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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted 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 General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.type;
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import java.util.Vector;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* A 3-dimensional implementation of the Dynamic class to interpolate between a list
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* of Static3Ds.
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*/
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public class Dynamic3D extends Dynamic implements Data3D
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the coefficients of the X(t), Y(t) and Z(t) polynomials: X(t) = ax*T^3 + bx*T^2 + cx*t + dx etc.
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// (x,y,z) is the vector tangent to the path.
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// (vx,vy,vz) is the original vector from vv (copied here so when interpolating we can see if it is
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// still valid and if not - rebuild the Cache
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private class VectorCache
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{
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float ax, bx, cx, dx;
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float ay, by, cy, dy;
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float az, bz, cz, dz;
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float x,y,z;
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float vx,vy,vz;
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}
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private Vector<VectorCache> vc;
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private VectorCache tmp1, tmp2;
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private Vector<Static3D> vv;
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private Static3D prev, curr, next;
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private float vec1X,vec1Y,vec1Z; // vector perpendicular to v(t) and in the same plane as v(t) and a(t) (for >2 points only, in case of 2 points this is calculated differently)
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private float vec2X,vec2Y,vec2Z; // vector perpendicular to v(t0 and to vec1.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// no array bounds checking!
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private void vec(int c)
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{
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int p = c>0 ? c-1: numPoints-1;
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int n = c<numPoints-1 ? c+1: 0;
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prev = vv.elementAt(p);
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curr = vv.elementAt(c);
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next = vv.elementAt(n);
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tmp1 = vc.elementAt(c);
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float px = curr.x - prev.x;
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float py = curr.y - prev.y;
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float pz = curr.z - prev.z;
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float nx = next.x - curr.x;
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float ny = next.y - curr.y;
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float nz = next.z - curr.z;
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float d = nx*nx+ny*ny+nz*nz;
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if( d>0 )
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{
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float q = (float)Math.sqrt((px*px+py*py+pz*pz)/d);
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if( q>1 )
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{
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tmp1.x = nx+px/q;
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tmp1.y = ny+py/q;
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tmp1.z = nz+pz/q;
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}
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else
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{
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tmp1.x = px+nx*q;
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tmp1.y = py+ny*q;
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tmp1.z = pz+nz*q;
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}
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}
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else
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{
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tmp1.x = 0.0f;
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tmp1.y = 0.0f;
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tmp1.z = 0.0f;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void recomputeCache()
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{
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if( numPoints==1 )
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{
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tmp1= vc.elementAt(0);
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curr= vv.elementAt(0);
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tmp1.ax = tmp1.ay = tmp1.az = 0.0f;
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tmp1.bx = tmp1.by = tmp1.bz = 0.0f;
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tmp1.cx = curr.x;
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tmp1.cy = curr.y;
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tmp1.cz = curr.z;
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tmp1.dx = tmp1.dy = tmp1.dz = 0.0f;
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}
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else if( numPoints==2 )
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{
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tmp1= vc.elementAt(0);
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tmp2= vc.elementAt(1);
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curr= vv.elementAt(0);
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next= vv.elementAt(1);
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tmp1.ax = tmp1.ay = tmp1.az = 0.0f;
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tmp1.bx = tmp1.by = tmp1.bz = 0.0f;
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tmp1.cx = next.x - curr.x;
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tmp1.cy = next.y - curr.y;
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tmp1.cz = next.z - curr.z;
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tmp1.dx = curr.x;
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tmp1.dy = curr.y;
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tmp1.dz = curr.z;
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tmp2.ax = tmp2.ay = tmp2.az = 0.0f;
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tmp2.bx = tmp2.by = tmp2.bz = 0.0f;
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tmp2.cx = curr.x - next.x;
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tmp2.cy = curr.y - next.y;
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tmp2.cz = curr.z - next.z;
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tmp2.dx = next.x;
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tmp2.dy = next.y;
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tmp2.dz = next.z;
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}
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else
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{
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int i, n;
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for(i=0; i<numPoints; i++) vec(i);
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for(i=0; i<numPoints; i++)
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{
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n = i<numPoints-1 ? i+1:0;
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tmp1= vc.elementAt(i);
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tmp2= vc.elementAt(n);
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curr= vv.elementAt(i);
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next= vv.elementAt(n);
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tmp1.vx = curr.x;
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tmp1.vy = curr.y;
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tmp1.vz = curr.z;
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tmp1.ax = 2*curr.x + tmp1.x - 2*next.x + tmp2.x;
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tmp1.bx = -3*curr.x - 2*tmp1.x + 3*next.x - tmp2.x;
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tmp1.cx = tmp1.x;
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tmp1.dx = curr.x;
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tmp1.ay = 2*curr.y + tmp1.y - 2*next.y + tmp2.y;
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tmp1.by = -3*curr.y - 2*tmp1.y + 3*next.y - tmp2.y;
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tmp1.cy = tmp1.y;
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tmp1.dy = curr.y;
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tmp1.az = 2*curr.z + tmp1.z - 2*next.z + tmp2.z;
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tmp1.bz = -3*curr.z - 2*tmp1.z + 3*next.z - tmp2.z;
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tmp1.cz = tmp1.z;
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tmp1.dz = curr.z;
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}
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}
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cacheDirty = false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// v is the speed vector (i.e. position p(t) differentiated by time)
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// a is the acceleration vector (differentiate once more)
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// now what we are doing is compute vec1{X,Y,Z} to be a vector perpendicular to v and in the same plane as both v and a.
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// vec2{X,Y,Z} would be (v)x(vec1).
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//
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// vec1 = a-delta*v where delta = (v*a)/|v|^2 (see Gram-Schmidt)
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private void setUpVectors(float time,VectorCache vc)
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{
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if( vc!=null )
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{
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float vx = (3*vc.ax*time+2*vc.bx)*time+vc.cx;
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float vy = (3*vc.ay*time+2*vc.by)*time+vc.cy;
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float vz = (3*vc.az*time+2*vc.bz)*time+vc.cz;
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float ax = 6*vc.ax*time+2*vc.bx;
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float ay = 6*vc.ay*time+2*vc.by;
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float az = 6*vc.az*time+2*vc.bz;
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float v_sq = vx*vx+vy*vy+vz*vz;
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float delta = (vx*ax+vy*ay+vz*az)/v_sq;
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vec1X = ax-delta*vx;
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vec1Y = ay-delta*vy;
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vec1Z = az-delta*vz;
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vec2X = vy*vec1Z-vz*vec1Y;
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vec2Y = vz*vec1X-vx*vec1Z;
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vec2Z = vx*vec1Y-vy*vec1X;
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float len1 = (float)Math.sqrt(v_sq/(vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z));
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float len2 = (float)Math.sqrt(v_sq/(vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z));
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vec1X*=len1;
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vec1Y*=len1;
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vec1Z*=len1;
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vec2X*=len2;
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vec2Y*=len2;
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vec2Z*=len2;
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}
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else
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{
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curr = vv.elementAt(0);
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next = vv.elementAt(1);
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float vx = (next.x-curr.x);
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float vy = (next.y-curr.y);
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float vz = (next.z-curr.z);
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float b = (float)Math.sqrt(vx*vx+vy*vy);
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if( b>0.0f )
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{
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vec1X = vx*vz/b;
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vec1Y = vy*vz/b;
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vec1Z = -b;
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vec2X = vy*vec1Z-vz*vec1Y;
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vec2Y = vz*vec1X-vx*vec1Z;
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vec2Z = vx*vec1Y-vy*vec1X;
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float len2 = (float)Math.sqrt((vx*vx+vy*vy+vz*vz)/(vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z));
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vec2X*=len2;
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vec2Y*=len2;
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vec2Z*=len2;
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}
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else
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{
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vec1X = vz;
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vec1Y = 0.0f;
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vec1Z = 0.0f;
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vec2X = 0.0f;
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vec2Y = vz;
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vec2Z = 0.0f;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Default constructor.
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*/
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public Dynamic3D()
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{
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this(0,0.5f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Default constructor.
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*
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* @param duration number of milliseconds it takes to do a full loop/path from first vector to the
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* last and back to the first
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* @param count number of loops/paths we will do; mCount = 1.5 means we go from the first vector
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* to the last, back to first, and to the last again.
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*/
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public Dynamic3D(int duration, float count)
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{
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vv = new Vector<>();
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vc = new Vector<>();
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vn = null;
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numPoints = 0;
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cacheDirty = false;
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mMode = MODE_LOOP;
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mDuration = duration;
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mCount = count;
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mDimension = 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the location'th Static3D.
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*
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* @param location the index of the Point we are interested in.
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* @return The Static3D, if 0<=location<getNumPoints(), or null otherwise.
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*/
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public synchronized Static3D getPoint(int location)
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{
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return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Resets the location'th Point.
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*
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* @param location the index of the Point we are setting.
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* @param x New value of its first float.
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*/
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public synchronized void setPoint(int location, float x, float y, float z)
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{
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if( location>=0 && location<numPoints )
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{
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curr = vv.elementAt(location);
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if( curr!=null )
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{
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curr.set(x,y,z);
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cacheDirty=true;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new Static3D to the end of our list of Points to interpolate through.
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* <p>
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* Only a reference to the Point gets added to the List; this means that one can add a Point
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* here, and later on {@link Static3D#set(float,float,float)} it to some new value and the
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* change will be seamlessly reflected in the interpolated path.
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* <p>
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* A Point can be added multiple times.
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*
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* @param v The Point to add.
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*/
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public synchronized void add(Static3D v)
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{
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if( v!=null )
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{
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vv.add(v);
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if( vn!=null ) vn.add(new VectorNoise(3));
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switch(numPoints)
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{
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case 0: break;
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case 1: setUpVectors(0.0f,null);
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break;
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case 2: vc.add(new VectorCache());
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vc.add(new VectorCache());
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vc.add(new VectorCache());
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break;
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default:vc.add(new VectorCache());
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}
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numPoints++;
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cacheDirty = true;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new Static3D to the location'th place in our List of Points to interpolate through.
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*
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* @param location Index in our List to add the new Point at.
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* @param v The Point to add.
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*/
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public synchronized void add(int location, Static3D v)
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{
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if( v!=null )
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{
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vv.add(location, v);
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if( vn!=null ) vn.add(new VectorNoise(3));
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switch(numPoints)
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{
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case 0: break;
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case 1: setUpVectors(0.0f,null);
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break;
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case 2: vc.add(new VectorCache());
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vc.add(new VectorCache());
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vc.add(new VectorCache());
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break;
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default:vc.add(location,new VectorCache());
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}
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numPoints++;
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cacheDirty = true;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes all occurrences of Point v from the List of Points to interpolate through.
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*
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* @param v The Point to remove.
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* @return <code>true</code> if we have removed at least one Point.
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*/
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public synchronized boolean remove(Static3D v)
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{
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int n = vv.indexOf(v);
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boolean found = false;
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415
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while( n>=0 )
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{
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vv.remove(n);
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if( vn!=null ) vn.remove(0);
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switch(numPoints)
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{
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case 0:
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case 1:
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case 2: break;
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case 3: vc.removeAllElements();
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setUpVectors(0.0f,null);
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break;
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default:vc.remove(n);
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}
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numPoints--;
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found = true;
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n = vv.indexOf(v);
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}
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437
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if( found )
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{
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cacheDirty=true;
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}
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return found;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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448
|
* Removes a location'th Point from the List of Points we interpolate through.
|
449
|
*
|
450
|
* @param location index of the Point we want to remove.
|
451
|
* @return <code>true</code> if location is valid, i.e. if 0<=location<getNumPoints().
|
452
|
*/
|
453
|
public synchronized boolean remove(int location)
|
454
|
{
|
455
|
if( location>=0 && location<numPoints )
|
456
|
{
|
457
|
vv.removeElementAt(location);
|
458
|
|
459
|
if( vn!=null ) vn.remove(0);
|
460
|
|
461
|
switch(numPoints)
|
462
|
{
|
463
|
case 0:
|
464
|
case 1:
|
465
|
case 2: break;
|
466
|
case 3: vc.removeAllElements();
|
467
|
setUpVectors(0.0f,null);
|
468
|
break;
|
469
|
default:vc.removeElementAt(location);
|
470
|
}
|
471
|
|
472
|
numPoints--;
|
473
|
cacheDirty = true;
|
474
|
return true;
|
475
|
}
|
476
|
|
477
|
return false;
|
478
|
}
|
479
|
|
480
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
481
|
/**
|
482
|
* Removes all Points.
|
483
|
*/
|
484
|
public synchronized void removeAll()
|
485
|
{
|
486
|
numPoints = 0;
|
487
|
vv.removeAllElements();
|
488
|
vc.removeAllElements();
|
489
|
cacheDirty = false;
|
490
|
|
491
|
if( vn!=null ) vn.removeAllElements();
|
492
|
}
|
493
|
|
494
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
495
|
/**
|
496
|
* Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
|
497
|
* <p>
|
498
|
* Since this is a 3-dimensional Dynamic, the resulting interpolated Static3D gets written
|
499
|
* to three locations in the buffer: buffer[offset], buffer[offset+1] and buffer[offset+2].
|
500
|
*
|
501
|
* @param buffer Float buffer we will write the resulting Static3D to.
|
502
|
* @param offset Offset in the buffer where to write the result.
|
503
|
* @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last,
|
504
|
* time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points.
|
505
|
*/
|
506
|
public synchronized void interpolate(float[] buffer, int offset, float time)
|
507
|
{
|
508
|
switch(numPoints)
|
509
|
{
|
510
|
case 0: buffer[offset ] = 0.0f;
|
511
|
buffer[offset+1] = 0.0f;
|
512
|
buffer[offset+2] = 0.0f;
|
513
|
break;
|
514
|
case 1: curr = vv.elementAt(0);
|
515
|
buffer[offset ] = curr.x;
|
516
|
buffer[offset+1] = curr.y;
|
517
|
buffer[offset+2] = curr.z;
|
518
|
break;
|
519
|
case 2: curr = vv.elementAt(0);
|
520
|
next = vv.elementAt(1);
|
521
|
|
522
|
if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
|
523
|
|
524
|
if( vn!=null )
|
525
|
{
|
526
|
time = noise(time,0);
|
527
|
|
528
|
buffer[offset ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor[0] + vec2X*mFactor[1]);
|
529
|
buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor[0] + vec2Y*mFactor[1]);
|
530
|
buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor[0] + vec2Z*mFactor[1]);
|
531
|
}
|
532
|
else
|
533
|
{
|
534
|
buffer[offset ] = (next.x-curr.x)*time + curr.x;
|
535
|
buffer[offset+1] = (next.y-curr.y)*time + curr.y;
|
536
|
buffer[offset+2] = (next.z-curr.z)*time + curr.z;
|
537
|
}
|
538
|
|
539
|
break;
|
540
|
default:float t = time;
|
541
|
|
542
|
switch(mMode)
|
543
|
{
|
544
|
case MODE_LOOP: time = time*numPoints;
|
545
|
break;
|
546
|
case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1);
|
547
|
break;
|
548
|
case MODE_JUMP: time = time*(numPoints-1);
|
549
|
break;
|
550
|
}
|
551
|
|
552
|
int vecCurr = (int)time;
|
553
|
time = time-vecCurr;
|
554
|
|
555
|
if( vecCurr>=0 && vecCurr<numPoints )
|
556
|
{
|
557
|
if( cacheDirty ) recomputeCache(); // recompute cache if we have added or remove vectors since last computation
|
558
|
else if( mVecCurr!= vecCurr ) // ...or if we have just passed a vector and the vector we are currently flying to has changed
|
559
|
{
|
560
|
int vecNext;
|
561
|
mVecCurr = vecCurr;
|
562
|
|
563
|
switch(mMode)
|
564
|
{
|
565
|
case MODE_LOOP: vecNext = vecCurr==numPoints-1 ? 0:vecCurr+1;
|
566
|
break;
|
567
|
case MODE_PATH: if( t<0.5f ) vecNext = vecCurr==numPoints-1 ? numPoints-2: vecCurr+1;
|
568
|
else vecNext = vecCurr==0 ? 1 : vecCurr-1;
|
569
|
break;
|
570
|
case MODE_JUMP: vecNext = vecCurr==numPoints-1 ? 1:vecCurr+1;
|
571
|
break;
|
572
|
default : vecNext = 0;
|
573
|
}
|
574
|
|
575
|
next = vv.elementAt(vecNext);
|
576
|
tmp2 = vc.elementAt(vecNext);
|
577
|
|
578
|
if( tmp2.vx!=next.x || tmp2.vy!=next.y || tmp2.vz!=next.z ) recomputeCache();
|
579
|
}
|
580
|
|
581
|
tmp1 = vc.elementAt(vecCurr);
|
582
|
|
583
|
if( vn!=null )
|
584
|
{
|
585
|
time = noise(time,vecCurr);
|
586
|
|
587
|
setUpVectors(time,tmp1);
|
588
|
|
589
|
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor[0] + vec2X*mFactor[1]);
|
590
|
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor[0] + vec2Y*mFactor[1]);
|
591
|
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor[0] + vec2Z*mFactor[1]);
|
592
|
}
|
593
|
else
|
594
|
{
|
595
|
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx;
|
596
|
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy;
|
597
|
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz;
|
598
|
}
|
599
|
|
600
|
break;
|
601
|
}
|
602
|
}
|
603
|
}
|
604
|
|
605
|
}
|
606
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
607
|
//
|