Revision 3002bef3
Added by Leszek Koltunski about 8 years ago
src/main/java/org/distorted/library/type/Dynamic.java | ||
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package org.distorted.library.type; |
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import java.util.Random; |
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import java.util.Vector; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** A class to interpolate between a List of Static{1,2,3,4}Ds. |
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* We just jump back from the last point to the first. |
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*/ |
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public static final int MODE_JUMP = 2; |
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protected static Random mRnd = new Random(); |
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protected static final int NUM_NOISE = 5; // used iff mNoise>0.0. Number of intermediary points between each pair of adjacent vectors |
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// where we randomize noise factors to make the way between the two vectors not so smooth. |
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protected int mDimension; |
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protected int numPoints; |
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protected int mVecCurr; |
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protected boolean cacheDirty; // VectorCache not up to date |
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protected long mDuration; // number of milliseconds it takes to do a full loop/path from first vector to the last and back to the first |
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protected float mCount; // number of loops/paths we will do; mCount = 1.5 means we go from the first vector to the last, back to first, and to the last again. |
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protected float mNoise; // how 'smooth' our path form each vector to the next is. mNoise = 0.0 (min) --> completely smooth; mNoise==1.0 (max) --> very uneven |
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protected class VectorNoise |
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{ |
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float[][] n; |
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VectorNoise(int dim) |
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{ |
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n = new float[dim][NUM_NOISE]; |
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n[0][0] = mRnd.nextFloat(); |
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for(int i=1; i<NUM_NOISE; i++) n[0][i] = n[0][i-1]+mRnd.nextFloat(); |
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float sum = n[0][NUM_NOISE-1] + mRnd.nextFloat(); |
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for(int i=0; i<NUM_NOISE; i++) n[0][i] /=sum; |
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for(int j=1; j<dim; j++) |
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{ |
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for(int i=0; i<NUM_NOISE; i++) n[j][i] = mRnd.nextFloat()-0.5f; |
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} |
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} |
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} |
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protected Vector<VectorNoise> vn; |
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protected float[] mFactor; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// hide this from Javadoc |
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return false; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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protected 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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VectorNoise tmpN = vn.elementAt(vecNum); |
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float t = d-index; |
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t = t*t*(3-2*t); |
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switch(index) |
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{ |
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case 0 : for(int i=0;i<mDimension-1;i++) mFactor[i] = mNoise*tmpN.n[i+1][0]*t; |
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return time + mNoise*(d*tmpN.n[0][0]-time); |
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case NUM_NOISE: for(int i=0;i<mDimension-1;i++) mFactor[i] = mNoise*tmpN.n[i+1][NUM_NOISE-1]*(1-t); |
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len = ((float)NUM_NOISE)/(NUM_NOISE+1); |
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lower = len + mNoise*(tmpN.n[0][NUM_NOISE-1]-len); |
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return (1.0f-lower)*(d-NUM_NOISE) + lower; |
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default : float ya,yb; |
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for(int i=0;i<mDimension-1;i++) |
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{ |
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yb = tmpN.n[i+1][index ]; |
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ya = tmpN.n[i+1][index-1]; |
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mFactor[i] = mNoise*((yb-ya)*t+ya); |
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} |
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len = ((float)index)/(NUM_NOISE+1); |
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lower = len + mNoise*(tmpN.n[0][index-1]-len); |
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len = ((float)index+1)/(NUM_NOISE+1); |
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upper = len + mNoise*(tmpN.n[0][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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// internal debugging only! |
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{ |
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return "duration="+mDuration+" count="+mCount+" Noise="+mNoise+" numVectors="+numPoints+" mMode="+mMode; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract void interpolate(float[] buffer, int offset, float time); |
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abstract void createNoise(); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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* @param noise The noise level. Permitted range: 0 <= noise <= 1. |
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*/ |
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public void setNoise(float noise) |
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public synchronized void setNoise(float noise)
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{ |
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if( mNoise==0.0f && noise != 0.0f ) |
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createNoise(); |
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if( mNoise==0.0f && noise != 0.0f && vn==null ) |
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{ |
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vn = new Vector<>(); |
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for(int i=0; i<numPoints; i++) vn.add(new VectorNoise(mDimension)); |
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if( mDimension>=2 ) |
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{ |
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mFactor = new float[mDimension-1]; |
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} |
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} |
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if( mNoise<0.0f ) mNoise = 0.0f; |
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if( mNoise>1.0f ) mNoise = 1.0f; |
src/main/java/org/distorted/library/type/Dynamic1D.java | ||
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float x; |
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float vx; |
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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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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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} |
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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<Static1D> vv; |
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private Static1D prev, curr, next; |
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private Vector<VectorNoise> vn; |
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private VectorNoise tmpN; |
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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<>(); |
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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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|
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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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if( index==0 ) |
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{ |
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len = 1.0f/(NUM_NOISE+1); |
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return (len + mNoise*(tmpN.nx[0]-len))*d; |
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} |
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if( index==NUM_NOISE ) |
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{ |
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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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} |
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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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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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*/ |
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public Dynamic1D() |
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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 = 0; |
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mCount = 0.5f; |
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this(0,0.5f); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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mMode = MODE_LOOP; |
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mDuration = duration; |
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mCount = count; |
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mDimension = 1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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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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if( vn!=null ) vn.add(new VectorNoise(1));
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switch(numPoints) |
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{ |
... | ... | |
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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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if( vn!=null ) vn.add(new VectorNoise(1));
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switch(numPoints) |
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{ |
src/main/java/org/distorted/library/type/Dynamic2D.java | ||
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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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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<Static2D> vv; |
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private Static2D 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<>(); |
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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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|
... | ... | |
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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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public Dynamic2D() |
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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 = 0; |
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mCount = 0.5f; |
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mNoise = 0.0f; |
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this(0,0.5f); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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mMode = MODE_LOOP; |
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mDuration = duration; |
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mCount = count; |
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mDimension = 2; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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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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if( vn!=null ) vn.add(new VectorNoise(2));
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switch(numPoints) |
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{ |
... | ... | |
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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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if( vn!=null ) vn.add(new VectorNoise(2));
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switch(numPoints) |
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{ |
... | ... | |
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float dx2 = next.x-curr.x; |
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float dy2 = next.y-curr.y; |
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buffer[offset ] = dx2*time + curr.x +dy2*mFactor; |
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buffer[offset+1] = dy2*time + curr.y -dx2*mFactor; |
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buffer[offset ] = dx2*time + curr.x +dy2*mFactor[0];
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buffer[offset+1] = dy2*time + curr.y -dx2*mFactor[0];
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} |
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else |
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{ |
... | ... | |
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float dx2 = (3*tmp1.ax*time+2*tmp1.bx)*time + tmp1.cx; |
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float dy2 = (3*tmp1.ay*time+2*tmp1.by)*time + tmp1.cy; |
556 | 481 |
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buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx +dy2*mFactor; |
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buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy -dx2*mFactor; |
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buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx +dy2*mFactor[0];
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buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy -dx2*mFactor[0];
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559 | 484 |
} |
560 | 485 |
else |
561 | 486 |
{ |
src/main/java/org/distorted/library/type/Dynamic3D.java | ||
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45 | 45 |
float x,y,z; |
46 | 46 |
float vx,vy,vz; |
47 | 47 |
} |
48 |
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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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float[] nz; |
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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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nz = new float[NUM_NOISE]; |
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for(int i=0; i<NUM_NOISE; i++) nz[i] = mRnd.nextFloat()-0.5f; |
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} |
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} |
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71 | 49 |
private Vector<VectorCache> vc; |
72 | 50 |
private VectorCache tmp1, tmp2; |
73 | 51 |
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74 | 52 |
private Vector<Static3D> vv; |
75 | 53 |
private Static3D prev, curr, next; |
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private Vector<VectorNoise> vn; |
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private VectorNoise tmpN; |
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private float mFactor1, mFactor2; // used in Noise only. Those are noise factors; 1=noise of the (vec1X,vec1Y,vec1Z) vector; 2=noise of (vec2X,vec2Y,vec2Z) |
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|
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81 | 55 |
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) |
82 | 56 |
private float vec2X,vec2Y,vec2Z; // vector perpendicular to v(t0 and to vec1. |
83 |
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84 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
85 | 57 |
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86 |
synchronized void createNoise() |
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87 |
{ |
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88 |
if( vn==null ) |
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89 |
{ |
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90 |
vn = new Vector<>(); |
|
91 |
for(int i=0; i<numPoints; i++) vn.add(new VectorNoise()); |
|
92 |
} |
|
93 |
} |
|
94 |
|
|
95 | 58 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
96 | 59 |
// no array bounds checking! |
97 | 60 |
|
... | ... | |
219 | 182 |
|
220 | 183 |
cacheDirty = false; |
221 | 184 |
} |
222 |
|
|
223 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
224 | 185 |
|
225 |
private float noise(float time,int vecNum) |
|
226 |
{ |
|
227 |
float lower, upper, len; |
|
228 |
float d = time*(NUM_NOISE+1); |
|
229 |
int index = (int)d; |
|
230 |
if( index>=NUM_NOISE+1 ) index=NUM_NOISE; |
|
231 |
tmpN = vn.elementAt(vecNum); |
|
232 |
|
|
233 |
float t = d-index; |
|
234 |
t = t*t*(3-2*t); |
|
235 |
|
|
236 |
switch(index) |
|
237 |
{ |
|
238 |
case 0 : mFactor1 = mNoise*tmpN.ny[0]*t; |
|
239 |
mFactor2 = mNoise*tmpN.nz[0]*t; |
|
240 |
return time + mNoise*(d*tmpN.nx[0]-time); |
|
241 |
case NUM_NOISE: mFactor1= mNoise*tmpN.ny[NUM_NOISE-1]*(1-t); |
|
242 |
mFactor2= mNoise*tmpN.nz[NUM_NOISE-1]*(1-t); |
|
243 |
len = ((float)NUM_NOISE)/(NUM_NOISE+1); |
|
244 |
lower = len + mNoise*(tmpN.nx[NUM_NOISE-1]-len); |
|
245 |
return (1.0f-lower)*(d-NUM_NOISE) + lower; |
|
246 |
default : float ya,yb; |
|
247 |
yb = tmpN.ny[index ]; |
|
248 |
ya = tmpN.ny[index-1]; |
|
249 |
mFactor1 = mNoise*((yb-ya)*t+ya); |
|
250 |
yb = tmpN.nz[index ]; |
|
251 |
ya = tmpN.nz[index-1]; |
|
252 |
mFactor2 = mNoise*((yb-ya)*t+ya); |
|
253 |
|
|
254 |
len = ((float)index)/(NUM_NOISE+1); |
|
255 |
lower = len + mNoise*(tmpN.nx[index-1]-len); |
|
256 |
len = ((float)index+1)/(NUM_NOISE+1); |
|
257 |
upper = len + mNoise*(tmpN.nx[index ]-len); |
|
258 |
|
|
259 |
return (upper-lower)*(d-index) + lower; |
|
260 |
} |
|
261 |
} |
|
262 |
|
|
263 | 186 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
264 | 187 |
// v is the speed vector (i.e. position p(t) differentiated by time) |
265 | 188 |
// a is the acceleration vector (differentiate once more) |
... | ... | |
350 | 273 |
*/ |
351 | 274 |
public Dynamic3D() |
352 | 275 |
{ |
353 |
vv = new Vector<>(); |
|
354 |
vc = new Vector<>(); |
|
355 |
vn = null; |
|
356 |
numPoints = 0; |
|
357 |
cacheDirty = false; |
|
358 |
mMode = MODE_LOOP; |
|
359 |
mDuration = 0; |
|
360 |
mCount = 0.5f; |
|
361 |
mNoise = 0.0f; |
|
276 |
this(0,0.5f); |
|
362 | 277 |
} |
363 | 278 |
|
364 | 279 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
381 | 296 |
mMode = MODE_LOOP; |
382 | 297 |
mDuration = duration; |
383 | 298 |
mCount = count; |
299 |
mDimension = 3; |
|
384 | 300 |
} |
385 | 301 |
|
386 | 302 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
434 | 350 |
{ |
435 | 351 |
vv.add(v); |
436 | 352 |
|
437 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
353 |
if( vn!=null ) vn.add(new VectorNoise(3));
|
|
438 | 354 |
|
439 | 355 |
switch(numPoints) |
440 | 356 |
{ |
... | ... | |
466 | 382 |
{ |
467 | 383 |
vv.add(location, v); |
468 | 384 |
|
469 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
385 |
if( vn!=null ) vn.add(new VectorNoise(3));
|
|
470 | 386 |
|
471 | 387 |
switch(numPoints) |
472 | 388 |
{ |
... | ... | |
609 | 525 |
{ |
610 | 526 |
time = noise(time,0); |
611 | 527 |
|
612 |
buffer[offset ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor1 + vec2X*mFactor2);
|
|
613 |
buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor1 + vec2Y*mFactor2);
|
|
614 |
buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor1 + vec2Z*mFactor2);
|
|
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]);
|
|
615 | 531 |
} |
616 | 532 |
else |
617 | 533 |
{ |
... | ... | |
670 | 586 |
|
671 | 587 |
setUpVectors(time,tmp1); |
672 | 588 |
|
673 |
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor1 + vec2X*mFactor2);
|
|
674 |
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor1 + vec2Y*mFactor2);
|
|
675 |
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor1 + vec2Z*mFactor2);
|
|
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]);
|
|
676 | 592 |
} |
677 | 593 |
else |
678 | 594 |
{ |
src/main/java/org/distorted/library/type/Dynamic4D.java | ||
---|---|---|
46 | 46 |
float x,y,z,w; |
47 | 47 |
float vx,vy,vz,vw; |
48 | 48 |
} |
49 |
|
|
50 |
private class VectorNoise |
|
51 |
{ |
|
52 |
float[] nx; |
|
53 |
float[] ny; |
|
54 |
float[] nz; |
|
55 |
float[] nw; |
|
56 |
|
|
57 |
VectorNoise() |
|
58 |
{ |
|
59 |
nx = new float[NUM_NOISE]; |
|
60 |
nx[0] = mRnd.nextFloat(); |
|
61 |
for(int i=1; i<NUM_NOISE; i++) nx[i] = nx[i-1] + mRnd.nextFloat(); |
|
62 |
float sum = nx[NUM_NOISE-1] + mRnd.nextFloat(); |
|
63 |
for(int i=0; i<NUM_NOISE; i++) nx[i] /=sum; |
|
64 |
|
|
65 |
ny = new float[NUM_NOISE]; |
|
66 |
for(int i=0; i<NUM_NOISE; i++) ny[i] = mRnd.nextFloat()-0.5f; |
|
67 |
|
|
68 |
nz = new float[NUM_NOISE]; |
|
69 |
for(int i=0; i<NUM_NOISE; i++) nz[i] = mRnd.nextFloat()-0.5f; |
|
70 |
|
|
71 |
nw = new float[NUM_NOISE]; |
|
72 |
for(int i=0; i<NUM_NOISE; i++) nw[i] = mRnd.nextFloat()-0.5f; |
|
73 |
} |
|
74 |
} |
|
75 |
|
|
49 |
|
|
76 | 50 |
private Vector<VectorCache> vc; |
77 | 51 |
private VectorCache tmp1, tmp2; |
78 | 52 |
|
79 | 53 |
private Vector<Static4D> vv; |
80 | 54 |
private Static4D prev, curr, next; |
81 |
|
|
82 |
private Vector<VectorNoise> vn; |
|
83 |
private VectorNoise tmpN; |
|
84 |
|
|
85 |
private float mFactor1, mFactor2, mFactor3; // used in Noise only. FactorN = noise factor of vecN. |
|
55 |
|
|
86 | 56 |
private float vec1X,vec1Y,vec1Z,vec1W; // 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) |
87 | 57 |
private float vec2X,vec2Y,vec2Z,vec2W; // vector perpendicular to v(t) and to vec1. |
88 | 58 |
private float vec3X,vec3Y,vec3Z,vec3W; // vector perpendicular to v(t) and to vec1. |
89 |
|
|
90 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
91 | 59 |
|
92 |
synchronized void createNoise() |
|
93 |
{ |
|
94 |
if( vn==null ) |
|
95 |
{ |
|
96 |
vn = new Vector<>(); |
|
97 |
for(int i=0; i<numPoints; i++) vn.add(new VectorNoise()); |
|
98 |
} |
|
99 |
} |
|
100 |
|
|
101 | 60 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
102 | 61 |
// no array bounds checking! |
103 | 62 |
|
... | ... | |
241 | 200 |
|
242 | 201 |
cacheDirty = false; |
243 | 202 |
} |
244 |
|
|
245 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
246 | 203 |
|
247 |
private float noise(float time,int vecNum) |
|
248 |
{ |
|
249 |
float lower, upper, len; |
|
250 |
float d = time*(NUM_NOISE+1); |
|
251 |
int index = (int)d; |
|
252 |
if( index>=NUM_NOISE+1 ) index=NUM_NOISE; |
|
253 |
tmpN = vn.elementAt(vecNum); |
|
254 |
|
|
255 |
float t = d-index; |
|
256 |
t = t*t*(3-2*t); |
|
257 |
|
|
258 |
switch(index) |
|
259 |
{ |
|
260 |
case 0 : mFactor1 = mNoise*tmpN.ny[0]*t; |
|
261 |
mFactor2 = mNoise*tmpN.nz[0]*t; |
|
262 |
mFactor3 = mNoise*tmpN.nw[0]*t; |
|
263 |
return time + mNoise*(d*tmpN.nx[0]-time); |
|
264 |
case NUM_NOISE: mFactor1= mNoise*tmpN.ny[NUM_NOISE-1]*(1-t); |
|
265 |
mFactor2= mNoise*tmpN.nz[NUM_NOISE-1]*(1-t); |
|
266 |
mFactor3= mNoise*tmpN.nw[NUM_NOISE-1]*(1-t); |
|
267 |
len = ((float)NUM_NOISE)/(NUM_NOISE+1); |
|
268 |
lower = len + mNoise*(tmpN.nx[NUM_NOISE-1]-len); |
|
269 |
return (1.0f-lower)*(d-NUM_NOISE) + lower; |
|
270 |
default : float ya,yb; |
|
271 |
yb = tmpN.ny[index ]; |
|
272 |
ya = tmpN.ny[index-1]; |
|
273 |
mFactor1 = mNoise*((yb-ya)*t+ya); |
|
274 |
yb = tmpN.nz[index ]; |
|
275 |
ya = tmpN.nz[index-1]; |
|
276 |
mFactor2 = mNoise*((yb-ya)*t+ya); |
|
277 |
yb = tmpN.nw[index ]; |
|
278 |
ya = tmpN.nw[index-1]; |
|
279 |
mFactor3 = mNoise*((yb-ya)*t+ya); |
|
280 |
|
|
281 |
len = ((float)index)/(NUM_NOISE+1); |
|
282 |
lower = len + mNoise*(tmpN.nx[index-1]-len); |
|
283 |
len = ((float)index+1)/(NUM_NOISE+1); |
|
284 |
upper = len + mNoise*(tmpN.nx[index ]-len); |
|
285 |
|
|
286 |
return (upper-lower)*(d-index) + lower; |
|
287 |
} |
|
288 |
} |
|
289 |
|
|
290 | 204 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
291 | 205 |
// v is the speed vector (i.e. position p(t) differentiated by time) |
292 | 206 |
// a is the acceleration vector (differentiate once more) |
... | ... | |
446 | 360 |
*/ |
447 | 361 |
public Dynamic4D() |
448 | 362 |
{ |
449 |
vv = new Vector<>(); |
|
450 |
vc = new Vector<>(); |
|
451 |
vn = null; |
|
452 |
numPoints = 0; |
|
453 |
cacheDirty = false; |
|
454 |
mMode = MODE_LOOP; |
|
455 |
mDuration = 0; |
|
456 |
mCount = 0.5f; |
|
457 |
mNoise = 0.0f; |
|
363 |
this(0,0.5f); |
|
458 | 364 |
} |
459 | 365 |
|
460 | 366 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
477 | 383 |
mMode = MODE_LOOP; |
478 | 384 |
mDuration = duration; |
479 | 385 |
mCount = count; |
386 |
mDimension = 4; |
|
480 | 387 |
} |
481 | 388 |
|
482 | 389 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
530 | 437 |
{ |
531 | 438 |
vv.add(v); |
532 | 439 |
|
533 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
440 |
if( vn!=null ) vn.add(new VectorNoise(4));
|
|
534 | 441 |
|
535 | 442 |
switch(numPoints) |
536 | 443 |
{ |
... | ... | |
562 | 469 |
{ |
563 | 470 |
vv.add(location, v); |
564 | 471 |
|
565 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
472 |
if( vn!=null ) vn.add(new VectorNoise(4));
|
|
566 | 473 |
|
567 | 474 |
switch(numPoints) |
568 | 475 |
{ |
... | ... | |
707 | 614 |
{ |
708 | 615 |
time = noise(time,0); |
709 | 616 |
|
710 |
buffer[offset ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor1 + vec2X*mFactor2 + vec3X*mFactor3);
|
|
711 |
buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor1 + vec2Y*mFactor2 + vec3Y*mFactor3);
|
|
712 |
buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor1 + vec2Z*mFactor2 + vec3Z*mFactor3);
|
|
713 |
buffer[offset+3] = (next.w-curr.w)*time + curr.w + (vec1W*mFactor1 + vec2W*mFactor2 + vec3W*mFactor3);
|
|
617 |
buffer[offset ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor[0] + vec2X*mFactor[1] + vec3X*mFactor[2]);
|
|
618 |
buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor[0] + vec2Y*mFactor[1] + vec3Y*mFactor[2]);
|
|
619 |
buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor[0] + vec2Z*mFactor[1] + vec3Z*mFactor[2]);
|
|
620 |
buffer[offset+3] = (next.w-curr.w)*time + curr.w + (vec1W*mFactor[0] + vec2W*mFactor[1] + vec3W*mFactor[2]);
|
|
714 | 621 |
} |
715 | 622 |
else |
716 | 623 |
{ |
... | ... | |
770 | 677 |
|
771 | 678 |
setUpVectors(time,tmp1); |
772 | 679 |
|
773 |
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor1 + vec2X*mFactor2 + vec3X*mFactor3);
|
|
774 |
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor1 + vec2Y*mFactor2 + vec3Y*mFactor3);
|
|
775 |
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor1 + vec2Z*mFactor2 + vec3Z*mFactor3);
|
|
776 |
buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw + (vec1W*mFactor1 + vec2W*mFactor2 + vec3W*mFactor3);
|
|
680 |
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor[0] + vec2X*mFactor[1] + vec3X*mFactor[2]);
|
|
681 |
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor[0] + vec2Y*mFactor[1] + vec3Y*mFactor[2]);
|
|
682 |
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor[0] + vec2Z*mFactor[1] + vec3Z*mFactor[2]);
|
|
683 |
buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw + (vec1W*mFactor[0] + vec2W*mFactor[1] + vec3W*mFactor[2]);
|
|
777 | 684 |
} |
778 | 685 |
else |
779 | 686 |
{ |
src/main/java/org/distorted/library/type/Dynamic5D.java | ||
---|---|---|
47 | 47 |
float x,y,z,w,v; |
48 | 48 |
float vx,vy,vz,vw,vv; |
49 | 49 |
} |
50 |
|
|
51 |
private class VectorNoise |
|
52 |
{ |
|
53 |
float[] nx; |
|
54 |
float[] ny; |
|
55 |
float[] nz; |
|
56 |
float[] nw; |
|
57 |
float[] nv; |
|
58 |
|
|
59 |
VectorNoise() |
|
60 |
{ |
|
61 |
nx = new float[NUM_NOISE]; |
|
62 |
nx[0] = mRnd.nextFloat(); |
|
63 |
for(int i=1; i<NUM_NOISE; i++) nx[i] = nx[i-1] + mRnd.nextFloat(); |
|
64 |
float sum = nx[NUM_NOISE-1] + mRnd.nextFloat(); |
|
65 |
for(int i=0; i<NUM_NOISE; i++) nx[i] /=sum; |
|
66 |
|
|
67 |
ny = new float[NUM_NOISE]; |
|
68 |
for(int i=0; i<NUM_NOISE; i++) ny[i] = mRnd.nextFloat()-0.5f; |
|
69 |
|
|
70 |
nz = new float[NUM_NOISE]; |
|
71 |
for(int i=0; i<NUM_NOISE; i++) nz[i] = mRnd.nextFloat()-0.5f; |
|
72 |
|
|
73 |
nw = new float[NUM_NOISE]; |
|
74 |
for(int i=0; i<NUM_NOISE; i++) nw[i] = mRnd.nextFloat()-0.5f; |
|
75 | 50 |
|
76 |
nv = new float[NUM_NOISE]; |
|
77 |
for(int i=0; i<NUM_NOISE; i++) nv[i] = mRnd.nextFloat()-0.5f; |
|
78 |
} |
|
79 |
} |
|
80 |
|
|
81 | 51 |
private Vector<VectorCache> vc; |
82 | 52 |
private VectorCache tmp1, tmp2; |
83 | 53 |
|
84 | 54 |
private Vector<Static5D> vv; |
85 | 55 |
private Static5D prev, curr, next; |
86 |
|
|
87 |
private Vector<VectorNoise> vn; |
|
88 |
private VectorNoise tmpN; |
|
89 |
|
|
90 |
private float mFactor1, mFactor2, mFactor3, mFactor4; // used in Noise only. FactorN = noise factor of vector vecN. |
|
56 |
|
|
91 | 57 |
private float vec1X,vec1Y,vec1Z,vec1W,vec1V; // |
92 |
private float vec2X,vec2Y,vec2Z,vec2W,vec2V; // 4 noise vectors. |
|
58 |
private float vec2X,vec2Y,vec2Z,vec2W,vec2V; // 4 base noise vectors.
|
|
93 | 59 |
private float vec3X,vec3Y,vec3Z,vec3W,vec3V; // |
94 | 60 |
private float vec4X,vec4Y,vec4Z,vec4W,vec4V; // |
95 |
|
|
96 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
97 | 61 |
|
98 |
synchronized void createNoise() |
|
99 |
{ |
|
100 |
if( vn==null ) |
|
101 |
{ |
|
102 |
vn = new Vector<>(); |
|
103 |
for(int i=0; i<numPoints; i++) vn.add(new VectorNoise()); |
|
104 |
} |
|
105 |
} |
|
106 |
|
|
107 | 62 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
108 | 63 |
// no array bounds checking! |
109 | 64 |
|
... | ... | |
263 | 218 |
|
264 | 219 |
cacheDirty = false; |
265 | 220 |
} |
266 |
|
|
267 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
268 | 221 |
|
269 |
private float noise(float time,int vecNum) |
|
270 |
{ |
|
271 |
float lower, upper, len; |
|
272 |
float d = time*(NUM_NOISE+1); |
|
273 |
int index = (int)d; |
|
274 |
if( index>=NUM_NOISE+1 ) index=NUM_NOISE; |
|
275 |
tmpN = vn.elementAt(vecNum); |
|
276 |
|
|
277 |
float t = d-index; |
|
278 |
t = t*t*(3-2*t); |
|
279 |
|
|
280 |
switch(index) |
|
281 |
{ |
|
282 |
case 0 : mFactor1 = mNoise*tmpN.ny[0]*t; |
|
283 |
mFactor2 = mNoise*tmpN.nz[0]*t; |
|
284 |
mFactor3 = mNoise*tmpN.nw[0]*t; |
|
285 |
mFactor4 = mNoise*tmpN.nv[0]*t; |
|
286 |
return time + mNoise*(d*tmpN.nx[0]-time); |
|
287 |
case NUM_NOISE: mFactor1= mNoise*tmpN.ny[NUM_NOISE-1]*(1-t); |
|
288 |
mFactor2= mNoise*tmpN.nz[NUM_NOISE-1]*(1-t); |
|
289 |
mFactor3= mNoise*tmpN.nw[NUM_NOISE-1]*(1-t); |
|
290 |
mFactor4= mNoise*tmpN.nv[NUM_NOISE-1]*(1-t); |
|
291 |
len = ((float)NUM_NOISE)/(NUM_NOISE+1); |
|
292 |
lower = len + mNoise*(tmpN.nx[NUM_NOISE-1]-len); |
|
293 |
return (1.0f-lower)*(d-NUM_NOISE) + lower; |
|
294 |
default : float ya,yb; |
|
295 |
yb = tmpN.ny[index ]; |
|
296 |
ya = tmpN.ny[index-1]; |
|
297 |
mFactor1 = mNoise*((yb-ya)*t+ya); |
|
298 |
yb = tmpN.nz[index ]; |
|
299 |
ya = tmpN.nz[index-1]; |
|
300 |
mFactor2 = mNoise*((yb-ya)*t+ya); |
|
301 |
yb = tmpN.nw[index ]; |
|
302 |
ya = tmpN.nw[index-1]; |
|
303 |
mFactor3 = mNoise*((yb-ya)*t+ya); |
|
304 |
yb = tmpN.nv[index ]; |
|
305 |
ya = tmpN.nv[index-1]; |
|
306 |
mFactor4 = mNoise*((yb-ya)*t+ya); |
|
307 |
|
|
308 |
len = ((float)index)/(NUM_NOISE+1); |
|
309 |
lower = len + mNoise*(tmpN.nx[index-1]-len); |
|
310 |
len = ((float)index+1)/(NUM_NOISE+1); |
|
311 |
upper = len + mNoise*(tmpN.nx[index ]-len); |
|
312 |
|
|
313 |
return (upper-lower)*(d-index) + lower; |
|
314 |
} |
|
315 |
} |
|
316 |
|
|
317 | 222 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
318 | 223 |
// v is the speed vector (i.e. position p(t) differentiated by time) |
319 | 224 |
// a is the acceleration vector (differentiate once more) |
... | ... | |
450 | 355 |
vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z; |
451 | 356 |
vec2W = 0.0f - coeff21*vw - coeff22*vec1W; |
452 | 357 |
vec2V = 0.0f - coeff21*vv - coeff22*vec1V; |
453 |
|
|
358 |
|
|
454 | 359 |
float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W+vec2V*vec2V; |
455 | 360 |
float coeff31 = vw/v_sq; |
456 | 361 |
float coeff32 = vec1W/vec1_sq; |
... | ... | |
478 | 383 |
float len2 = (float)Math.sqrt(v_sq/vec2_sq); |
479 | 384 |
float len3 = (float)Math.sqrt(v_sq/vec3_sq); |
480 | 385 |
float len4 = (float)Math.sqrt(v_sq/vec4_sq); |
481 |
|
|
386 |
|
|
482 | 387 |
vec1X*=len1; |
483 | 388 |
vec1Y*=len1; |
484 | 389 |
vec1Z*=len1; |
... | ... | |
540 | 445 |
*/ |
541 | 446 |
public Dynamic5D() |
542 | 447 |
{ |
543 |
vv = new Vector<>(); |
|
544 |
vc = new Vector<>(); |
|
545 |
vn = null; |
|
546 |
numPoints = 0; |
|
547 |
cacheDirty = false; |
|
548 |
mMode = MODE_LOOP; |
|
549 |
mDuration = 0; |
|
550 |
mCount = 0.5f; |
|
551 |
mNoise = 0.0f; |
|
448 |
this(0,0.5f); |
|
552 | 449 |
} |
553 | 450 |
|
554 | 451 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
571 | 468 |
mMode = MODE_LOOP; |
572 | 469 |
mDuration = duration; |
573 | 470 |
mCount = count; |
471 |
mDimension = 5; |
|
574 | 472 |
} |
575 | 473 |
|
576 | 474 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
624 | 522 |
{ |
625 | 523 |
vv.add(v); |
626 | 524 |
|
627 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
525 |
if( vn!=null ) vn.add(new VectorNoise(5));
|
|
628 | 526 |
|
629 |
switch(numPoints)
|
|
630 |
{
|
|
631 |
case 0: break;
|
|
632 |
case 1: setUpVectors(0.0f,null);
|
|
633 |
break;
|
|
634 |
case 2: vc.add(new VectorCache());
|
|
635 |
vc.add(new VectorCache());
|
|
636 |
vc.add(new VectorCache());
|
|
637 |
break;
|
|
638 |
default:vc.add(new VectorCache());
|
|
639 |
}
|
|
527 |
switch(numPoints) |
|
528 |
{ |
|
529 |
case 0: break; |
|
530 |
case 1: setUpVectors(0.0f,null); |
|
531 |
break; |
|
532 |
case 2: vc.add(new VectorCache()); |
|
533 |
vc.add(new VectorCache()); |
|
534 |
vc.add(new VectorCache()); |
|
535 |
break; |
|
536 |
default:vc.add(new VectorCache()); |
|
537 |
} |
|
640 | 538 |
|
641 |
numPoints++;
|
|
642 |
cacheDirty = true;
|
|
643 |
}
|
|
539 |
numPoints++; |
|
540 |
cacheDirty = true; |
|
541 |
} |
|
644 | 542 |
} |
645 | 543 |
|
646 | 544 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
656 | 554 |
{ |
657 | 555 |
vv.add(location, v); |
658 | 556 |
|
659 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
557 |
if( vn!=null ) vn.add(new VectorNoise(5));
|
|
660 | 558 |
|
661 | 559 |
switch(numPoints) |
662 | 560 |
{ |
... | ... | |
803 | 701 |
{ |
804 | 702 |
time = noise(time,0); |
805 | 703 |
|
806 |
buffer[offset ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor1 + vec2X*mFactor2 + vec3X*mFactor3 + vec4X*mFactor4);
|
|
807 |
buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor1 + vec2Y*mFactor2 + vec3Y*mFactor3 + vec4Y*mFactor4);
|
|
808 |
buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor1 + vec2Z*mFactor2 + vec3Z*mFactor3 + vec4Z*mFactor4);
|
|
809 |
buffer[offset+3] = (next.w-curr.w)*time + curr.w + (vec1W*mFactor1 + vec2W*mFactor2 + vec3W*mFactor3 + vec4W*mFactor4);
|
|
810 |
buffer[offset+4] = (next.v-curr.v)*time + curr.v + (vec1V*mFactor1 + vec2V*mFactor2 + vec3V*mFactor3 + vec4V*mFactor4);
|
|
704 |
buffer[offset ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor[0] + vec2X*mFactor[1] + vec3X*mFactor[2] + vec4X*mFactor[3]);
|
|
705 |
buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor[0] + vec2Y*mFactor[1] + vec3Y*mFactor[2] + vec4Y*mFactor[3]);
|
|
706 |
buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor[0] + vec2Z*mFactor[1] + vec3Z*mFactor[2] + vec4Z*mFactor[3]);
|
|
707 |
buffer[offset+3] = (next.w-curr.w)*time + curr.w + (vec1W*mFactor[0] + vec2W*mFactor[1] + vec3W*mFactor[2] + vec4W*mFactor[3]);
|
|
708 |
buffer[offset+4] = (next.v-curr.v)*time + curr.v + (vec1V*mFactor[0] + vec2V*mFactor[1] + vec3V*mFactor[2] + vec4V*mFactor[3]);
|
|
811 | 709 |
} |
812 | 710 |
else |
813 | 711 |
{ |
... | ... | |
868 | 766 |
|
869 | 767 |
setUpVectors(time,tmp1); |
870 | 768 |
|
871 |
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor1 + vec2X*mFactor2 + vec3X*mFactor3 + vec4X*mFactor4);
|
|
872 |
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor1 + vec2Y*mFactor2 + vec3Y*mFactor3 + vec4Y*mFactor4);
|
|
873 |
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor1 + vec2Z*mFactor2 + vec3Z*mFactor3 + vec4Z*mFactor4);
|
|
874 |
buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw + (vec1W*mFactor1 + vec2W*mFactor2 + vec3W*mFactor3 + vec4W*mFactor4);
|
|
875 |
buffer[offset+4]= ((tmp1.av*time+tmp1.bv)*time+tmp1.cv)*time+tmp1.dv + (vec1V*mFactor1 + vec2V*mFactor2 + vec3V*mFactor3 + vec4V*mFactor4);
|
|
769 |
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor[0] + vec2X*mFactor[1] + vec3X*mFactor[2] + vec4X*mFactor[3]);
|
|
770 |
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor[0] + vec2Y*mFactor[1] + vec3Y*mFactor[2] + vec4Y*mFactor[3]);
|
|
771 |
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor[0] + vec2Z*mFactor[1] + vec3Z*mFactor[2] + vec4Z*mFactor[3]);
|
|
772 |
buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw + (vec1W*mFactor[0] + vec2W*mFactor[1] + vec3W*mFactor[2] + vec4W*mFactor[3]);
|
|
773 |
buffer[offset+4]= ((tmp1.av*time+tmp1.bv)*time+tmp1.cv)*time+tmp1.dv + (vec1V*mFactor[0] + vec2V*mFactor[1] + vec3V*mFactor[2] + vec4V*mFactor[3]);
|
|
876 | 774 |
} |
877 | 775 |
else |
878 | 776 |
{ |
src/main/java/org/distorted/library/type/DynamicQuat.java | ||
---|---|---|
61 | 61 |
return (float)Math.sqrt(1-x)*(1.5707288f - 0.2121144f*x + 0.074261f*x*x - 0.0187293f*x*x*x); |
62 | 62 |
} |
63 | 63 |
|
64 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
65 |
// Quaternion Dynamic doesn't support noise |
|
66 |
|
|
67 |
synchronized void createNoise() |
|
68 |
{ |
|
69 |
|
|
70 |
} |
|
71 |
|
|
72 | 64 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
73 | 65 |
|
74 | 66 |
private void recomputeCache() |
... | ... | |
118 | 110 |
*/ |
119 | 111 |
public DynamicQuat() |
120 | 112 |
{ |
121 |
vv = new Vector<>(); |
|
122 |
vc = new Vector<>(); |
|
123 |
numPoints = 0; |
|
124 |
cacheDirty = false; |
|
125 |
mMode = MODE_LOOP; |
|
126 |
mDuration = 0; |
|
127 |
mCount = 0.5f; |
|
128 |
mNoise = 0.0f; |
|
113 |
this(0,0.5f); |
|
129 | 114 |
} |
130 | 115 |
|
131 | 116 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
148 | 133 |
mDuration = duration; |
149 | 134 |
mCount = count; |
150 | 135 |
mNoise = 0.0f; |
136 |
mDimension = 4; |
|
151 | 137 |
} |
152 | 138 |
|
153 | 139 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Move most of the NOISE complications from DynamicND classes to the parent Dynamic class.