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library / src / main / java / org / distorted / library / type / Dynamic5D.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 5-dimensional implementation of the Dynamic class to interpolate between a list
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* of Static5Ds.
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*/
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public class Dynamic5D extends Dynamic implements Data5D
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  {
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the coefficients of the X(t), Y(t), Z(t), W(t), V(t) polynomials: X(t) = ax*T^3 + bx*T^2 + cx*t + dx  etc.
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// (x,y,z,w,v) is the vector tangent to the path.
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// (vx,vy,vz,vw,vv) 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 av, bv, cv, dv;
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    float x,y,z,w,v;
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    float vx,vy,vz,vw,vv;
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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<Static5D> vv;
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  private Static5D prev, curr, next;
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  private float vec1X,vec1Y,vec1Z,vec1W,vec1V; //
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  private float vec2X,vec2Y,vec2Z,vec2W,vec2V; // 4 base noise vectors.
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  private float vec3X,vec3Y,vec3Z,vec3W,vec3V; // 
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  private float vec4X,vec4Y,vec4Z,vec4W,vec4V; // 
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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 pv = curr.v - prev.v;
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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 nv = next.v - curr.v;
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    float d = nx*nx+ny*ny+nz*nz+nw*nw+nv*nv;
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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+pv*pv)/d);
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      if( q>1 )
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        {
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        tmp1.x = nx+px/q;
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        tmp1.y = ny+py/q;
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        tmp1.z = nz+pz/q;
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        tmp1.w = nw+pw/q;
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        tmp1.v = nv+pv/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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        tmp1.v = pv+nv*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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      tmp1.v = 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 = tmp1.av = 0.0f;
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      tmp1.bx = tmp1.by = tmp1.bz = tmp1.bw = tmp1.bv = 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.cv = curr.v;
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      tmp1.dx = tmp1.dy = tmp1.dz = tmp1.dw = tmp1.dv = 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 = tmp1.av = 0.0f;
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      tmp1.bx = tmp1.by = tmp1.bz = tmp1.bw = tmp1.bv = 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.cv = next.v - curr.v;
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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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      tmp1.dv = curr.v;
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      tmp2.ax = tmp2.ay = tmp2.az = tmp2.aw = tmp2.av = 0.0f;
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      tmp2.bx = tmp2.by = tmp2.bz = tmp2.bw = tmp2.bv = 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.cv = curr.v - next.v;
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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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      tmp2.dv = next.v;
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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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177
      for(i=0; i<numPoints; i++)
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        {
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        n = i<numPoints-1 ? i+1:0;  
180
      
181
        tmp1= vc.elementAt(i);
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        tmp2= vc.elementAt(n);
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        curr= vv.elementAt(i);
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        next= vv.elementAt(n);
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        tmp1.vx = curr.x;
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        tmp1.vy = curr.y;
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        tmp1.vz = curr.z;
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        tmp1.vw = curr.w;
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        tmp1.vv = curr.v;
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        tmp1.ax =  2*curr.x +   tmp1.x - 2*next.x + tmp2.x;
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        tmp1.bx = -3*curr.x - 2*tmp1.x + 3*next.x - tmp2.x;
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        tmp1.cx = tmp1.x;
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        tmp1.dx = curr.x;
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        tmp1.ay =  2*curr.y +   tmp1.y - 2*next.y + tmp2.y;
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        tmp1.by = -3*curr.y - 2*tmp1.y + 3*next.y - tmp2.y;
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        tmp1.cy = tmp1.y;
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        tmp1.dy = curr.y;
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        tmp1.az =  2*curr.z +   tmp1.z - 2*next.z + tmp2.z;
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        tmp1.bz = -3*curr.z - 2*tmp1.z + 3*next.z - tmp2.z;
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        tmp1.cz = tmp1.z;
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        tmp1.dz = curr.z;
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        tmp1.aw =  2*curr.w +   tmp1.w - 2*next.w + tmp2.w;
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        tmp1.bw = -3*curr.w - 2*tmp1.w + 3*next.w - tmp2.w;
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        tmp1.cw = tmp1.w;
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        tmp1.dw = curr.w;
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        tmp1.av =  2*curr.v +   tmp1.v - 2*next.v + tmp2.v;
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        tmp1.bv = -3*curr.v - 2*tmp1.v + 3*next.v - tmp2.v;
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        tmp1.cv = tmp1.v;
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        tmp1.dv = curr.v;
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        }
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      }
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    cacheDirty = false;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// v is the speed vector (i.e. position p(t) differentiated by time)
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// a is the acceleration vector (differentiate once more)
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//
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// Now we construct orthogonal basis with Gram-Schmidt:  
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//
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// vec1 = a-delta*v 
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//    where delta = (v*a)/|v|^2
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// vec2 = (0,0,1,0,0) - coeff1*(vx,vy,vz,vw,vv) - coeff2*(vec1x,vec1y,vec1z,vec1w,vec1v)                                     
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//    where coeff1 = vz/|v|^2, coeff2 = vec1Z/|vec1|^2
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// vec3 = (0,0,0,1,0) - coeff1*(vx,vy,vz,vw,vv) - coeff2*(vec1x,vec1y,vec1z,vec1w,vec1v) - coeff3*(vec2x,vec2y,vec2z,vec2w,vec2v)  
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//    where coeff1 = vw/|v|^2, coeff2 = vec1W/|vec1|^2, coeff3 = vec2W/|vec2|^2
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// vec4 = (0,0,0,0,1) - coeff1*(vx,vy,vz,vw,vv) - coeff2*(vec1x,vec1y,vec1z,vec1w,vec1v) - coeff3*(vec2x,vec2y,vec2z,vec2w,vec2v) - coeff4*(vec3x,vec3y,vec3z,vec3w,vec3v) 
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//    where coeff1 = vv/|v|^2, coeff2 = vec1V/|vec1|^2, coeff3 = vec2V/|vec2|^2, coeff4 = vec3V/|vec3|^2
236
//
237
// this is going to fail if by chance v(t) happens to be one of the standard (0,...,1,...,0) vectors of the orthonormal base!
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239
  private void setUpVectors(float time,VectorCache vc)
240
    {
241
    if( vc!=null )
242
      {
243
      float vx = (3*vc.ax*time+2*vc.bx)*time+vc.cx;
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      float vy = (3*vc.ay*time+2*vc.by)*time+vc.cy;
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      float vz = (3*vc.az*time+2*vc.bz)*time+vc.cz;
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      float vw = (3*vc.aw*time+2*vc.bw)*time+vc.cw;
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      float vv = (3*vc.av*time+2*vc.bv)*time+vc.cv;
248
     
249
      float ax = 6*vc.ax*time+2*vc.bx;
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      float ay = 6*vc.ay*time+2*vc.by;
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      float az = 6*vc.az*time+2*vc.bz;
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      float aw = 6*vc.aw*time+2*vc.bw;
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      float av = 6*vc.av*time+2*vc.bv;
254
     
255
      float v_sq = vx*vx+vy*vy+vz*vz+vw*vw+vv*vv;
256
      float delta = (vx*ax+vy*ay+vz*az+vw*aw+vv*av)/v_sq;
257
     
258
      vec1X = ax-delta*vx;
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      vec1Y = ay-delta*vy;
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      vec1Z = az-delta*vz;
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      vec1W = aw-delta*vw;
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      vec1V = av-delta*vv;
263
     
264
      // construct vec2, vec3 and vec4. Cross product does not work in 5th dimension!
265
      float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W+vec1V*vec1V;
266
      float coeff21 = vz/v_sq;
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      float coeff22 = vec1Z/vec1_sq;
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      vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
269
      vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
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      vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
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      vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
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      vec2V = 0.0f - coeff21*vv - coeff22*vec1V;
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274
      float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W+vec2V*vec2V;
275
      float coeff31 = vw/v_sq;
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      float coeff32 = vec1W/vec1_sq;
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      float coeff33 = vec2W/vec2_sq;
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      vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
279
      vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
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      vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
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      vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
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      vec3V = 0.0f - coeff31*vv - coeff32*vec1V - coeff33*vec2V;
283
     
284
      float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W+vec3V*vec3V;
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      float coeff41 = vv/v_sq;
286
      float coeff42 = vec1V/vec1_sq;
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      float coeff43 = vec2V/vec2_sq;
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      float coeff44 = vec3V/vec3_sq;
289
      vec4X = 0.0f - coeff41*vx - coeff42*vec1X - coeff43*vec2X - coeff44*vec3X;
290
      vec4Y = 0.0f - coeff41*vy - coeff42*vec1Y - coeff43*vec2Y - coeff44*vec3Y;
291
      vec4Z = 0.0f - coeff41*vz - coeff42*vec1Z - coeff43*vec2Z - coeff44*vec3Z;
292
      vec4W = 0.0f - coeff41*vw - coeff42*vec1W - coeff43*vec2W - coeff44*vec3W;
293
      vec4V = 1.0f - coeff41*vv - coeff42*vec1V - coeff43*vec2V - coeff44*vec3V;
294
     
295
      float vec4_sq = vec4X*vec4X+vec4Y*vec4Y+vec4Z*vec4Z+vec4W*vec4W+vec4V*vec4V;
296

    
297
      float len1 = (float)Math.sqrt(v_sq/vec1_sq);   
298
      float len2 = (float)Math.sqrt(v_sq/vec2_sq);   
299
      float len3 = (float)Math.sqrt(v_sq/vec3_sq);
300
      float len4 = (float)Math.sqrt(v_sq/vec4_sq);
301
     
302
      vec1X*=len1;
303
      vec1Y*=len1;
304
      vec1Z*=len1;
305
      vec1W*=len1;
306
      vec1V*=len1;
307
     
308
      vec2X*=len2;
309
      vec2Y*=len2;
310
      vec2Z*=len2;
311
      vec2W*=len2;
312
      vec2V*=len2;
313
     
314
      vec3X*=len3;
315
      vec3Y*=len3;
316
      vec3Z*=len3;
317
      vec3W*=len3;
318
      vec3V*=len3;
319
     
320
      vec4X*=len4;
321
      vec4Y*=len4;
322
      vec4Z*=len4;
323
      vec4W*=len4;
324
      vec4V*=len4;
325
      }
326
    else
327
      {
328
      curr = vv.elementAt(0);
329
      next = vv.elementAt(1); 
330
     
331
      float vx = (next.x-curr.x);
332
      float vy = (next.y-curr.y);
333
      float vz = (next.z-curr.z);
334
      float vw = (next.w-curr.w);
335
      float vv = (next.v-curr.v);
336
     
337
      float b = (float)Math.sqrt(vx*vx+vy*vy+vz*vz+vw*vw);
338
     
339
      if( b>0.0f )
340
        {
341
        vec1X = vx*vv/b;
342
        vec1Y = vy*vv/b;
343
        vec1Z = vz*vv/b;
344
        vec1W = vw*vv/b;
345
        vec1V = -b;
346
      
347
        float v_sq = vx*vx+vy*vy+vz*vz+vw*vw+vv*vv;
348
     
349
        // construct vec2, vec3 and vec4. Cross product does not work in 5th dimension!
350
        float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W+vec1V*vec1V;
351
        float coeff21 = vz/v_sq;
352
        float coeff22 = vec1Z/vec1_sq;
353
        vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
354
        vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
355
        vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
356
        vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
357
        vec2V = 0.0f - coeff21*vv - coeff22*vec1V;
358

    
359
        float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W+vec2V*vec2V;
360
        float coeff31 = vw/v_sq;
361
        float coeff32 = vec1W/vec1_sq;
362
        float coeff33 = vec2W/vec2_sq;
363
        vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
364
        vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
365
        vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
366
        vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
367
        vec3V = 0.0f - coeff31*vv - coeff32*vec1V - coeff33*vec2V;
368
     
369
        float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W+vec3V*vec3V;
370
        float coeff41 = vv/v_sq;
371
        float coeff42 = vec1V/vec1_sq;
372
        float coeff43 = vec2V/vec2_sq;
373
        float coeff44 = vec3V/vec3_sq;
374
        vec4X = 0.0f - coeff41*vx - coeff42*vec1X - coeff43*vec2X - coeff44*vec3X;
375
        vec4Y = 0.0f - coeff41*vy - coeff42*vec1Y - coeff43*vec2Y - coeff44*vec3Y;
376
        vec4Z = 0.0f - coeff41*vz - coeff42*vec1Z - coeff43*vec2Z - coeff44*vec3Z;
377
        vec4W = 0.0f - coeff41*vw - coeff42*vec1W - coeff43*vec2W - coeff44*vec3W;
378
        vec4V = 1.0f - coeff41*vv - coeff42*vec1V - coeff43*vec2V - coeff44*vec3V;
379
     
380
        float vec4_sq = vec4X*vec4X+vec4Y*vec4Y+vec4Z*vec4Z+vec4W*vec4W+vec4V*vec4V;
381

    
382
        float len1 = (float)Math.sqrt(v_sq/vec1_sq);    
383
        float len2 = (float)Math.sqrt(v_sq/vec2_sq);    
384
        float len3 = (float)Math.sqrt(v_sq/vec3_sq);
385
        float len4 = (float)Math.sqrt(v_sq/vec4_sq);
386

    
387
        vec1X*=len1;
388
        vec1Y*=len1;
389
        vec1Z*=len1;
390
        vec1W*=len1;
391
        vec1V*=len1;
392
     
393
        vec2X*=len2;
394
        vec2Y*=len2;
395
        vec2Z*=len2;
396
        vec2W*=len2;
397
        vec2V*=len2;
398
     
399
        vec3X*=len3;
400
        vec3Y*=len3;
401
        vec3Z*=len3;
402
        vec3W*=len3;
403
        vec3V*=len3;
404
     
405
        vec4X*=len4;
406
        vec4Y*=len4;
407
        vec4Z*=len4;
408
        vec4W*=len4;
409
        vec4V*=len4;
410
        }
411
      else
412
        {
413
        vec1X = vv;
414
        vec1Y = 0.0f;
415
        vec1Z = 0.0f;
416
        vec1W = 0.0f;
417
        vec1V = 0.0f;
418
      
419
        vec2X = 0.0f;
420
        vec2Y = vv;
421
        vec2Z = 0.0f;
422
        vec2W = 0.0f;
423
        vec2V = 0.0f;
424
      
425
        vec3X = 0.0f;
426
        vec3Y = 0.0f;
427
        vec3Z = vv;
428
        vec3W = 0.0f;
429
        vec3V = 0.0f;
430
      
431
        vec4X = 0.0f;
432
        vec4Y = 0.0f;
433
        vec4Z = 0.0f;
434
        vec4W = vv;
435
        vec4V = 0.0f;
436
        }
437
      }
438
    }
439
  
440
///////////////////////////////////////////////////////////////////////////////////////////////////
441
// PUBLIC API
442
///////////////////////////////////////////////////////////////////////////////////////////////////
443
/**
444
 * Default constructor.
445
 */
446
  public Dynamic5D()
447
    {
448
    this(0,0.5f);
449
    }
450

    
451
///////////////////////////////////////////////////////////////////////////////////////////////////
452

    
453
/**
454
 * Default constructor.
455
 *
456
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
457
 *                 last and back to the first
458
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
459
 *                 to the last, back to first, and to the last again.
460
 */
461
  public Dynamic5D(int duration, float count)
462
    {
463
    vv = new Vector<>();
464
    vc = new Vector<>();
465
    vn = null;
466
    numPoints = 0;
467
    cacheDirty = false;
468
    mMode = MODE_LOOP;
469
    mDuration = duration;
470
    mCount = count;
471
    mDimension = 5;
472
    }
473

    
474
///////////////////////////////////////////////////////////////////////////////////////////////////
475
/**
476
 * Returns the location'th Static5D.
477
 *   
478
 * @param location the index of the Point we are interested in.
479
 * @return The Static5D, if 0<=location&lt;getNumPoints(), or null otherwise.
480
 */  
481
  public synchronized Static5D getPoint(int location)
482
    {
483
    return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;  
484
    }
485
  
486
///////////////////////////////////////////////////////////////////////////////////////////////////
487
/**
488
 * Resets the location'th Point.
489
 * 
490
 * @param location the index of the Point we are setting.
491
 * @param x New value of its first float.
492
 */
493
  public synchronized void setPoint(int location, float x, float y, float z, float w, float v)
494
    {
495
    if( location>=0 && location<numPoints )
496
      {
497
      curr = vv.elementAt(location);
498
   
499
      if( curr!=null )
500
        {
501
        curr.set(x,y,z,w,v);
502
        cacheDirty=true;
503
        }
504
      }
505
    }
506

    
507
///////////////////////////////////////////////////////////////////////////////////////////////////
508
/**
509
 * Adds a new Static5D to the end of our list of Points to interpolate through.
510
 * <p>   
511
 * Only a reference to the Point gets added to the List; this means that one can add a Point 
512
 * here, and later on {@link Static5D#set(float,float,float,float,float)} it to some new value and
513
 * the change will be seamlessly reflected in the interpolated path.  
514
 * <p>
515
 * A Point can be added multiple times.
516
 *   
517
 * @param v The Point to add.
518
 */    
519
  public synchronized void add(Static5D v)
520
    {
521
    if( v!=null )
522
      {
523
      vv.add(v);
524
        
525
      if( vn!=null ) vn.add(new VectorNoise(5));
526
       
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
        }
538

    
539
      numPoints++;
540
      cacheDirty = true;
541
      }
542
    }
543

    
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545
/**
546
 * Adds a new Static5D to the location'th place in our List of Points to interpolate through.
547
 *   
548
 * @param location Index in our List to add the new Point at.
549
 * @param v The Static5D to add.
550
 */  
551
  public synchronized void add(int location, Static5D v)
552
    {
553
    if( v!=null )
554
      {
555
      vv.add(location, v);
556
      
557
      if( vn!=null ) vn.add(new VectorNoise(5));
558
      
559
      switch(numPoints)
560
        {
561
        case 0: break;
562
        case 1: setUpVectors(0.0f,null);
563
                break;
564
        case 2: vc.add(new VectorCache());
565
                vc.add(new VectorCache());
566
                vc.add(new VectorCache());
567
                break;
568
        default:vc.add(location,new VectorCache());
569
        }
570

    
571
      numPoints++;
572
      cacheDirty = true;
573
      }
574
    }
575
  
576
///////////////////////////////////////////////////////////////////////////////////////////////////
577
/**
578
 * Removes all occurrences of Point v from the List of Points to interpolate through.  
579
 * 
580
 * @param v The Point to remove.
581
 * @return <code>true</code> if we have removed at least one Point.
582
 */
583
  public synchronized boolean remove(Static5D v)
584
    {
585
    int n = vv.indexOf(v);
586
    boolean found = false;
587
   
588
    while( n>=0 ) 
589
      {
590
      vv.remove(n);
591
     
592
      if( vn!=null ) vn.remove(0);
593
     
594
      switch(numPoints)
595
        {
596
        case 0:
597
        case 1: 
598
        case 2: break;
599
        case 3: vc.removeAllElements();
600
                setUpVectors(0.0f,null);
601
                break;
602
        default:vc.remove(n);
603
        }
604

    
605
      numPoints--;
606
      found = true;
607
      n = vv.indexOf(v);
608
      }
609
   
610
    if( found ) 
611
      {
612
      cacheDirty=true;
613
      }
614
   
615
    return found;
616
    }
617

    
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Removes a location'th Point from the List of Points we interpolate through.
621
 * 
622
 * @param location index of the Point we want to remove. 
623
 * @return <code>true</code> if location is valid, i.e. if 0<=location&lt;getNumPoints().
624
 */
625
  public synchronized boolean remove(int location)
626
    {
627
    if( location>=0 && location<numPoints ) 
628
      {
629
      vv.removeElementAt(location);
630
       
631
      if( vn!=null ) vn.remove(0);
632
      
633
      switch(numPoints)
634
        {
635
        case 0:
636
        case 1: 
637
        case 2: break;
638
        case 3: vc.removeAllElements();
639
                setUpVectors(0.0f,null);
640
                break;
641
        default:vc.removeElementAt(location);
642
        }
643

    
644
      numPoints--;
645
      cacheDirty = true; 
646
      return true;
647
      }
648

    
649
    return false;
650
    }
651
  
652
///////////////////////////////////////////////////////////////////////////////////////////////////
653
/**
654
 * Removes all Points.
655
 */
656
  public synchronized void removeAll()
657
    {
658
    numPoints = 0;
659
    vv.removeAllElements();
660
    vc.removeAllElements();
661
    cacheDirty = false;
662
   
663
    if( vn!=null ) vn.removeAllElements();
664
    }
665
  
666
///////////////////////////////////////////////////////////////////////////////////////////////////
667
/**
668
 * Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
669
 * <p>
670
 * Since this is a 5-dimensional Dynamic, the resulting interpolated Static5D gets written
671
 * to five locations in the buffer: buffer[offset],...,buffer[offset+4]. 
672
 * 
673
 * @param buffer Float buffer we will write the resulting Static5D to.
674
 * @param offset Offset in the buffer where to write the result.
675
 * @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last,
676
 *             time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points.
677
 */    
678
  public synchronized void interpolate(float[] buffer, int offset, float time)
679
    {  
680
    switch(numPoints)
681
      {
682
      case 0: buffer[offset  ] = 0.0f;
683
              buffer[offset+1] = 0.0f;
684
              buffer[offset+2] = 0.0f;
685
              buffer[offset+3] = 0.0f;
686
              buffer[offset+4] = 0.0f;
687
              break;
688
      case 1: curr = vv.elementAt(0);
689
              buffer[offset  ] = curr.x;
690
              buffer[offset+1] = curr.y;
691
              buffer[offset+2] = curr.z;
692
              buffer[offset+3] = curr.w;
693
              buffer[offset+4] = curr.v;
694
              break;
695
      case 2: curr = vv.elementAt(0);
696
              next = vv.elementAt(1);
697
            
698
              if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
699
             
700
              if( vn!=null )
701
                {
702
                time = noise(time,0);
703
            
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]);
709
                }
710
              else
711
                {
712
                buffer[offset  ] = (next.x-curr.x)*time + curr.x;
713
                buffer[offset+1] = (next.y-curr.y)*time + curr.y;
714
                buffer[offset+2] = (next.z-curr.z)*time + curr.z;
715
                buffer[offset+3] = (next.w-curr.w)*time + curr.w;
716
                buffer[offset+4] = (next.v-curr.v)*time + curr.v;
717
                }
718
                
719
              break;
720
      default:float t = time;
721
        
722
              switch(mMode)
723
                {
724
                case MODE_LOOP: time = time*numPoints;
725
                                break;
726
                case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1);
727
                                break;
728
                case MODE_JUMP: time = time*(numPoints-1);
729
                                break;
730
                }
731
     
732
              int vecCurr = (int)time;
733
              time = time-vecCurr;
734
      
735
              if( vecCurr>=0 && vecCurr<numPoints )
736
                {
737
                if( cacheDirty ) recomputeCache();    // recompute cache if we have added or remove vectors since last computation
738
                else if( mVecCurr!= vecCurr )         // ...or if we have just passed a vector and the vector we are currently flying to has changed
739
                  {
740
                  int vecNext;   
741
                  mVecCurr = vecCurr;
742
                       
743
                  switch(mMode)
744
                    {
745
                    case MODE_LOOP: vecNext = vecCurr==numPoints-1 ? 0:vecCurr+1; 
746
                                    break;
747
                    case MODE_PATH: if( t<0.5f ) vecNext = vecCurr==numPoints-1 ? numPoints-2: vecCurr+1;  
748
                                    else         vecNext = vecCurr==0 ? 1 : vecCurr-1;  
749
                                    break;
750
                    case MODE_JUMP: vecNext = vecCurr==numPoints-1 ? 1:vecCurr+1;
751
                                    break;
752
                    default       : vecNext = 0;                
753
                    }
754
     
755
                  next = vv.elementAt(vecNext);
756
                  tmp2 = vc.elementAt(vecNext);
757
              
758
                  if( tmp2.vx!=next.x || tmp2.vy!=next.y || tmp2.vz!=next.z || tmp2.vw!=next.w || tmp2.vv!=next.v ) recomputeCache();
759
                  }
760
            
761
                tmp1 = vc.elementAt(vecCurr);
762
               
763
                if( vn!=null )
764
                  {
765
                  time = noise(time,vecCurr);
766
              
767
                  setUpVectors(time,tmp1);
768
                 
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]);
774
                  }
775
                else
776
                  {
777
                  buffer[offset  ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx;
778
                  buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy;
779
                  buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz;
780
                  buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw;
781
                  buffer[offset+4]= ((tmp1.av*time+tmp1.bv)*time+tmp1.cv)*time+tmp1.dv;
782
                  }
783
 
784
                break;
785
                }
786
      }
787
    }  
788

    
789
  }
790
///////////////////////////////////////////////////////////////////////////////////////////////////
791
//
(11-11/17)