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d333eb6b
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Leszek Koltunski
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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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a4835695
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Leszek Koltunski
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package org.distorted.library.type;
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6a06a912
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Leszek Koltunski
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import java.util.Vector;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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568b29d8
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Leszek Koltunski
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* A 4-dimensional implementation of the Dynamic class to interpolate between a list
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6a06a912
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Leszek Koltunski
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* of Float4Ds.
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*/
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568b29d8
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Leszek Koltunski
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public class Dynamic4D extends Dynamic implements Data4D
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6a06a912
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Leszek Koltunski
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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 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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float[] nw;
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public VectorNoise()
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{
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nx = new float[NUM_NOISE];
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nx[0] = mRnd.nextFloat();
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for(int i=1; i<NUM_NOISE; i++) nx[i] = nx[i-1] + mRnd.nextFloat();
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float sum = nx[NUM_NOISE-1] + mRnd.nextFloat();
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for(int i=0; i<NUM_NOISE; i++) nx[i] /=sum;
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ny = new float[NUM_NOISE];
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for(int i=0; i<NUM_NOISE; i++) ny[i] = mRnd.nextFloat()-0.5f;
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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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nw = new float[NUM_NOISE];
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for(int i=0; i<NUM_NOISE; i++) nw[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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568b29d8
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Leszek Koltunski
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private Vector<Static4D> vv;
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private Static4D prev, curr, next;
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6a06a912
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Leszek Koltunski
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private Vector<VectorNoise> vn;
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private VectorNoise tmpN;
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private float mFactor1, mFactor2, mFactor3; // used in Noise only. Those are noise factors; 1=noise of the (vec1X,vec1Y,vec1Z,vec1W) vector; 2=noise of (vec2X,vec2Y,vec2Z,vec2W) and same for vec3.
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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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synchronized void createNoise()
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{
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if( vn==null )
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{
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bb7d8484
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Leszek Koltunski
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vn = new Vector<>();
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6a06a912
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Leszek Koltunski
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for(int i=0; i<numPoints; i++) vn.add(new VectorNoise());
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// no array bounds checking!
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private void vec(int c)
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{
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int p = c>0 ? c-1: numPoints-1;
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int n = c<numPoints-1 ? c+1: 0;
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prev = vv.elementAt(p);
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curr = vv.elementAt(c);
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next = vv.elementAt(n);
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tmp1 = vc.elementAt(c);
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float px = curr.x - prev.x;
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float py = curr.y - prev.y;
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float 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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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
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{
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int i, n;
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for(i=0; i<numPoints; i++) vec(i);
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for(i=0; i<numPoints; i++)
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{
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n = i<numPoints-1 ? i+1:0;
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tmp1= vc.elementAt(i);
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tmp2= vc.elementAt(n);
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curr= vv.elementAt(i);
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next= vv.elementAt(n);
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tmp1.vx = curr.x;
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tmp1.vy = curr.y;
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tmp1.vz = curr.z;
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tmp1.vw = curr.w;
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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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}
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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 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 : mFactor1 = mNoise*tmpN.ny[0]*t;
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mFactor2 = mNoise*tmpN.nz[0]*t;
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mFactor3 = mNoise*tmpN.nw[0]*t;
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return time + mNoise*(d*tmpN.nx[0]-time);
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case NUM_NOISE: mFactor1= mNoise*tmpN.ny[NUM_NOISE-1]*(1-t);
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mFactor2= mNoise*tmpN.nz[NUM_NOISE-1]*(1-t);
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mFactor3= mNoise*tmpN.nw[NUM_NOISE-1]*(1-t);
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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 ya,yb;
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yb = tmpN.ny[index ];
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ya = tmpN.ny[index-1];
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mFactor1 = mNoise*((yb-ya)*t+ya);
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yb = tmpN.nz[index ];
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ya = tmpN.nz[index-1];
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mFactor2 = mNoise*((yb-ya)*t+ya);
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yb = tmpN.nw[index ];
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ya = tmpN.nw[index-1];
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mFactor3 = mNoise*((yb-ya)*t+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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// 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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// vec1 = a-delta*v where delta = (v*a)/|v|^2
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// 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
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private void setUpVectors(float time,VectorCache vc)
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300 |
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{
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301 |
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if( vc!=null )
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302 |
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{
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303 |
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float vx = (3*vc.ax*time+2*vc.bx)*time+vc.cx;
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304 |
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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 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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310 |
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float az = 6*vc.az*time+2*vc.bz;
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311 |
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float aw = 6*vc.aw*time+2*vc.bw;
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312 |
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313 |
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float v_sq = vx*vx+vy*vy+vz*vz+vw*vw;
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314 |
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float delta = (vx*ax+vy*ay+vz*az*vw*vw)/v_sq;
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315 |
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316 |
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vec1X = ax-delta*vx;
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317 |
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vec1Y = ay-delta*vy;
|
318 |
|
|
vec1Z = az-delta*vz;
|
319 |
|
|
vec1W = aw-delta*vw;
|
320 |
|
|
|
321 |
|
|
float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W;
|
322 |
|
|
|
323 |
|
|
// construct vec2 and vec3. Cross product does not work in 4th dimension!
|
324 |
|
|
float coeff21 = vz/v_sq;
|
325 |
|
|
float coeff22 = vec1Z/vec1_sq;
|
326 |
|
|
vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
|
327 |
|
|
vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
|
328 |
|
|
vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
|
329 |
|
|
vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
|
330 |
|
|
|
331 |
|
|
float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W;
|
332 |
|
|
float coeff31 = vw/v_sq;
|
333 |
|
|
float coeff32 = vec1W/vec1_sq;
|
334 |
|
|
float coeff33 = vec2W/vec2_sq;
|
335 |
|
|
vec2X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
|
336 |
|
|
vec2Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
|
337 |
|
|
vec2Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
|
338 |
|
|
vec2W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
|
339 |
|
|
|
340 |
|
|
float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W;
|
341 |
|
|
|
342 |
|
|
float len1 = (float)Math.sqrt(v_sq/vec1_sq);
|
343 |
|
|
float len2 = (float)Math.sqrt(v_sq/vec2_sq);
|
344 |
|
|
float len3 = (float)Math.sqrt(v_sq/vec3_sq);
|
345 |
|
|
|
346 |
|
|
vec1X*=len1;
|
347 |
|
|
vec1Y*=len1;
|
348 |
|
|
vec1Z*=len1;
|
349 |
|
|
vec1W*=len1;
|
350 |
|
|
|
351 |
|
|
vec2X*=len2;
|
352 |
|
|
vec2Y*=len2;
|
353 |
|
|
vec2Z*=len2;
|
354 |
|
|
vec2W*=len2;
|
355 |
|
|
|
356 |
|
|
vec3X*=len3;
|
357 |
|
|
vec3Y*=len3;
|
358 |
|
|
vec3Z*=len3;
|
359 |
|
|
vec3W*=len3;
|
360 |
|
|
}
|
361 |
|
|
else
|
362 |
|
|
{
|
363 |
|
|
curr = vv.elementAt(0);
|
364 |
|
|
next = vv.elementAt(1);
|
365 |
|
|
|
366 |
|
|
float vx = (next.x-curr.x);
|
367 |
|
|
float vy = (next.y-curr.y);
|
368 |
|
|
float vz = (next.z-curr.z);
|
369 |
|
|
float vw = (next.w-curr.w);
|
370 |
|
|
|
371 |
|
|
float b = (float)Math.sqrt(vx*vx+vy*vy+vz*vz);
|
372 |
|
|
|
373 |
|
|
if( b>0.0f )
|
374 |
|
|
{
|
375 |
|
|
vec1X = vx*vw/b;
|
376 |
|
|
vec1Y = vy*vw/b;
|
377 |
|
|
vec1Z = vz*vw/b;
|
378 |
|
|
vec1W = -b;
|
379 |
|
|
|
380 |
|
|
float v_sq = vx*vx+vy*vy+vz*vz+vw*vw;
|
381 |
|
|
float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W;
|
382 |
|
|
|
383 |
|
|
// construct vec2 and vec3. Cross product does not work in 4th dimension!
|
384 |
|
|
float coeff21 = vz/v_sq;
|
385 |
|
|
float coeff22 = vec1Z/vec1_sq;
|
386 |
|
|
vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
|
387 |
|
|
vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
|
388 |
|
|
vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
|
389 |
|
|
vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
|
390 |
|
|
|
391 |
|
|
float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W;
|
392 |
|
|
float coeff31 = vw/v_sq;
|
393 |
|
|
float coeff32 = vec1W/vec1_sq;
|
394 |
|
|
float coeff33 = vec2W/vec2_sq;
|
395 |
|
|
vec2X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
|
396 |
|
|
vec2Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
|
397 |
|
|
vec2Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
|
398 |
|
|
vec2W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
|
399 |
|
|
|
400 |
|
|
float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W;
|
401 |
|
|
|
402 |
|
|
float len1 = (float)Math.sqrt(v_sq/vec1_sq);
|
403 |
|
|
float len2 = (float)Math.sqrt(v_sq/vec2_sq);
|
404 |
|
|
float len3 = (float)Math.sqrt(v_sq/vec3_sq);
|
405 |
|
|
|
406 |
|
|
vec1X*=len1;
|
407 |
|
|
vec1Y*=len1;
|
408 |
|
|
vec1Z*=len1;
|
409 |
|
|
vec1W*=len1;
|
410 |
|
|
|
411 |
|
|
vec2X*=len2;
|
412 |
|
|
vec2Y*=len2;
|
413 |
|
|
vec2Z*=len2;
|
414 |
|
|
vec2W*=len2;
|
415 |
|
|
|
416 |
|
|
vec3X*=len3;
|
417 |
|
|
vec3Y*=len3;
|
418 |
|
|
vec3Z*=len3;
|
419 |
|
|
vec3W*=len3;
|
420 |
|
|
}
|
421 |
|
|
else
|
422 |
|
|
{
|
423 |
|
|
vec1X = vw;
|
424 |
|
|
vec1Y = 0.0f;
|
425 |
|
|
vec1Z = 0.0f;
|
426 |
|
|
vec1W = 0.0f;
|
427 |
|
|
|
428 |
|
|
vec2X = 0.0f;
|
429 |
|
|
vec2Y = vw;
|
430 |
|
|
vec2Z = 0.0f;
|
431 |
|
|
vec2W = 0.0f;
|
432 |
|
|
|
433 |
|
|
vec3X = 0.0f;
|
434 |
|
|
vec3Y = 0.0f;
|
435 |
|
|
vec3Z = vw;
|
436 |
|
|
vec3W = 0.0f;
|
437 |
|
|
}
|
438 |
|
|
}
|
439 |
|
|
}
|
440 |
|
|
|
441 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
442 |
|
|
// PUBLIC API
|
443 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
444 |
|
|
/**
|
445 |
|
|
* Default constructor.
|
446 |
|
|
*/
|
447 |
568b29d8
|
Leszek Koltunski
|
public Dynamic4D()
|
448 |
6a06a912
|
Leszek Koltunski
|
{
|
449 |
8c893ffc
|
Leszek Koltunski
|
vv = new Vector<>();
|
450 |
|
|
vc = new Vector<>();
|
451 |
6a06a912
|
Leszek Koltunski
|
vn = null;
|
452 |
|
|
numPoints = 0;
|
453 |
|
|
cacheDirty = false;
|
454 |
|
|
mMode = MODE_LOOP;
|
455 |
|
|
mDuration = 0;
|
456 |
|
|
mCount = 0.5f;
|
457 |
|
|
mNoise = 0.0f;
|
458 |
|
|
}
|
459 |
8c893ffc
|
Leszek Koltunski
|
|
460 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
461 |
|
|
|
462 |
|
|
/**
|
463 |
|
|
* Default constructor.
|
464 |
|
|
*
|
465 |
|
|
* @param duration number of milliseconds it takes to do a full loop/path from first vector to the
|
466 |
|
|
* last and back to the first
|
467 |
|
|
* @param count number of loops/paths we will do; mCount = 1.5 means we go from the first vector
|
468 |
|
|
* to the last, back to first, and to the last again.
|
469 |
|
|
*/
|
470 |
|
|
public Dynamic4D(int duration, float count)
|
471 |
|
|
{
|
472 |
|
|
vv = new Vector<>();
|
473 |
|
|
vc = new Vector<>();
|
474 |
|
|
vn = null;
|
475 |
|
|
numPoints = 0;
|
476 |
|
|
cacheDirty = false;
|
477 |
|
|
mMode = MODE_LOOP;
|
478 |
|
|
mDuration = duration;
|
479 |
|
|
mCount = count;
|
480 |
|
|
}
|
481 |
|
|
|
482 |
6a06a912
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
483 |
|
|
/**
|
484 |
568b29d8
|
Leszek Koltunski
|
* Returns the location'th Static4D.
|
485 |
6a06a912
|
Leszek Koltunski
|
*
|
486 |
|
|
* @param location the index of the Point we are interested in.
|
487 |
568b29d8
|
Leszek Koltunski
|
* @return The Static4D, if 0<=location<getNumPoints(), or null otherwise.
|
488 |
6a06a912
|
Leszek Koltunski
|
*/
|
489 |
568b29d8
|
Leszek Koltunski
|
public synchronized Static4D getPoint(int location)
|
490 |
6a06a912
|
Leszek Koltunski
|
{
|
491 |
|
|
return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;
|
492 |
|
|
}
|
493 |
|
|
|
494 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
495 |
|
|
/**
|
496 |
|
|
* Resets the location'th Point.
|
497 |
|
|
*
|
498 |
|
|
* @param location the index of the Point we are setting.
|
499 |
|
|
* @param x New value of its first float.
|
500 |
|
|
*/
|
501 |
|
|
public synchronized void setPoint(int location, float x, float y, float z, float w)
|
502 |
|
|
{
|
503 |
|
|
if( location>=0 && location<numPoints )
|
504 |
|
|
{
|
505 |
|
|
curr = vv.elementAt(location);
|
506 |
|
|
|
507 |
|
|
if( curr!=null )
|
508 |
|
|
{
|
509 |
|
|
curr.set(x,y,z,w);
|
510 |
|
|
cacheDirty=true;
|
511 |
|
|
}
|
512 |
|
|
}
|
513 |
|
|
}
|
514 |
|
|
|
515 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
516 |
|
|
/**
|
517 |
568b29d8
|
Leszek Koltunski
|
* Adds a new Static4D to the end of our list of Points to interpolate through.
|
518 |
6a06a912
|
Leszek Koltunski
|
* <p>
|
519 |
|
|
* Only a reference to the Point gets added to the List; this means that one can add a Point
|
520 |
568b29d8
|
Leszek Koltunski
|
* here, and later on {@link Static4D#set(float,float,float,float)} it to some new value and
|
521 |
6a06a912
|
Leszek Koltunski
|
* the change will be seamlessly reflected in the interpolated path.
|
522 |
|
|
* <p>
|
523 |
|
|
* A Point can be added multiple times.
|
524 |
|
|
*
|
525 |
|
|
* @param v The Point to add.
|
526 |
|
|
*/
|
527 |
568b29d8
|
Leszek Koltunski
|
public synchronized void add(Static4D v)
|
528 |
6a06a912
|
Leszek Koltunski
|
{
|
529 |
|
|
if( v!=null )
|
530 |
|
|
{
|
531 |
|
|
vv.add(v);
|
532 |
|
|
|
533 |
|
|
if( vn!=null ) vn.add(new VectorNoise());
|
534 |
|
|
|
535 |
|
|
switch(numPoints)
|
536 |
|
|
{
|
537 |
|
|
case 0: break;
|
538 |
|
|
case 1: setUpVectors(0.0f,null);
|
539 |
|
|
break;
|
540 |
|
|
case 2: vc.add(new VectorCache());
|
541 |
|
|
vc.add(new VectorCache());
|
542 |
|
|
vc.add(new VectorCache());
|
543 |
|
|
break;
|
544 |
|
|
default:vc.add(new VectorCache());
|
545 |
|
|
}
|
546 |
|
|
|
547 |
|
|
numPoints++;
|
548 |
|
|
cacheDirty = true;
|
549 |
|
|
}
|
550 |
|
|
}
|
551 |
|
|
|
552 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
553 |
|
|
/**
|
554 |
568b29d8
|
Leszek Koltunski
|
* Adds a new Static4D to the location'th place in our List of Points to interpolate through.
|
555 |
6a06a912
|
Leszek Koltunski
|
*
|
556 |
|
|
* @param location Index in our List to add the new Point at.
|
557 |
568b29d8
|
Leszek Koltunski
|
* @param v The Static4D to add.
|
558 |
6a06a912
|
Leszek Koltunski
|
*/
|
559 |
568b29d8
|
Leszek Koltunski
|
public synchronized void add(int location, Static4D v)
|
560 |
6a06a912
|
Leszek Koltunski
|
{
|
561 |
|
|
if( v!=null )
|
562 |
|
|
{
|
563 |
|
|
vv.add(location, v);
|
564 |
|
|
|
565 |
|
|
if( vn!=null ) vn.add(new VectorNoise());
|
566 |
|
|
|
567 |
|
|
switch(numPoints)
|
568 |
|
|
{
|
569 |
|
|
case 0: break;
|
570 |
|
|
case 1: setUpVectors(0.0f,null);
|
571 |
|
|
break;
|
572 |
|
|
case 2: vc.add(new VectorCache());
|
573 |
|
|
vc.add(new VectorCache());
|
574 |
|
|
vc.add(new VectorCache());
|
575 |
|
|
break;
|
576 |
|
|
default:vc.add(location,new VectorCache());
|
577 |
|
|
}
|
578 |
|
|
|
579 |
|
|
numPoints++;
|
580 |
|
|
cacheDirty = true;
|
581 |
|
|
}
|
582 |
|
|
}
|
583 |
|
|
|
584 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
585 |
|
|
/**
|
586 |
|
|
* Removes all occurrences of Point v from the List of Points to interpolate through.
|
587 |
|
|
*
|
588 |
|
|
* @param v The Point to remove.
|
589 |
|
|
* @return <code>true</code> if we have removed at least one Point.
|
590 |
|
|
*/
|
591 |
568b29d8
|
Leszek Koltunski
|
public synchronized boolean remove(Static4D v)
|
592 |
6a06a912
|
Leszek Koltunski
|
{
|
593 |
|
|
int n = vv.indexOf(v);
|
594 |
|
|
boolean found = false;
|
595 |
|
|
|
596 |
|
|
while( n>=0 )
|
597 |
|
|
{
|
598 |
|
|
vv.remove(n);
|
599 |
|
|
|
600 |
|
|
if( vn!=null ) vn.remove(0);
|
601 |
|
|
|
602 |
|
|
switch(numPoints)
|
603 |
|
|
{
|
604 |
|
|
case 0:
|
605 |
|
|
case 1:
|
606 |
|
|
case 2: break;
|
607 |
|
|
case 3: vc.removeAllElements();
|
608 |
|
|
setUpVectors(0.0f,null);
|
609 |
|
|
break;
|
610 |
|
|
default:vc.remove(n);
|
611 |
|
|
}
|
612 |
|
|
|
613 |
|
|
numPoints--;
|
614 |
|
|
found = true;
|
615 |
|
|
n = vv.indexOf(v);
|
616 |
|
|
}
|
617 |
|
|
|
618 |
|
|
if( found )
|
619 |
|
|
{
|
620 |
|
|
cacheDirty=true;
|
621 |
|
|
}
|
622 |
|
|
|
623 |
|
|
return found;
|
624 |
|
|
}
|
625 |
|
|
|
626 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
627 |
|
|
/**
|
628 |
|
|
* Removes a location'th Point from the List of Points we interpolate through.
|
629 |
|
|
*
|
630 |
|
|
* @param location index of the Point we want to remove.
|
631 |
|
|
* @return <code>true</code> if location is valid, i.e. if 0<=location<getNumPoints().
|
632 |
|
|
*/
|
633 |
|
|
public synchronized boolean remove(int location)
|
634 |
|
|
{
|
635 |
|
|
if( location>=0 && location<numPoints )
|
636 |
|
|
{
|
637 |
|
|
vv.removeElementAt(location);
|
638 |
|
|
|
639 |
|
|
if( vn!=null ) vn.remove(0);
|
640 |
|
|
|
641 |
|
|
switch(numPoints)
|
642 |
|
|
{
|
643 |
|
|
case 0:
|
644 |
|
|
case 1:
|
645 |
|
|
case 2: break;
|
646 |
|
|
case 3: vc.removeAllElements();
|
647 |
|
|
setUpVectors(0.0f,null);
|
648 |
|
|
break;
|
649 |
|
|
default:vc.removeElementAt(location);
|
650 |
|
|
}
|
651 |
|
|
|
652 |
|
|
numPoints--;
|
653 |
|
|
cacheDirty = true;
|
654 |
|
|
return true;
|
655 |
|
|
}
|
656 |
|
|
|
657 |
|
|
return false;
|
658 |
|
|
}
|
659 |
|
|
|
660 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
661 |
|
|
/**
|
662 |
|
|
* Removes all Points.
|
663 |
|
|
*/
|
664 |
|
|
public synchronized void removeAll()
|
665 |
|
|
{
|
666 |
|
|
numPoints = 0;
|
667 |
|
|
vv.removeAllElements();
|
668 |
|
|
vc.removeAllElements();
|
669 |
|
|
cacheDirty = false;
|
670 |
|
|
|
671 |
|
|
if( vn!=null ) vn.removeAllElements();
|
672 |
|
|
}
|
673 |
|
|
|
674 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
675 |
|
|
/**
|
676 |
|
|
* Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
|
677 |
|
|
* <p>
|
678 |
568b29d8
|
Leszek Koltunski
|
* Since this is a 4-dimensional Dynamic, the resulting interpolated Static4D gets written
|
679 |
6a06a912
|
Leszek Koltunski
|
* to four locations in the buffer: buffer[offset], buffer[offset+1], buffer[offset+2] and buffer[offset+3].
|
680 |
|
|
*
|
681 |
568b29d8
|
Leszek Koltunski
|
* @param buffer Float buffer we will write the resulting Static4D to.
|
682 |
6a06a912
|
Leszek Koltunski
|
* @param offset Offset in the buffer where to write the result.
|
683 |
|
|
* @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last,
|
684 |
|
|
* time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points.
|
685 |
|
|
*/
|
686 |
|
|
public synchronized void interpolate(float[] buffer, int offset, float time)
|
687 |
|
|
{
|
688 |
|
|
switch(numPoints)
|
689 |
|
|
{
|
690 |
|
|
case 0: buffer[offset ] = 0.0f;
|
691 |
|
|
buffer[offset+1] = 0.0f;
|
692 |
|
|
buffer[offset+2] = 0.0f;
|
693 |
|
|
buffer[offset+3] = 0.0f;
|
694 |
|
|
break;
|
695 |
|
|
case 1: curr = vv.elementAt(0);
|
696 |
|
|
buffer[offset ] = curr.x;
|
697 |
|
|
buffer[offset+1] = curr.y;
|
698 |
|
|
buffer[offset+2] = curr.z;
|
699 |
|
|
buffer[offset+3] = curr.w;
|
700 |
|
|
break;
|
701 |
|
|
case 2: curr = vv.elementAt(0);
|
702 |
|
|
next = vv.elementAt(1);
|
703 |
|
|
|
704 |
|
|
if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
|
705 |
|
|
|
706 |
|
|
if( vn!=null )
|
707 |
|
|
{
|
708 |
|
|
time = noise(time,0);
|
709 |
|
|
|
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);
|
714 |
|
|
}
|
715 |
|
|
else
|
716 |
|
|
{
|
717 |
|
|
buffer[offset ] = (next.x-curr.x)*time + curr.x;
|
718 |
|
|
buffer[offset+1] = (next.y-curr.y)*time + curr.y;
|
719 |
|
|
buffer[offset+2] = (next.z-curr.z)*time + curr.z;
|
720 |
|
|
buffer[offset+3] = (next.w-curr.w)*time + curr.w;
|
721 |
|
|
}
|
722 |
|
|
|
723 |
|
|
break;
|
724 |
|
|
default:float t = time;
|
725 |
|
|
|
726 |
|
|
switch(mMode)
|
727 |
|
|
{
|
728 |
|
|
case MODE_LOOP: time = time*numPoints;
|
729 |
|
|
break;
|
730 |
|
|
case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1);
|
731 |
|
|
break;
|
732 |
|
|
case MODE_JUMP: time = time*(numPoints-1);
|
733 |
|
|
break;
|
734 |
|
|
}
|
735 |
|
|
|
736 |
|
|
int vecCurr = (int)time;
|
737 |
|
|
time = time-vecCurr;
|
738 |
|
|
|
739 |
|
|
if( vecCurr>=0 && vecCurr<numPoints )
|
740 |
|
|
{
|
741 |
|
|
if( cacheDirty ) recomputeCache(); // recompute cache if we have added or remove vectors since last computation
|
742 |
|
|
else if( mVecCurr!= vecCurr ) // ...or if we have just passed a vector and the vector we are currently flying to has changed
|
743 |
|
|
{
|
744 |
|
|
int vecNext;
|
745 |
|
|
mVecCurr = vecCurr;
|
746 |
|
|
|
747 |
|
|
switch(mMode)
|
748 |
|
|
{
|
749 |
|
|
case MODE_LOOP: vecNext = vecCurr==numPoints-1 ? 0:vecCurr+1;
|
750 |
|
|
break;
|
751 |
|
|
case MODE_PATH: if( t<0.5f ) vecNext = vecCurr==numPoints-1 ? numPoints-2: vecCurr+1;
|
752 |
|
|
else vecNext = vecCurr==0 ? 1 : vecCurr-1;
|
753 |
|
|
break;
|
754 |
|
|
case MODE_JUMP: vecNext = vecCurr==numPoints-1 ? 1:vecCurr+1;
|
755 |
|
|
break;
|
756 |
|
|
default : vecNext = 0;
|
757 |
|
|
}
|
758 |
|
|
|
759 |
|
|
next = vv.elementAt(vecNext);
|
760 |
|
|
tmp2 = vc.elementAt(vecNext);
|
761 |
|
|
|
762 |
|
|
if( tmp2.vx!=next.x || tmp2.vy!=next.y || tmp2.vz!=next.z || tmp2.vw!=next.w ) recomputeCache();
|
763 |
|
|
}
|
764 |
|
|
|
765 |
|
|
tmp1 = vc.elementAt(vecCurr);
|
766 |
|
|
|
767 |
|
|
if( vn!=null )
|
768 |
|
|
{
|
769 |
|
|
time = noise(time,vecCurr);
|
770 |
|
|
|
771 |
|
|
setUpVectors(time,tmp1);
|
772 |
|
|
|
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);
|
777 |
|
|
}
|
778 |
|
|
else
|
779 |
|
|
{
|
780 |
|
|
buffer[offset ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx;
|
781 |
|
|
buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy;
|
782 |
|
|
buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz;
|
783 |
|
|
buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw;
|
784 |
|
|
}
|
785 |
|
|
|
786 |
|
|
break;
|
787 |
|
|
}
|
788 |
|
|
}
|
789 |
|
|
}
|
790 |
|
|
|
791 |
|
|
}
|
792 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
793 |
|
|
//
|