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package org.distorted.library;
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import java.util.Vector;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* A 2-dimensional implementation of the Interpolator class to interpolate between a list
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* of Float2Ds.
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*/
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public class Interpolator2D extends Interpolator
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the coefficients of the X(t), Y(t) polynomials: X(t) = ax*T^3 + bx*T^2 + cx*t + dx etc.
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// (x,y) is the vector tangent to the path.
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// (vx,vy) 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 x,y;
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float vx,vy;
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}
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private class VectorNoise
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{
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float[] nx;
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float[] ny;
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public VectorNoise()
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{
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nx = new float[NUM_NOISE];
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nx[0] = mRnd.nextFloat();
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for(int i=1; i<NUM_NOISE; i++) nx[i] = nx[i-1]+mRnd.nextFloat();
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float sum = nx[NUM_NOISE-1] + mRnd.nextFloat();
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for(int i=0; i<NUM_NOISE; i++) nx[i] /=sum;
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ny = new float[NUM_NOISE];
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for(int i=0; i<NUM_NOISE; i++) ny[i] = mRnd.nextFloat()-0.5f;
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}
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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<Float2D> vv;
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private Float2D prev, curr, next;
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private Vector<VectorNoise> vn;
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private VectorNoise tmpN;
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private float mFactor;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void createNoise()
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{
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if( vn==null )
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{
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vn = new Vector<VectorNoise>();
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for(int i=0; i<numPoints; i++) vn.add(new VectorNoise());
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}
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}
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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 nx = next.x - curr.x;
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float ny = next.y - curr.y;
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float d = nx*nx+ny*ny;
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if( d>0 )
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{
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float q = (float)Math.sqrt((px*px+py*py)/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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}
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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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}
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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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}
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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 = 0.0f;
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tmp1.bx = tmp1.by = 0.0f;
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tmp1.cx = curr.x;
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tmp1.cy = curr.y;
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tmp1.dx = tmp1.dy = 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 = 0.0f;
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tmp1.bx = tmp1.by = 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.dx = curr.x;
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tmp1.dy = curr.y;
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tmp2.ax = tmp2.ay = 0.0f;
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tmp2.bx = tmp2.by = 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.dx = next.x;
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tmp2.dy = next.y;
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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.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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}
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}
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cacheDirty = false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float noise(float time,int vecNum)
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{
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float lower, upper, len;
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float d = time*(NUM_NOISE+1);
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int index = (int)d;
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if( index>=NUM_NOISE+1 ) index=NUM_NOISE;
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tmpN = vn.elementAt(vecNum);
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float x = d-index;
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x = x*x*(3-2*x);
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switch(index)
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{
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case 0 : mFactor = mNoise*tmpN.ny[0]*x;
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return time + mNoise*(d*tmpN.nx[0]-time);
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case NUM_NOISE: mFactor= mNoise*tmpN.ny[NUM_NOISE-1]*(1-x);
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len = ((float)NUM_NOISE)/(NUM_NOISE+1);
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lower = len + mNoise*(tmpN.nx[NUM_NOISE-1]-len);
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return (1.0f-lower)*(d-NUM_NOISE) + lower;
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default : float yb = tmpN.ny[index ];
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float ya = tmpN.ny[index-1];
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mFactor = mNoise*((yb-ya)*x+ya);
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len = ((float)index)/(NUM_NOISE+1);
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lower = len + mNoise*(tmpN.nx[index-1]-len);
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len = ((float)index+1)/(NUM_NOISE+1);
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upper = len + mNoise*(tmpN.nx[index ]-len);
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return (upper-lower)*(d-index) + lower;
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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 Interpolator2D()
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{
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vv = new Vector<Float2D>();
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vc = new Vector<VectorCache>();
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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 = 0;
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mCount = 0.5f;
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mNoise = 0.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the location'th Float2D.
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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 Float2D, if 0<=location<getNumPoints(), or null otherwise.
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*/
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public synchronized Float2D 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)
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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);
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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 Float2D 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 Float2D#set(float,float)} it to some new value and the change
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* 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(Float2D 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());
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switch(numPoints)
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{
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case 0:
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case 1: 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 Float2D 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, Float2D 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());
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switch(numPoints)
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{
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case 0:
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case 1: 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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332
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}
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333
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334
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///////////////////////////////////////////////////////////////////////////////////////////////////
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335
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/**
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336
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* Removes all occurrences of Point v from the List of Points to interpolate through.
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337
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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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340
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*/
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341
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public synchronized boolean remove(Float2D v)
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{
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343
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int n = vv.indexOf(v);
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344
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boolean found = false;
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345
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346
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while( n>=0 )
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347
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{
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348
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vv.remove(n);
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349
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350
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if( vn!=null ) vn.remove(0);
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351
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352
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switch(numPoints)
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{
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354
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case 0:
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355
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case 1:
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356
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case 2: break;
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357
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case 3: vc.removeAllElements();
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358
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break;
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359
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default:vc.remove(n);
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360
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}
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361
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362
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numPoints--;
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363
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found = true;
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364
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n = vv.indexOf(v);
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365
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}
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366
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367
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if( found )
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368
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{
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369
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cacheDirty=true;
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370
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}
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371
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372
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return found;
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373
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}
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374
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375
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///////////////////////////////////////////////////////////////////////////////////////////////////
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376
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/**
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377
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* Removes a location'th Point from the List of Points we interpolate through.
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378
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*
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379
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* @param location index of the Point we want to remove.
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380
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* @return <code>true</code> if location is valid, i.e. if 0<=location<getNumPoints().
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381
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*/
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382
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public synchronized boolean remove(int location)
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383
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{
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384
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if( location>=0 && location<numPoints )
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385
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{
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386
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vv.removeElementAt(location);
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387
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388
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if( vn!=null ) vn.remove(0);
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389
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|
390
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switch(numPoints)
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391
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{
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392
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case 0:
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393
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case 1:
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394
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case 2: break;
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395
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case 3: vc.removeAllElements();
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396
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break;
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397
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default:vc.removeElementAt(location);
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398
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}
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399
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400
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numPoints--;
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401
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cacheDirty = true;
|
402
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return true;
|
403
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}
|
404
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|
405
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return false;
|
406
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}
|
407
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|
408
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///////////////////////////////////////////////////////////////////////////////////////////////////
|
409
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/**
|
410
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* Removes all Points.
|
411
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*/
|
412
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public synchronized void removeAll()
|
413
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{
|
414
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numPoints = 0;
|
415
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vv.removeAllElements();
|
416
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vc.removeAllElements();
|
417
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cacheDirty = false;
|
418
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|
419
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if( vn!=null ) vn.removeAllElements();
|
420
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}
|
421
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|
422
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///////////////////////////////////////////////////////////////////////////////////////////////////
|
423
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/**
|
424
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* Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
|
425
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* <p>
|
426
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* Since this is a 2-dimensional Interpolator, the resulting interpolated Float2D gets written
|
427
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* to two locations in the buffer: buffer[offset] and buffer[offset+1].
|
428
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*
|
429
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* @param buffer Float buffer we will write the resulting Float2D to.
|
430
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* @param offset Offset in the buffer where to write the result.
|
431
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* @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last,
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432
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* time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points.
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433
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*/
|
434
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public synchronized void interpolate(float[] buffer, int offset, float time)
|
435
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{
|
436
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switch(numPoints)
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437
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{
|
438
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case 0: buffer[offset ] = 0.0f;
|
439
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buffer[offset+1] = 0.0f;
|
440
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break;
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441
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case 1: curr = vv.elementAt(0);
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442
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buffer[offset ] = curr.x;
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443
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buffer[offset+1] = curr.y;
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444
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break;
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445
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case 2: curr = vv.elementAt(0);
|
446
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next = vv.elementAt(1);
|
447
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|
448
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if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
|
449
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|
450
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if( vn!=null )
|
451
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{
|
452
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time = noise(time,0);
|
453
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|
454
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float dx2 = next.x-curr.x;
|
455
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float dy2 = next.y-curr.y;
|
456
|
|
457
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buffer[offset ] = dx2*time + curr.x +dy2*mFactor;
|
458
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buffer[offset+1] = dy2*time + curr.y -dx2*mFactor;
|
459
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}
|
460
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else
|
461
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{
|
462
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buffer[offset ] = (next.x-curr.x)*time + curr.x;
|
463
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buffer[offset+1] = (next.y-curr.y)*time + curr.y;
|
464
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}
|
465
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|
466
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break;
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467
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default:float t = time;
|
468
|
|
469
|
switch(mMode)
|
470
|
{
|
471
|
case MODE_LOOP: time = time*numPoints;
|
472
|
break;
|
473
|
case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1);
|
474
|
break;
|
475
|
case MODE_JUMP: time = time*(numPoints-1);
|
476
|
break;
|
477
|
}
|
478
|
|
479
|
int vecCurr = (int)time;
|
480
|
time = time-vecCurr;
|
481
|
|
482
|
if( vecCurr>=0 && vecCurr<numPoints )
|
483
|
{
|
484
|
if( cacheDirty ) recomputeCache(); // recompute cache if we have added or remove vectors since last computation
|
485
|
else if( mVecCurr!= vecCurr ) // ...or if we have just passed a vector and the vector we are currently flying to has changed
|
486
|
{
|
487
|
int vecNext;
|
488
|
mVecCurr = vecCurr;
|
489
|
|
490
|
switch(mMode)
|
491
|
{
|
492
|
case MODE_LOOP: vecNext = vecCurr==numPoints-1 ? 0:vecCurr+1;
|
493
|
break;
|
494
|
case MODE_PATH: if( t<0.5f ) vecNext = vecCurr==numPoints-1 ? numPoints-2: vecCurr+1;
|
495
|
else vecNext = vecCurr==0 ? 1 : vecCurr-1;
|
496
|
break;
|
497
|
case MODE_JUMP: vecNext = vecCurr==numPoints-1 ? 1:vecCurr+1;
|
498
|
break;
|
499
|
default : vecNext = 0;
|
500
|
}
|
501
|
|
502
|
next = vv.elementAt(vecNext);
|
503
|
tmp2 = vc.elementAt(vecNext);
|
504
|
|
505
|
if( tmp2.vx!=next.x || tmp2.vy!=next.y ) recomputeCache();
|
506
|
}
|
507
|
|
508
|
if( vn!=null )
|
509
|
{
|
510
|
time = noise(time,vecCurr);
|
511
|
tmp1 = vc.elementAt(vecCurr);
|
512
|
|
513
|
float dx2 = (3*tmp1.ax*time+2*tmp1.bx)*time + tmp1.cx;
|
514
|
float dy2 = (3*tmp1.ay*time+2*tmp1.by)*time + tmp1.cy;
|
515
|
|
516
|
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx +dy2*mFactor;
|
517
|
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy -dx2*mFactor;
|
518
|
}
|
519
|
else
|
520
|
{
|
521
|
tmp1 = vc.elementAt(vecCurr);
|
522
|
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx;
|
523
|
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy;
|
524
|
}
|
525
|
|
526
|
break;
|
527
|
}
|
528
|
}
|
529
|
}
|
530
|
}
|
531
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
532
|
//
|