtrlPoints.push_back(CCtrlPoint(1, 0.5f));
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updateTab();
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*/
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::sortPoints(void)
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{
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std::sort(_CtrlPoints.begin(), _CtrlPoints.end());
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::addControlPoint(const CCtrlPoint &ctrlPoint)
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{
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_CtrlPoints.push_back(ctrlPoint);
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sortPoints();
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updateTab();
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}
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///=======================================================================================
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const CPSFloatCurveFunctor::CCtrlPoint &CPSFloatCurveFunctor::getControlPoint(uint index) const
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{
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return _CtrlPoints[index];
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::setCtrlPoint(uint index, const CCtrlPoint &ctrlPoint)
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{
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nlassert(ctrlPoint.Date >= 0 && ctrlPoint.Date <= 1);
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_CtrlPoints[index] = ctrlPoint;
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sortPoints();
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updateTab();
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::removeCtrlPoint(uint index)
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{
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nlassert(_CtrlPoints.size() > 1);
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_CtrlPoints.erase(_CtrlPoints.begin() + index);
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updateTab();
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::setNumSamples(uint32 numSamples)
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{
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nlassert(numSamples > 0);
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_NumSamples = numSamples;
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updateTab();
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}
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///=======================================================================================
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float CPSFloatCurveFunctor::getValue(float date) const
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{
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if (_CtrlPoints.empty()) return 0.f;
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NLMISC::clamp(date, 0, 1);
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// find a key that has a higher value
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CPSVector<CCtrlPoint>::V::const_iterator it = _CtrlPoints.begin();
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while ( it != _CtrlPoints.end() && it->Date <= date ) ++it;
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if (it == _CtrlPoints.begin()) return _CtrlPoints[0].Value;
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if (it == _CtrlPoints.end()) return _CtrlPoints[_CtrlPoints.size() - 1].Value;
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CPSVector<CCtrlPoint>::V::const_iterator precIt = it - 1;
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if (precIt->Date == it->Date) return 0.5f * (precIt->Value + it->Value);
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const float lambda = (date - precIt->Date) / (it->Date - precIt->Date);
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if (!_Smoothing) // linear interpolation
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{
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return lambda * it->Value + (1.f - lambda) * precIt->Value;
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}
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else // hermite interpolation
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{
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float width = it->Date - precIt->Date;
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uint index = precIt - _CtrlPoints.begin();
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float t1 = getSlope(index) * width, t2 = getSlope(index + 1) * width;
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const float lambda2 = NLMISC::sqr(lambda);
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const float lambda3 = lambda2 * lambda;
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const float h1 = 2 * lambda3 - 3 * lambda2 + 1;
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const float h2 = - 2 * lambda3 + 3 * lambda2;
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const float h3 = lambda3 - 2 * lambda2 + lambda;
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const float h4 = lambda3 - lambda2;
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return h1 * precIt->Value + h2 * it->Value + h3 * t1 + h4 * t2;
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}
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::updateTab(void)
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{
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float step = 1.f / _NumSamples;
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float d = 0.f;
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_Tab.resize(_NumSamples + 1);
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uint k;
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for (k = 0; k <= _NumSamples; ++k)
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{
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_Tab[k] = getValue(d);
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d += step;
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}
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_MinValue = _MaxValue = _Tab[0];
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for (k = 1; k <= _NumSamples; ++k)
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{
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_MinValue = std::min(_MinValue, _Tab[k]);
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_MaxValue = std::max(_MaxValue, _Tab[k]);
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}
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serialVersion(1);
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f.serial(_NumSamples, _Smoothing);
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f.serialCont(_CtrlPoints);
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if (f.isReading())
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{
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updateTab();
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}
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}
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///=======================================================================================
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float CPSFloatCurveFunctor::getSlope(uint index) const
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{
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// tangent for first point
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if (index == 0)
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{
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return _CtrlPoints[1].Date != _CtrlPoints[0].Date ? (_CtrlPoints[1].Value - _CtrlPoints[0].Value)
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/ (_CtrlPoints[1].Date - _CtrlPoints[0].Date)
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: 1e6f;
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}
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// tangent for last point
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if (index == _CtrlPoints.size() - 1)
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{
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return _CtrlPoints[index].Date != _CtrlPoints[index - 1].Date ? (_CtrlPoints[index].Value - _CtrlPoints[index - 1].Value)
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/ (_CtrlPoints[index].Date - _CtrlPoints[index - 1].Date)
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: 1e6f;
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}
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// tangent for other points
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return _CtrlPoints[index + 1].Date != _CtrlPoints[index - 1].Date ? (_CtrlPoints[index + 1].Value - _CtrlPoints[index - 1].Value)
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/ (_CtrlPoints[index + 1].Date - _CtrlPoints[index - 1].Date)
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: 1e6f;
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}
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///=======================================================================================
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void CPSFloatCurveFunctor::enableSmoothing(bool enable /* = true*/)
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{
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_Smoothing = enable;
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updateTab();
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}
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///=======================================================================================
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void PSRegisterFloatAttribs()
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{
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NLMISC_REGISTER_CLASS(CPSFloatBlender);
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NLMISC_REGISTER_CLASS(CPSFloatGradient);
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NLMISC_REGISTER_CLASS(CPSFloatMemory);
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NLMISC_REGISTER_CLASS(CPSFloatBinOp);
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NLMISC_REGISTER_CLASS(CPSFloatCurve);
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}
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} // NL3D
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