Project

General

Profile

Download (14 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / type / DynamicQuat.java @ 43b28f5b

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library.type;
21

    
22
import java.util.Vector;
23

    
24
///////////////////////////////////////////////////////////////////////////////////////////////////
25
/** 
26
* A 4-dimensional implementation of the Dynamic class to interpolate between a list
27
* of Static4Ds.
28
* Here, the Points are assumed to be Quaternions - thus we do the Spherical Linear Interpolation, aka
29
* SLERP. Noise not supported (yet?).
30
*
31
* Only unit quaternions represent valid rotations in 3D - and interpolating through rotations is the
32
* most common use case for this class. No effort is done to normalize the Points though.
33
*
34
* Rotation Quaternion is assumed to be in the form ( axisX*sinT, axisY*sinT, axisZ*sinT, cosT ).
35
*/
36

    
37
public class DynamicQuat extends Dynamic implements Data4D
38
  {
39

    
40
///////////////////////////////////////////////////////////////////////////////////////////////////
41
// Here we implement our own Cache as we need something slightly different.
42
// omega, sinOmega, cosOmega - angle between pair of quaternions, its sinus and cosinus.
43
//  
44
// (vx,vy,vz,vw) is the original vector from vv (copied here so when interpolating we can see if it is 
45
// still valid and if not - rebuild the Cache.
46
  
47
  private class VectorCacheQuat
48
    {
49
    float omega, sinOmega,cosOmega;
50
    float vx,vy,vz,vw;
51
    }
52
  
53
  private Vector<VectorCacheQuat> vc;
54
  private VectorCacheQuat tmp1, tmp2;
55

    
56
  private Vector<Static4D> vv;
57
  private Static4D curr, next;
58
 
59
///////////////////////////////////////////////////////////////////////////////////////////////////
60
// Abramowitz / Stegun
61

    
62
  private static float arcCos(float x)
63
    {
64
    if( x<0 )
65
      return 3.14159265358979f - (float)Math.sqrt(1+x)*(1.5707288f + 0.2121144f*x + 0.074261f*x*x + 0.0187293f*x*x*x);
66
     
67
    return (float)Math.sqrt(1-x)*(1.5707288f - 0.2121144f*x + 0.074261f*x*x - 0.0187293f*x*x*x);
68
    }
69

    
70
///////////////////////////////////////////////////////////////////////////////////////////////////
71

    
72
  private void recomputeCache()
73
    {  
74
    if( numPoints>=2 )
75
      {
76
      int i, n;  
77
      Static4D cu,ne;
78
      VectorCacheQuat vq;
79

    
80
      for(i=0; i<numPoints; i++)
81
        {
82
        n = i<numPoints-1 ? i+1:0;  
83
      
84
        vq= vc.elementAt(i);
85
        cu= vv.elementAt(i);
86
        ne= vv.elementAt(n);
87
      
88
        vq.vx = cu.x;
89
        vq.vy = cu.y;
90
        vq.vz = cu.z;
91
        vq.vw = cu.w;
92
    	
93
        vq.cosOmega = cu.x*ne.x + cu.y*ne.y + cu.z*ne.z + cu.w*ne.w;
94
        vq.sinOmega = (float)Math.sqrt(1-vq.cosOmega*vq.cosOmega);
95
        vq.omega    = arcCos(vq.cosOmega);
96
        }
97
      }
98
   
99
    cacheDirty = false;
100
    }
101

    
102
///////////////////////////////////////////////////////////////////////////////////////////////////
103
// PUBLIC API
104
///////////////////////////////////////////////////////////////////////////////////////////////////
105
/**
106
 * Default constructor.
107
 */
108
  public DynamicQuat()
109
    {
110
    this(0,0.5f);
111
    }
112

    
113
///////////////////////////////////////////////////////////////////////////////////////////////////
114
/**
115
 * Constructor setting the speed of interpolation and the number of revolutions.
116
 *
117
 * What constitutes 'one revolution' depends on the MODE:
118
 * {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
119
 *
120
 * @param duration number of milliseconds it takes to do one revolution.
121
 * @param count    number of revolutions we will do. Count<=0 means 'infinite'.
122
 */
123
  public DynamicQuat(int duration, float count)
124
    {
125
    vv         = new Vector<>();
126
    vc         = new Vector<>();
127
    numPoints  = 0;
128
    cacheDirty = false;
129
    mMode      = MODE_LOOP;
130
    mDuration  = duration;
131
    mCount     = count;
132
    mLastPos   =-1;
133
    mAccessType= ACCESS_TYPE_RANDOM;
134
    mDimension = 4;
135
    mSegment   =-1;
136

    
137
    initDynamic();
138
    }
139

    
140
///////////////////////////////////////////////////////////////////////////////////////////////////
141
/**
142
 * Returns the location'th Static4D.
143
 *   
144
 * @param location the index of the Point we are interested in.
145
 * @return The Static4D, if 0<=location&lt;getNumPoints(), or null otherwise.
146
 */  
147
  public synchronized Static4D getPoint(int location)
148
    {
149
    return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;  
150
    }
151
  
152
///////////////////////////////////////////////////////////////////////////////////////////////////
153
/**
154
 * Resets the location'th Point.
155
 * <p>
156
 * Rotation Quaternion is assumed to be in the form ( axisX*sinT, axisY*sinT, axisZ*sinT, cosT ).
157
 *
158
 * @param location the index of the Point we are setting.
159
 * @param x New value of its first float.
160
 */
161
  public synchronized void setPoint(int location, float x, float y, float z, float w)
162
    {
163
    if( location>=0 && location<numPoints )
164
      {
165
      curr = vv.elementAt(location);
166
   
167
      if( curr!=null )
168
        {
169
        curr.set(x,y,z,w);
170
        cacheDirty=true;
171
        }
172
      }
173
    }
174

    
175
///////////////////////////////////////////////////////////////////////////////////////////////////
176
/**
177
 * Adds a new Static4D to the end of our list of Points to interpolate through.
178
 * <p>   
179
 * Only a reference to the Point gets added to the List; this means that one can add a Point 
180
 * here, and later on {@link Static4D#set(float,float,float,float)} it to some new value and
181
 * the change will be seamlessly reflected in the interpolated path.  
182
 * <p>
183
 * A Point can be added multiple times.
184
 *   
185
 * @param v The Point to add.
186
 */    
187
  public synchronized void add(Static4D v)
188
    {
189
    if( v!=null )
190
      {
191
      vv.add(v);
192
      
193
      switch(numPoints)
194
         {
195
         case 0: 
196
         case 1: vc.add(new VectorCacheQuat());
197
                 vc.add(new VectorCacheQuat());
198
        	     break;
199
         default:vc.add(new VectorCacheQuat());
200
         }
201

    
202
       numPoints++;
203
       cacheDirty = true;
204
       }
205
    }
206

    
207
///////////////////////////////////////////////////////////////////////////////////////////////////
208
/**
209
 * Adds a new Static4D to the location'th place in our List of Points to interpolate through.
210
 *   
211
 * @param location Index in our List to add the new Point at.
212
 * @param v The Static4D to add.
213
 */  
214
  public synchronized void add(int location, Static4D v)
215
    {
216
    if( v!=null )
217
      {
218
      vv.add(location, v);
219
      
220
      switch(numPoints)
221
        {
222
        case 0: 
223
        case 1: vc.add(new VectorCacheQuat());
224
                vc.add(new VectorCacheQuat());
225
                break;
226
        default:vc.add(location,new VectorCacheQuat());
227
        }
228

    
229
      numPoints++;
230
      cacheDirty = true;
231
      }
232
    }
233
  
234
///////////////////////////////////////////////////////////////////////////////////////////////////
235
/**
236
 * Removes all occurrences of Point v from the List of Points to interpolate through.  
237
 * 
238
 * @param v The Point to remove.
239
 * @return <code>true</code> if we have removed at least one Point.
240
 */
241
  public synchronized boolean remove(Static4D v)
242
    {
243
    int n = vv.indexOf(v);
244
    boolean found = false;
245
   
246
    while( n>=0 ) 
247
      {
248
      vv.remove(n);
249
     
250
      switch(numPoints)
251
        {
252
        case 0:
253
        case 1: break;
254
        case 2: vc.removeAllElements();
255
                break;
256
        default:vc.remove(n);
257
        }
258

    
259
      numPoints--;
260
      found = true;
261
      n = vv.indexOf(v);
262
      }
263
   
264
    if( found ) 
265
      {
266
      cacheDirty=true;
267
      }
268
   
269
    return found;
270
    }
271

    
272
///////////////////////////////////////////////////////////////////////////////////////////////////
273
/**
274
 * Removes a location'th Point from the List of Points we interpolate through.
275
 * 
276
 * @param location index of the Point we want to remove. 
277
 * @return <code>true</code> if location is valid, i.e. if 0<=location&lt;getNumPoints().
278
 */
279
  public synchronized boolean remove(int location)
280
    {
281
    if( location>=0 && location<numPoints ) 
282
      {
283
      vv.removeElementAt(location);
284
      
285
      switch(numPoints)
286
        {
287
        case 0: 
288
        case 1: break;
289
        case 2: vc.removeAllElements();
290
                break;
291
        default:vc.removeElementAt(location);
292
        }
293

    
294
      numPoints--;
295
      cacheDirty = true; 
296
      return true;
297
      }
298

    
299
    return false;
300
    }
301
  
302
///////////////////////////////////////////////////////////////////////////////////////////////////
303
/**
304
 * Removes all Points.
305
 */
306
  public synchronized void removeAll()
307
    {
308
    numPoints = 0;
309
    vv.removeAllElements();
310
    vc.removeAllElements();
311
    cacheDirty = false;
312
    }
313
  
314
///////////////////////////////////////////////////////////////////////////////////////////////////
315
/**
316
 * Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
317
 * Interpolation is done using the spherical linear algorithm, aka SLERP.
318
 * <p>
319
 * Since this is a 4-dimensional Dynamic, the resulting interpolated Static4D gets written
320
 * to four locations in the buffer: buffer[offset], buffer[offset+1], buffer[offset+2] and buffer[offset+3]. 
321
 * 
322
 * @param buffer Float buffer we will write the resulting Static4D to.
323
 * @param offset Offset in the buffer where to write the result.
324
 * @param time   Time of interpolation. Time=0.0 is the beginning of the first revolution, time=1.0 - the end
325
 *               of the first revolution, time=2.5 - the middle of the third revolution.
326
 *               What constitutes 'one revolution' depends on the MODE:
327
 *               {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
328
 **/
329
  synchronized void interpolate(float[] buffer, int offset, float time)
330
    {
331
    switch(numPoints)
332
      {
333
      case 0: buffer[offset  ] = 0.0f;
334
              buffer[offset+1] = 0.0f;
335
              buffer[offset+2] = 0.0f;
336
              buffer[offset+3] = 0.0f;
337
              break;
338
      case 1: curr = vv.elementAt(0);
339
              buffer[offset  ] = curr.x; 
340
              buffer[offset+1] = curr.y;
341
              buffer[offset+2] = curr.z;
342
              buffer[offset+3] = curr.w;
343
              break;
344
      default:float t = time;
345
              int vecCurr, segment;
346
              float scale0, scale1;
347

    
348
              switch(mMode)
349
                {
350
                case MODE_LOOP: time = time*numPoints;
351
                                segment = (int)time;
352
                                vecCurr = segment;
353
                                break;
354
                case MODE_PATH: if( t>0.5f ) t = 1.0f-t;
355
                                time = 2*t*(numPoints-1);
356
                                segment = (int)(2*t*(numPoints-1));
357
                                vecCurr = segment;
358
                                break;
359
                case MODE_JUMP: time = time*(numPoints-1);
360
                                segment = (int)time;
361
                                vecCurr = segment;
362
                                break;
363
                default       : vecCurr = 0;
364
                                segment = 0;
365
                }
366

    
367
              if( vecCurr>=0 && vecCurr<numPoints )
368
                {
369
                int vecNext = getNext(vecCurr,t);
370

    
371
                curr = vv.elementAt(vecCurr);
372
                tmp1 = vc.elementAt(vecCurr);
373
                next = vv.elementAt(vecNext);
374

    
375
                if( cacheDirty ) recomputeCache();  // recompute cache if we have added or remove vectors since last computation
376
                else if( mSegment!= segment )       // ...or if we have just passed a vector and the vector we are currently flying to has changed
377
                  {
378
                  tmp2 = vc.elementAt(vecNext);
379

    
380
                  if( tmp2.vx!=next.x || tmp2.vy!=next.y || tmp2.vz!=next.z || tmp2.vw!=next.w ) recomputeCache();
381
                  }
382

    
383
                mSegment = segment;
384

    
385
                time = time-vecCurr;
386

    
387
                if( tmp1.sinOmega==0 )
388
                  {
389
                  scale0 = 1f;
390
                  scale1 = 0f;
391
                  }
392
                else if( tmp1.cosOmega < 0.99 )
393
                  {
394
                  scale0 = (float)Math.sin( (1f-time)*tmp1.omega ) / tmp1.sinOmega;
395
                  scale1 = (float)Math.sin(     time *tmp1.omega ) / tmp1.sinOmega;
396
                  }
397
                else
398
                  {
399
                  scale0 = 1f-time;
400
                  scale1 = time;
401
                  }
402

    
403
                buffer[offset  ] = scale0*curr.x + scale1*next.x;
404
                buffer[offset+1] = scale0*curr.y + scale1*next.y;
405
                buffer[offset+2] = scale0*curr.z + scale1*next.z;
406
                buffer[offset+3] = scale0*curr.w + scale1*next.w;
407

    
408
                break;
409
                }
410
      }
411
    }  
412

    
413
  }
(12-12/18)