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library / src / main / java / org / distorted / library / type / Dynamic4D.java @ 3002bef3

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.type;
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import java.util.Vector;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/** 
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* A 4-dimensional implementation of the Dynamic class to interpolate between a list
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* of Static4Ds.
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*/
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public class Dynamic4D extends Dynamic implements Data4D
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  {
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the coefficients of the X(t), Y(t), Z(t), W(t) polynomials: X(t) = ax*T^3 + bx*T^2 + cx*t + dx  etc.
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// (x,y,z,w) is the vector tangent to the path.
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// (vx,vy,vz,vw) is the original vector from vv (copied here so when interpolating we can see if it is 
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// still valid and if not - rebuild the Cache
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  private class VectorCache
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    {
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    float ax, bx, cx, dx;
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    float ay, by, cy, dy;
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    float az, bz, cz, dz;
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    float aw, bw, cw, dw;
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    float x,y,z,w;
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    float vx,vy,vz,vw;
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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<Static4D> vv;
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  private Static4D prev, curr, next;
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  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)
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  private float vec2X,vec2Y,vec2Z,vec2W;      // vector perpendicular to v(t) and to vec1.
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  private float vec3X,vec3Y,vec3Z,vec3W;      // vector perpendicular to v(t) and to vec1.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// no array bounds checking!
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  private void vec(int c)
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    {
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    int p = c>0 ? c-1: numPoints-1;
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    int n = c<numPoints-1 ? c+1: 0;
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    prev = vv.elementAt(p);
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    curr = vv.elementAt(c);
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    next = vv.elementAt(n);
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    tmp1 = vc.elementAt(c);
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    float px = curr.x - prev.x;
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    float py = curr.y - prev.y;
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    float pz = curr.z - prev.z;
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    float pw = curr.w - prev.w;
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    float nx = next.x - curr.x;
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    float ny = next.y - curr.y;
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    float nz = next.z - curr.z;
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    float nw = next.w - curr.w;
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    float d = nx*nx+ny*ny+nz*nz+nw*nw;
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    if( d>0 )
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      {
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      float q = (float)Math.sqrt((px*px+py*py+pz*pz+pw*pw)/d);
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89
      if( q>1 )
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        {
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        tmp1.x = nx+px/q;
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        tmp1.y = ny+py/q;
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        tmp1.z = nz+pz/q;
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        tmp1.w = nw+pw/q;
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        }
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      else
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        {
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        tmp1.x = px+nx*q;
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        tmp1.y = py+ny*q;
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        tmp1.z = pz+nz*q;
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        tmp1.w = pw+nw*q;
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        }
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      }
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    else
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      {
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      tmp1.x = 0.0f;
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      tmp1.y = 0.0f;
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      tmp1.z = 0.0f;  
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      tmp1.w = 0.0f;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void recomputeCache()
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    {  
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    if( numPoints==1 )
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      {
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      tmp1= vc.elementAt(0);
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      curr= vv.elementAt(0);
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      tmp1.ax = tmp1.ay = tmp1.az = tmp1.aw = 0.0f;
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      tmp1.bx = tmp1.by = tmp1.bz = tmp1.bw = 0.0f;
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      tmp1.cx = curr.x;
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      tmp1.cy = curr.y;
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      tmp1.cz = curr.z;
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      tmp1.cw = curr.w;
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      tmp1.dx = tmp1.dy = tmp1.dz = tmp1.dw = 0.0f;
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      }
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    else if( numPoints==2 )
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      {
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      tmp1= vc.elementAt(0);
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      tmp2= vc.elementAt(1);
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      curr= vv.elementAt(0);
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      next= vv.elementAt(1);
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      tmp1.ax = tmp1.ay = tmp1.az = tmp1.aw = 0.0f;
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      tmp1.bx = tmp1.by = tmp1.bz = tmp1.bw = 0.0f;
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      tmp1.cx = next.x - curr.x;
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      tmp1.cy = next.y - curr.y;
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      tmp1.cz = next.z - curr.z;
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      tmp1.cw = next.w - curr.w;
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      tmp1.dx = curr.x;
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      tmp1.dy = curr.y;
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      tmp1.dz = curr.z;
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      tmp1.dw = curr.w;
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      tmp2.ax = tmp2.ay = tmp2.az = tmp2.aw = 0.0f;
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      tmp2.bx = tmp2.by = tmp2.bz = tmp2.bw = 0.0f;
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      tmp2.cx = curr.x - next.x;
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      tmp2.cy = curr.y - next.y;
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      tmp2.cz = curr.z - next.z;
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      tmp2.cw = curr.w - next.w;
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      tmp2.dx = next.x;
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      tmp2.dy = next.y;
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      tmp2.dz = next.z;
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      tmp2.dw = next.w;
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      }
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    else
160
      {
161
      int i, n;  
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163
      for(i=0; i<numPoints; i++) vec(i);
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165
      for(i=0; i<numPoints; i++)
166
        {
167
        n = i<numPoints-1 ? i+1:0;  
168
      
169
        tmp1= vc.elementAt(i);
170
        tmp2= vc.elementAt(n);
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        curr= vv.elementAt(i);
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        next= vv.elementAt(n);
173
      
174
        tmp1.vx = curr.x;
175
        tmp1.vy = curr.y;
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        tmp1.vz = curr.z;
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        tmp1.vw = curr.w;
178
        
179
        tmp1.ax =  2*curr.x +   tmp1.x - 2*next.x + tmp2.x;
180
        tmp1.bx = -3*curr.x - 2*tmp1.x + 3*next.x - tmp2.x;
181
        tmp1.cx = tmp1.x;
182
        tmp1.dx = curr.x;
183
      
184
        tmp1.ay =  2*curr.y +   tmp1.y - 2*next.y + tmp2.y;
185
        tmp1.by = -3*curr.y - 2*tmp1.y + 3*next.y - tmp2.y;
186
        tmp1.cy = tmp1.y;
187
        tmp1.dy = curr.y;
188
      
189
        tmp1.az =  2*curr.z +   tmp1.z - 2*next.z + tmp2.z;
190
        tmp1.bz = -3*curr.z - 2*tmp1.z + 3*next.z - tmp2.z;
191
        tmp1.cz = tmp1.z;
192
        tmp1.dz = curr.z;
193
        
194
        tmp1.aw =  2*curr.w +   tmp1.w - 2*next.w + tmp2.w;
195
        tmp1.bw = -3*curr.w - 2*tmp1.w + 3*next.w - tmp2.w;
196
        tmp1.cw = tmp1.w;
197
        tmp1.dw = curr.w;
198
        }
199
      }
200
   
201
    cacheDirty = false;
202
    }
203

    
204
///////////////////////////////////////////////////////////////////////////////////////////////////
205
// v is the speed vector (i.e. position p(t) differentiated by time)
206
// a is the acceleration vector (differentiate once more)
207
//
208
// Now we construct orthogonal basis with Gram-Schmidt:  
209
// vec1 = a-delta*v where delta = (v*a)/|v|^2
210
// vec2 = (0,0,1,0) - coeff1*(vx,vy,vz,vw) - coeff2*(vec1x,vec1y,vec1z,vec1w)                                     where coeff1 = vz/|v|^2, coeff2 = vec1Z/|vec1|^2
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// vec3 = (0,0,0,1) - coeff1*(vx,vy,vz,vw) - coeff2*(vec1x,vec1y,vec1z,vec1w) - coeff3*(vec2x,vec2y,vec2z,vec2w)  where coeff1 = vw/|v|^2, coeff2 = vec1W/|vec1|^2, coeff3 = vec2W/|vec2|^2
212
    
213
  private void setUpVectors(float time,VectorCache vc)
214
    {
215
    if( vc!=null )
216
      {
217
      float vx = (3*vc.ax*time+2*vc.bx)*time+vc.cx;
218
      float vy = (3*vc.ay*time+2*vc.by)*time+vc.cy;
219
      float vz = (3*vc.az*time+2*vc.bz)*time+vc.cz;
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      float vw = (3*vc.aw*time+2*vc.bw)*time+vc.cw;
221
     
222
      float ax = 6*vc.ax*time+2*vc.bx;
223
      float ay = 6*vc.ay*time+2*vc.by;
224
      float az = 6*vc.az*time+2*vc.bz;
225
      float aw = 6*vc.aw*time+2*vc.bw;
226
     
227
      float v_sq = vx*vx+vy*vy+vz*vz+vw*vw;
228
      float delta = (vx*ax+vy*ay+vz*az+vw*aw)/v_sq;
229
     
230
      vec1X = ax-delta*vx;
231
      vec1Y = ay-delta*vy;
232
      vec1Z = az-delta*vz;
233
      vec1W = aw-delta*vw;
234
     
235
      float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W;
236
     
237
      // construct vec2 and vec3. Cross product does not work in 4th dimension!
238
      float coeff21 = vz/v_sq;
239
      float coeff22 = vec1Z/vec1_sq;
240
      vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
241
      vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
242
      vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
243
      vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
244
     
245
      float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W;
246
      float coeff31 = vw/v_sq;
247
      float coeff32 = vec1W/vec1_sq;
248
      float coeff33 = vec2W/vec2_sq;
249
      vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
250
      vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
251
      vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
252
      vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
253
     
254
      float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W;
255
     
256
      float len1 = (float)Math.sqrt(v_sq/vec1_sq);   
257
      float len2 = (float)Math.sqrt(v_sq/vec2_sq);   
258
      float len3 = (float)Math.sqrt(v_sq/vec3_sq);
259
     
260
      vec1X*=len1;
261
      vec1Y*=len1;
262
      vec1Z*=len1;
263
      vec1W*=len1;
264
     
265
      vec2X*=len2;
266
      vec2Y*=len2;
267
      vec2Z*=len2;
268
      vec2W*=len2;
269
     
270
      vec3X*=len3;
271
      vec3Y*=len3;
272
      vec3Z*=len3;
273
      vec3W*=len3;
274
      }
275
    else
276
      {
277
      curr = vv.elementAt(0);
278
      next = vv.elementAt(1); 
279
     
280
      float vx = (next.x-curr.x);
281
      float vy = (next.y-curr.y);
282
      float vz = (next.z-curr.z);
283
      float vw = (next.w-curr.w);
284
     
285
      float b = (float)Math.sqrt(vx*vx+vy*vy+vz*vz);
286
     
287
      if( b>0.0f )
288
        {
289
        vec1X = vx*vw/b;
290
        vec1Y = vy*vw/b;
291
        vec1Z = vz*vw/b;
292
        vec1W = -b;
293
      
294
        float v_sq = vx*vx+vy*vy+vz*vz+vw*vw;
295
        float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W;
296
     
297
        // construct vec2 and vec3. Cross product does not work in 4th dimension!
298
        float coeff21 = vz/v_sq;
299
        float coeff22 = vec1Z/vec1_sq;
300
        vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
301
        vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
302
        vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
303
        vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
304
     
305
        float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W;
306
        float coeff31 = vw/v_sq;
307
        float coeff32 = vec1W/vec1_sq;
308
        float coeff33 = vec2W/vec2_sq;
309
        vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
310
        vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
311
        vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
312
        vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
313
     
314
        float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W;
315
     
316
        float len1 = (float)Math.sqrt(v_sq/vec1_sq);    
317
        float len2 = (float)Math.sqrt(v_sq/vec2_sq);    
318
        float len3 = (float)Math.sqrt(v_sq/vec3_sq);
319
     
320
        vec1X*=len1;
321
        vec1Y*=len1;
322
        vec1Z*=len1;
323
        vec1W*=len1;
324
     
325
        vec2X*=len2;
326
        vec2Y*=len2;
327
        vec2Z*=len2;
328
        vec2W*=len2;
329
     
330
        vec3X*=len3;
331
        vec3Y*=len3;
332
        vec3Z*=len3;
333
        vec3W*=len3;
334
        }
335
      else
336
        {
337
        vec1X = vw;
338
        vec1Y = 0.0f;
339
        vec1Z = 0.0f;
340
        vec1W = 0.0f;
341
      
342
        vec2X = 0.0f;
343
        vec2Y = vw;
344
        vec2Z = 0.0f;
345
        vec2W = 0.0f;
346
      
347
        vec3X = 0.0f;
348
        vec3Y = 0.0f;
349
        vec3Z = vw;
350
        vec3W = 0.0f;
351
        }
352
      }
353
    }
354
  
355
///////////////////////////////////////////////////////////////////////////////////////////////////
356
// PUBLIC API
357
///////////////////////////////////////////////////////////////////////////////////////////////////
358
/**
359
 * Default constructor.
360
 */
361
  public Dynamic4D()
362
    {
363
    this(0,0.5f);
364
    }
365

    
366
///////////////////////////////////////////////////////////////////////////////////////////////////
367

    
368
/**
369
 * Default constructor.
370
 *
371
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
372
 *                 last and back to the first
373
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
374
 *                 to the last, back to first, and to the last again.
375
 */
376
  public Dynamic4D(int duration, float count)
377
    {
378
    vv = new Vector<>();
379
    vc = new Vector<>();
380
    vn = null;
381
    numPoints = 0;
382
    cacheDirty = false;
383
    mMode = MODE_LOOP;
384
    mDuration = duration;
385
    mCount = count;
386
    mDimension = 4;
387
    }
388

    
389
///////////////////////////////////////////////////////////////////////////////////////////////////
390
/**
391
 * Returns the location'th Static4D.
392
 *   
393
 * @param location the index of the Point we are interested in.
394
 * @return The Static4D, if 0<=location&lt;getNumPoints(), or null otherwise.
395
 */  
396
  public synchronized Static4D getPoint(int location)
397
    {
398
    return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;  
399
    }
400
  
401
///////////////////////////////////////////////////////////////////////////////////////////////////
402
/**
403
 * Resets the location'th Point.
404
 * 
405
 * @param location the index of the Point we are setting.
406
 * @param x New value of its first float.
407
 */
408
  public synchronized void setPoint(int location, float x, float y, float z, float w)
409
    {
410
    if( location>=0 && location<numPoints )
411
      {
412
      curr = vv.elementAt(location);
413
   
414
      if( curr!=null )
415
        {
416
        curr.set(x,y,z,w);
417
        cacheDirty=true;
418
        }
419
      }
420
    }
421

    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423
/**
424
 * Adds a new Static4D to the end of our list of Points to interpolate through.
425
 * <p>   
426
 * Only a reference to the Point gets added to the List; this means that one can add a Point 
427
 * here, and later on {@link Static4D#set(float,float,float,float)} it to some new value and
428
 * the change will be seamlessly reflected in the interpolated path.  
429
 * <p>
430
 * A Point can be added multiple times.
431
 *   
432
 * @param v The Point to add.
433
 */    
434
  public synchronized void add(Static4D v)
435
    {
436
    if( v!=null )
437
      {
438
      vv.add(v);
439
        
440
      if( vn!=null ) vn.add(new VectorNoise(4));
441
       
442
       switch(numPoints)
443
         {
444
         case 0: break;
445
         case 1: setUpVectors(0.0f,null);
446
                 break;
447
         case 2: vc.add(new VectorCache());
448
                 vc.add(new VectorCache());
449
                 vc.add(new VectorCache());
450
                 break;
451
         default:vc.add(new VectorCache());
452
         }
453

    
454
       numPoints++;
455
       cacheDirty = true;
456
       }
457
    }
458

    
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
/**
461
 * Adds a new Static4D to the location'th place in our List of Points to interpolate through.
462
 *   
463
 * @param location Index in our List to add the new Point at.
464
 * @param v The Static4D to add.
465
 */  
466
  public synchronized void add(int location, Static4D v)
467
    {
468
    if( v!=null )
469
      {
470
      vv.add(location, v);
471
      
472
      if( vn!=null ) vn.add(new VectorNoise(4));
473
      
474
      switch(numPoints)
475
        {
476
        case 0: break;
477
        case 1: setUpVectors(0.0f,null);
478
                break;
479
        case 2: vc.add(new VectorCache());
480
                vc.add(new VectorCache());
481
                vc.add(new VectorCache());
482
                break;
483
        default:vc.add(location,new VectorCache());
484
        }
485

    
486
      numPoints++;
487
      cacheDirty = true;
488
      }
489
    }
490
  
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492
/**
493
 * Removes all occurrences of Point v from the List of Points to interpolate through.  
494
 * 
495
 * @param v The Point to remove.
496
 * @return <code>true</code> if we have removed at least one Point.
497
 */
498
  public synchronized boolean remove(Static4D v)
499
    {
500
    int n = vv.indexOf(v);
501
    boolean found = false;
502
   
503
    while( n>=0 ) 
504
      {
505
      vv.remove(n);
506
     
507
      if( vn!=null ) vn.remove(0);
508
     
509
      switch(numPoints)
510
        {
511
        case 0:
512
        case 1: 
513
        case 2: break;
514
        case 3: vc.removeAllElements();
515
                setUpVectors(0.0f,null);
516
                break;
517
        default:vc.remove(n);
518
        }
519

    
520
      numPoints--;
521
      found = true;
522
      n = vv.indexOf(v);
523
      }
524
   
525
    if( found ) 
526
      {
527
      cacheDirty=true;
528
      }
529
   
530
    return found;
531
    }
532

    
533
///////////////////////////////////////////////////////////////////////////////////////////////////
534
/**
535
 * Removes a location'th Point from the List of Points we interpolate through.
536
 * 
537
 * @param location index of the Point we want to remove. 
538
 * @return <code>true</code> if location is valid, i.e. if 0<=location&lt;getNumPoints().
539
 */
540
  public synchronized boolean remove(int location)
541
    {
542
    if( location>=0 && location<numPoints ) 
543
      {
544
      vv.removeElementAt(location);
545
       
546
      if( vn!=null ) vn.remove(0);
547
      
548
      switch(numPoints)
549
        {
550
        case 0:
551
        case 1: 
552
        case 2: break;
553
        case 3: vc.removeAllElements();
554
                setUpVectors(0.0f,null);
555
                break;
556
        default:vc.removeElementAt(location);
557
        }
558

    
559
      numPoints--;
560
      cacheDirty = true; 
561
      return true;
562
      }
563

    
564
    return false;
565
    }
566
  
567
///////////////////////////////////////////////////////////////////////////////////////////////////
568
/**
569
 * Removes all Points.
570
 */
571
  public synchronized void removeAll()
572
    {
573
    numPoints = 0;
574
    vv.removeAllElements();
575
    vc.removeAllElements();
576
    cacheDirty = false;
577
   
578
    if( vn!=null ) vn.removeAllElements();
579
    }
580
  
581
///////////////////////////////////////////////////////////////////////////////////////////////////
582
/**
583
 * Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
584
 * <p>
585
 * Since this is a 4-dimensional Dynamic, the resulting interpolated Static4D gets written
586
 * to four locations in the buffer: buffer[offset], buffer[offset+1], buffer[offset+2] and buffer[offset+3]. 
587
 * 
588
 * @param buffer Float buffer we will write the resulting Static4D to.
589
 * @param offset Offset in the buffer where to write the result.
590
 * @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last,
591
 *             time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points.
592
 */    
593
  public synchronized void interpolate(float[] buffer, int offset, float time)
594
    {  
595
    switch(numPoints)
596
      {
597
      case 0: buffer[offset  ] = 0.0f;
598
              buffer[offset+1] = 0.0f;
599
              buffer[offset+2] = 0.0f;
600
              buffer[offset+3] = 0.0f;
601
              break;
602
      case 1: curr = vv.elementAt(0);
603
              buffer[offset  ] = curr.x;
604
              buffer[offset+1] = curr.y;
605
              buffer[offset+2] = curr.z;
606
              buffer[offset+3] = curr.w;
607
              break;
608
      case 2: curr = vv.elementAt(0);
609
              next = vv.elementAt(1);
610
            
611
              if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
612
             
613
              if( vn!=null )
614
                {
615
                time = noise(time,0);
616
            
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]);
621
                }
622
              else
623
                {
624
                buffer[offset  ] = (next.x-curr.x)*time + curr.x;
625
                buffer[offset+1] = (next.y-curr.y)*time + curr.y;
626
                buffer[offset+2] = (next.z-curr.z)*time + curr.z;
627
                buffer[offset+3] = (next.w-curr.w)*time + curr.w;
628
                }
629
                
630
              break;
631
      default:float t = time;
632
        
633
              switch(mMode)
634
                {
635
                case MODE_LOOP: time = time*numPoints;
636
                                break;
637
                case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1);
638
                                break;
639
                case MODE_JUMP: time = time*(numPoints-1);
640
                                break;
641
                }
642
     
643
              int vecCurr = (int)time;
644
              time = time-vecCurr;
645
      
646
              if( vecCurr>=0 && vecCurr<numPoints )
647
                {
648
                if( cacheDirty ) recomputeCache();    // recompute cache if we have added or remove vectors since last computation
649
                else if( mVecCurr!= vecCurr )         // ...or if we have just passed a vector and the vector we are currently flying to has changed
650
                  {
651
                  int vecNext;   
652
                  mVecCurr = vecCurr;
653
                       
654
                  switch(mMode)
655
                    {
656
                    case MODE_LOOP: vecNext = vecCurr==numPoints-1 ? 0:vecCurr+1; 
657
                                    break;
658
                    case MODE_PATH: if( t<0.5f ) vecNext = vecCurr==numPoints-1 ? numPoints-2: vecCurr+1;  
659
                                    else         vecNext = vecCurr==0 ? 1 : vecCurr-1;  
660
                                    break;
661
                    case MODE_JUMP: vecNext = vecCurr==numPoints-1 ? 1:vecCurr+1;
662
                                    break;
663
                    default       : vecNext = 0;                
664
                    }
665
     
666
                  next = vv.elementAt(vecNext);
667
                  tmp2 = vc.elementAt(vecNext);
668
              
669
                  if( tmp2.vx!=next.x || tmp2.vy!=next.y || tmp2.vz!=next.z || tmp2.vw!=next.w ) recomputeCache();
670
                  }
671
            
672
                tmp1 = vc.elementAt(vecCurr);
673
               
674
                if( vn!=null )
675
                  {
676
                  time = noise(time,vecCurr);
677
              
678
                  setUpVectors(time,tmp1);
679
                 
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]);
684
                  }
685
                else
686
                  {
687
                  buffer[offset  ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx;
688
                  buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy;
689
                  buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz;
690
                  buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw;
691
                  }
692
 
693
                break;
694
                }
695
      }
696
    }  
697

    
698
  }
699
///////////////////////////////////////////////////////////////////////////////////////////////////
700
//
(10-10/17)