Revision a4835695
Added by Leszek Koltunski over 9 years ago
| src/main/java/org/distorted/library/DistortedObject.java | ||
|---|---|---|
| 23 | 23 |
import android.opengl.GLES20; |
| 24 | 24 |
import android.opengl.GLUtils; |
| 25 | 25 |
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import org.distorted.library.type.Float1D; |
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import org.distorted.library.type.Float2D; |
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import org.distorted.library.type.Float3D; |
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import org.distorted.library.type.Float4D; |
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import org.distorted.library.type.Interpolator; |
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import org.distorted.library.type.Interpolator1D; |
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import org.distorted.library.type.Interpolator2D; |
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import org.distorted.library.type.Interpolator3D; |
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import org.distorted.library.type.Interpolator4D; |
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import org.distorted.library.type.InterpolatorQuat; |
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|
|
| 26 | 37 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 27 | 38 |
/** |
| 28 | 39 |
* All Objects to which Distorted Graphics effects can be applied need to be extended from here. |
| ... | ... | |
| 658 | 669 |
Interpolator1D di = new Interpolator1D(); |
| 659 | 670 |
di.setCount(0.5f); |
| 660 | 671 |
di.setDuration(duration); |
| 661 |
di.add(new Float1D( 0));
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di.add(new Float1D( 0)); |
|
| 662 | 673 |
di.add(new Float1D(angle)); |
| 663 | 674 |
|
| 664 | 675 |
return mM.add(EffectNames.ROTATE, center, di, 0.0f,0.0f,1.0f); |
| src/main/java/org/distorted/library/EffectMessage.java | ||
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| 20 | 20 |
package org.distorted.library; |
| 21 | 21 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 23 |
/** |
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|
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import org.distorted.library.type.Interpolator; |
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|
|
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/** |
|
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* Defines all possible events a class implementing the {@link EffectListener} interface can receive.
|
| 25 | 28 |
*/ |
| 26 | 29 |
|
| src/main/java/org/distorted/library/EffectQueue.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library; |
| 21 | 21 |
|
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import org.distorted.library.type.Interpolator; |
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import org.distorted.library.type.Interpolator2D; |
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|
|
| 22 | 25 |
import java.util.Vector; |
| 23 | 26 |
|
| 24 | 27 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/library/EffectQueueFragment.java | ||
|---|---|---|
| 21 | 21 |
|
| 22 | 22 |
import android.opengl.GLES20; |
| 23 | 23 |
|
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import org.distorted.library.type.Float2D; |
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import org.distorted.library.type.Float3D; |
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import org.distorted.library.type.Float4D; |
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import org.distorted.library.type.Interpolator; |
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import org.distorted.library.type.Interpolator1D; |
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import org.distorted.library.type.Interpolator2D; |
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|
|
| 24 | 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 25 | 32 |
|
| 26 | 33 |
class EffectQueueFragment extends EffectQueue |
| ... | ... | |
| 168 | 175 |
EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects); |
| 169 | 176 |
mInterI[mNumEffects] = inter; |
| 170 | 177 |
mInterP[mNumEffects] = point; |
| 171 |
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z; |
|
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w; |
|
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|
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|
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if( region==null ) |
|
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{
|
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mBuf[4*mNumEffects+2] = 1000*mObjHalfX; |
|
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mBuf[4*mNumEffects+3] = 1000*mObjHalfY; |
|
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} |
|
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else |
|
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{
|
|
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float z = region.getZ(); |
|
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float w = region.getW(); |
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|
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mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z; |
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mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w; |
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} |
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|
|
| 174 | 193 |
return addBase(eln); |
| 175 | 194 |
} |
| 176 | 195 |
|
| ... | ... | |
| 186 | 205 |
EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects); |
| 187 | 206 |
mInterI[mNumEffects] = inter; |
| 188 | 207 |
mInterP[mNumEffects] = null; |
| 189 |
mBuf[4*mNumEffects ] = point.x; |
|
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mBuf[4*mNumEffects+1] = point.y; |
|
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z; |
|
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w; |
|
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|
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mBuf[4*mNumEffects ] = point.getX(); |
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mBuf[4*mNumEffects+1] = point.getY(); |
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|
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if( region==null ) |
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{
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mBuf[4*mNumEffects+2] = 1000*mObjHalfX; |
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mBuf[4*mNumEffects+3] = 1000*mObjHalfY; |
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} |
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else |
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{
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| 218 |
float z = region.getZ(); |
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float w = region.getW(); |
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|
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mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z; |
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mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w; |
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} |
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|
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| 194 | 225 |
return addBase(eln); |
| 195 | 226 |
} |
| 196 | 227 |
|
| ... | ... | |
| 205 | 236 |
{
|
| 206 | 237 |
mInterI[mNumEffects] = inter; |
| 207 | 238 |
mInterP[mNumEffects] = point; |
| 208 |
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z; |
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w; |
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|
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x; |
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y; |
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z; |
|
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|
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if( region==null ) |
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{
|
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| 242 |
mBuf[4*mNumEffects+2] = 1000*mObjHalfX; |
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mBuf[4*mNumEffects+3] = 1000*mObjHalfY; |
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} |
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else |
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{
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float z = region.getZ(); |
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float w = region.getW(); |
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|
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mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z; |
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mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w; |
|
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} |
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|
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX(); |
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY(); |
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ(); |
|
| 214 | 257 |
|
| 215 | 258 |
return addBase(eln); |
| 216 | 259 |
} |
| ... | ... | |
| 226 | 269 |
{
|
| 227 | 270 |
mInterI[mNumEffects] = inter; |
| 228 | 271 |
mInterP[mNumEffects] = null; |
| 229 |
mBuf[4*mNumEffects ] = point.x; |
|
| 230 |
mBuf[4*mNumEffects+1] = point.y; |
|
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z; |
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w; |
|
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|
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| 234 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x; |
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| 235 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y; |
|
| 236 |
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z; |
|
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mBuf[4*mNumEffects ] = point.getX(); |
|
| 273 |
mBuf[4*mNumEffects+1] = point.getY(); |
|
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|
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| 275 |
if( region==null ) |
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{
|
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| 277 |
mBuf[4*mNumEffects+2] = 1000*mObjHalfX; |
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| 278 |
mBuf[4*mNumEffects+3] = 1000*mObjHalfY; |
|
| 279 |
} |
|
| 280 |
else |
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| 281 |
{
|
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| 282 |
float z = region.getZ(); |
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float w = region.getW(); |
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|
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| 285 |
mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z; |
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mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w; |
|
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} |
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|
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX(); |
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY(); |
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ(); |
|
| 237 | 292 |
|
| 238 | 293 |
return addBase(eln); |
| 239 | 294 |
} |
| ... | ... | |
| 249 | 304 |
{
|
| 250 | 305 |
mInterI[mNumEffects] = null; |
| 251 | 306 |
mInterP[mNumEffects] = point; |
| 252 |
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z; |
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w; |
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|
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if( region==null ) |
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{
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| 310 |
mBuf[4*mNumEffects+2] = 1000*mObjHalfX; |
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mBuf[4*mNumEffects+3] = 1000*mObjHalfY; |
|
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} |
|
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else |
|
| 314 |
{
|
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| 315 |
float z = region.getZ(); |
|
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float w = region.getW(); |
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|
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| 318 |
mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z; |
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mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w; |
|
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} |
|
| 321 |
|
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| 255 | 322 |
mUniforms[NUM_UNIFORMS*mNumEffects+0] = t; |
| 256 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
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| 257 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
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| 258 |
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX();
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY();
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ();
|
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| 259 | 326 |
|
| 260 | 327 |
return addBase(eln); |
| 261 | 328 |
} |
| ... | ... | |
| 271 | 338 |
{
|
| 272 | 339 |
mInterI[mNumEffects] = null; |
| 273 | 340 |
mInterP[mNumEffects] = null; |
| 274 |
mBuf[4*mNumEffects ] = point.x; |
|
| 275 |
mBuf[4*mNumEffects+1] = point.y; |
|
| 276 |
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z; |
|
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w; |
|
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|
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| 341 |
mBuf[4*mNumEffects ] = point.getX(); |
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| 342 |
mBuf[4*mNumEffects+1] = point.getY(); |
|
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|
|
| 344 |
if( region==null ) |
|
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{
|
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| 346 |
mBuf[4*mNumEffects+2] = 1000*mObjHalfX; |
|
| 347 |
mBuf[4*mNumEffects+3] = 1000*mObjHalfY; |
|
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} |
|
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else |
|
| 350 |
{
|
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| 351 |
float z = region.getZ(); |
|
| 352 |
float w = region.getW(); |
|
| 353 |
|
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| 354 |
mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z; |
|
| 355 |
mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w; |
|
| 356 |
} |
|
| 357 |
|
|
| 279 | 358 |
mUniforms[NUM_UNIFORMS*mNumEffects+0] = t; |
| 280 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
|
| 281 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
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| 282 |
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
|
| 359 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX();
|
|
| 360 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY();
|
|
| 361 |
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ();
|
|
| 283 | 362 |
|
| 284 | 363 |
return addBase(eln); |
| 285 | 364 |
} |
| src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
|---|---|---|
| 22 | 22 |
import android.opengl.GLES20; |
| 23 | 23 |
import android.opengl.Matrix; |
| 24 | 24 |
|
| 25 |
import org.distorted.library.type.Float3D; |
|
| 26 |
import org.distorted.library.type.Interpolator; |
|
| 27 |
import org.distorted.library.type.Interpolator1D; |
|
| 28 |
import org.distorted.library.type.Interpolator3D; |
|
| 29 |
|
|
| 25 | 30 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 26 | 31 |
|
| 27 | 32 |
class EffectQueueMatrix extends EffectQueue |
| ... | ... | |
| 276 | 281 |
mInterP[mNumEffects] = null; |
| 277 | 282 |
mInterI[mNumEffects] = i; |
| 278 | 283 |
|
| 279 |
mUniforms[NUM_UNIFORMS*mNumEffects ] = p.x;
|
|
| 280 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
|
|
| 281 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
|
|
| 284 |
mUniforms[NUM_UNIFORMS*mNumEffects ] = p.getX();
|
|
| 285 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.getY();
|
|
| 286 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.getZ();
|
|
| 282 | 287 |
|
| 283 | 288 |
return addBase(eln); |
| 284 | 289 |
} |
| ... | ... | |
| 295 | 300 |
mInterP[mNumEffects] = null; |
| 296 | 301 |
mInterI[mNumEffects] = i; |
| 297 | 302 |
|
| 298 |
mUniforms[NUM_UNIFORMS*mNumEffects ] = p.x;
|
|
| 299 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
|
|
| 300 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
|
|
| 303 |
mUniforms[NUM_UNIFORMS*mNumEffects ] = p.getX();
|
|
| 304 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.getY();
|
|
| 305 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.getZ();
|
|
| 301 | 306 |
|
| 302 | 307 |
mUniforms[NUM_UNIFORMS*mNumEffects+4] = aX; |
| 303 | 308 |
mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY; |
| ... | ... | |
| 337 | 342 |
mInterP[mNumEffects] = null; |
| 338 | 343 |
mInterI[mNumEffects] = null; |
| 339 | 344 |
|
| 340 |
mUniforms[NUM_UNIFORMS*mNumEffects ] = p.x;
|
|
| 341 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
|
|
| 342 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
|
|
| 345 |
mUniforms[NUM_UNIFORMS*mNumEffects ] = p.getX();
|
|
| 346 |
mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.getY();
|
|
| 347 |
mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.getZ();
|
|
| 343 | 348 |
mUniforms[NUM_UNIFORMS*mNumEffects+3] = aA; |
| 344 | 349 |
mUniforms[NUM_UNIFORMS*mNumEffects+4] = aX; |
| 345 | 350 |
mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY; |
| src/main/java/org/distorted/library/EffectQueueVertex.java | ||
|---|---|---|
| 21 | 21 |
|
| 22 | 22 |
import android.opengl.GLES20; |
| 23 | 23 |
|
| 24 |
import org.distorted.library.type.Float2D; |
|
| 25 |
import org.distorted.library.type.Float4D; |
|
| 26 |
import org.distorted.library.type.Interpolator; |
|
| 27 |
import org.distorted.library.type.Interpolator2D; |
|
| 28 |
|
|
| 24 | 29 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 25 | 30 |
|
| 26 | 31 |
class EffectQueueVertex extends EffectQueue |
| ... | ... | |
| 173 | 178 |
|
| 174 | 179 |
mInterI[mNumEffects] = inter; |
| 175 | 180 |
mInterP[mNumEffects] = null; |
| 176 |
mUniforms[NUM_UNIFORMS*mNumEffects+7] = point.x-mObjHalfX;
|
|
| 177 |
mUniforms[NUM_UNIFORMS*mNumEffects+8] =-point.y+mObjHalfY;
|
|
| 181 |
mUniforms[NUM_UNIFORMS*mNumEffects+7] = point.getX()-mObjHalfX;
|
|
| 182 |
mUniforms[NUM_UNIFORMS*mNumEffects+8] =-point.getY()+mObjHalfY;
|
|
| 178 | 183 |
|
| 179 | 184 |
return addPriv(eln,region); |
| 180 | 185 |
} |
| ... | ... | |
| 195 | 200 |
|
| 196 | 201 |
mInterI[mNumEffects] = null; |
| 197 | 202 |
mInterP[mNumEffects] = null; |
| 198 |
mUniforms[NUM_UNIFORMS*mNumEffects+7] = point.x-mObjHalfX;
|
|
| 199 |
mUniforms[NUM_UNIFORMS*mNumEffects+8] =-point.y+mObjHalfY;
|
|
| 203 |
mUniforms[NUM_UNIFORMS*mNumEffects+7] = point.getX()-mObjHalfX;
|
|
| 204 |
mUniforms[NUM_UNIFORMS*mNumEffects+8] =-point.getY()+mObjHalfY;
|
|
| 200 | 205 |
|
| 201 | 206 |
return addPriv(eln,region); |
| 202 | 207 |
} |
| ... | ... | |
| 210 | 215 |
{
|
| 211 | 216 |
if( region!=null ) |
| 212 | 217 |
{
|
| 213 |
mUniforms[NUM_UNIFORMS*mNumEffects+3] = region.x; |
|
| 214 |
mUniforms[NUM_UNIFORMS*mNumEffects+4] =-region.y; // invert y already |
|
| 215 |
mUniforms[NUM_UNIFORMS*mNumEffects+5] = region.z<=0.0f ? 1000*mObjHalfX : region.z; |
|
| 216 |
mUniforms[NUM_UNIFORMS*mNumEffects+6] = region.w; |
|
| 218 |
float z = region.getZ(); |
|
| 219 |
|
|
| 220 |
mUniforms[NUM_UNIFORMS*mNumEffects+3] = region.getX(); |
|
| 221 |
mUniforms[NUM_UNIFORMS*mNumEffects+4] =-region.getY(); // invert y already |
|
| 222 |
mUniforms[NUM_UNIFORMS*mNumEffects+5] = z<=0.0f ? 1000*mObjHalfX : z; |
|
| 223 |
mUniforms[NUM_UNIFORMS*mNumEffects+6] = region.getW(); |
|
| 217 | 224 |
} |
| 218 | 225 |
else |
| 219 | 226 |
{
|
| src/main/java/org/distorted/library/Float1D.java | ||
|---|---|---|
| 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; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
/** |
|
| 24 |
* A 1-dimensional data structure containing a single float. The float has no particular meaning; |
|
| 25 |
* when this data structure is used in Interpolators, we can think of it as a 1-dimensional Point |
|
| 26 |
* a few of which the Interpolator interpolates between. |
|
| 27 |
*/ |
|
| 28 |
|
|
| 29 |
public class Float1D |
|
| 30 |
{
|
|
| 31 |
float x; |
|
| 32 |
|
|
| 33 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 34 |
/** |
|
| 35 |
* Constructor that initialises the value of the single float to ox. |
|
| 36 |
* |
|
| 37 |
* @param ox value of the single float. |
|
| 38 |
*/ |
|
| 39 |
public Float1D(int ox) |
|
| 40 |
{
|
|
| 41 |
x = ox; |
|
| 42 |
} |
|
| 43 |
|
|
| 44 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 45 |
/** |
|
| 46 |
* Constructor that initialises the value of the single float to ox. |
|
| 47 |
* |
|
| 48 |
* @param ox value of the single float. |
|
| 49 |
*/ |
|
| 50 |
public Float1D(float ox) |
|
| 51 |
{
|
|
| 52 |
x = ox; |
|
| 53 |
} |
|
| 54 |
|
|
| 55 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 56 |
/** |
|
| 57 |
* Resets the value of the single float. |
|
| 58 |
* |
|
| 59 |
* @param ox new value of the single float. |
|
| 60 |
*/ |
|
| 61 |
public void set(int ox) |
|
| 62 |
{
|
|
| 63 |
x = ox; |
|
| 64 |
} |
|
| 65 |
|
|
| 66 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 67 |
/** |
|
| 68 |
* Resets the value of the single float. |
|
| 69 |
* |
|
| 70 |
* @param ox new value of the single float. |
|
| 71 |
*/ |
|
| 72 |
public void set(float ox) |
|
| 73 |
{
|
|
| 74 |
x = ox; |
|
| 75 |
} |
|
| 76 |
|
|
| 77 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 78 |
/** |
|
| 79 |
* Return the value of the float contained. |
|
| 80 |
* |
|
| 81 |
* @return The single float. |
|
| 82 |
*/ |
|
| 83 |
public float getX() |
|
| 84 |
{
|
|
| 85 |
return x; |
|
| 86 |
} |
|
| 87 |
|
|
| 88 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 89 |
// end of class |
|
| 90 |
} |
|
| src/main/java/org/distorted/library/Float2D.java | ||
|---|---|---|
| 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; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
/** |
|
| 24 |
* A 2-dimensional data structure containing two floats. The floats have no particular meaning; |
|
| 25 |
* when this data structure is used in Interpolators, we can think of it as a 2-dimensional Point |
|
| 26 |
* a few of which the Interpolator interpolates between. |
|
| 27 |
*/ |
|
| 28 |
|
|
| 29 |
public class Float2D extends Float1D |
|
| 30 |
{
|
|
| 31 |
float y; |
|
| 32 |
|
|
| 33 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 34 |
/** |
|
| 35 |
* Constructor that initialises the value of the two floats to (ox,oy). |
|
| 36 |
* |
|
| 37 |
* @param ox value of the first float. |
|
| 38 |
* @param oy value of the second float. |
|
| 39 |
*/ |
|
| 40 |
public Float2D(int ox, int oy) |
|
| 41 |
{
|
|
| 42 |
super(ox); |
|
| 43 |
y = oy; |
|
| 44 |
} |
|
| 45 |
|
|
| 46 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 47 |
/** |
|
| 48 |
* Constructor that initialises the value of the two floats to (ox,oy). |
|
| 49 |
* |
|
| 50 |
* @param ox value of the first float. |
|
| 51 |
* @param oy value of the second float. |
|
| 52 |
*/ |
|
| 53 |
public Float2D(float ox, float oy) |
|
| 54 |
{
|
|
| 55 |
super(ox); |
|
| 56 |
y = oy; |
|
| 57 |
} |
|
| 58 |
|
|
| 59 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 60 |
/** |
|
| 61 |
* Reset the value of the floats to (ox,oy). |
|
| 62 |
* |
|
| 63 |
* @param ox new value of the first float |
|
| 64 |
* @param oy new value of the second float |
|
| 65 |
*/ |
|
| 66 |
public void set(int ox, int oy) |
|
| 67 |
{
|
|
| 68 |
x = ox; |
|
| 69 |
y = oy; |
|
| 70 |
} |
|
| 71 |
|
|
| 72 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 73 |
/** |
|
| 74 |
* Reset the value of the floats to (ox,oy). |
|
| 75 |
* |
|
| 76 |
* @param ox new value of the first float |
|
| 77 |
* @param oy new value of the seond float |
|
| 78 |
*/ |
|
| 79 |
public void set(float ox, float oy) |
|
| 80 |
{
|
|
| 81 |
x = ox; |
|
| 82 |
y = oy; |
|
| 83 |
} |
|
| 84 |
|
|
| 85 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 86 |
/** |
|
| 87 |
* Return the value of the second float contained. |
|
| 88 |
* |
|
| 89 |
* @return The second float. |
|
| 90 |
*/ |
|
| 91 |
public float getY() |
|
| 92 |
{
|
|
| 93 |
return y; |
|
| 94 |
} |
|
| 95 |
|
|
| 96 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 97 |
// end of class |
|
| 98 |
} |
|
| src/main/java/org/distorted/library/Float3D.java | ||
|---|---|---|
| 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; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
/** |
|
| 24 |
* A 3-dimensional data structure containing three floats. The floats have no particular meaning; |
|
| 25 |
* when this data structure is used in Interpolators, we can think of it as a 3-dimensional Point |
|
| 26 |
* a few of which the Interpolator interpolates between. |
|
| 27 |
*/ |
|
| 28 |
|
|
| 29 |
public class Float3D extends Float2D |
|
| 30 |
{
|
|
| 31 |
float z; |
|
| 32 |
|
|
| 33 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 34 |
/** |
|
| 35 |
* Constructor that initialises the value of the three floats to (vx,vy,vz). |
|
| 36 |
* |
|
| 37 |
* @param vx value of the first float. |
|
| 38 |
* @param vy value of the second float. |
|
| 39 |
* @param vz value of the third float. |
|
| 40 |
*/ |
|
| 41 |
public Float3D(int vx, int vy, int vz) |
|
| 42 |
{
|
|
| 43 |
super(vx,vy); |
|
| 44 |
z = vz; |
|
| 45 |
} |
|
| 46 |
|
|
| 47 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 48 |
/** |
|
| 49 |
* Constructor that initialises the value of the three floats to (vx,vy,vz). |
|
| 50 |
* |
|
| 51 |
* @param vx value of the first float. |
|
| 52 |
* @param vy value of the second float. |
|
| 53 |
* @param vz value of the third float. |
|
| 54 |
*/ |
|
| 55 |
public Float3D(float vx, float vy, float vz) |
|
| 56 |
{
|
|
| 57 |
super(vx,vy); |
|
| 58 |
z = vz; |
|
| 59 |
} |
|
| 60 |
|
|
| 61 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 62 |
/** |
|
| 63 |
* Reset the value of the floats to (vx,vy,vz). |
|
| 64 |
* |
|
| 65 |
* @param vx new value of the first float |
|
| 66 |
* @param vy new value of the second float |
|
| 67 |
* @param vz new value of the third float |
|
| 68 |
*/ |
|
| 69 |
public void set(int vx, int vy, int vz) |
|
| 70 |
{
|
|
| 71 |
x = vx; |
|
| 72 |
y = vy; |
|
| 73 |
z = vz; |
|
| 74 |
} |
|
| 75 |
|
|
| 76 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 77 |
/** |
|
| 78 |
* Reset the value of the floats to (vx,vy,vz). |
|
| 79 |
* |
|
| 80 |
* @param vx new value of the first float |
|
| 81 |
* @param vy new value of the second float |
|
| 82 |
* @param vz new value of the third float |
|
| 83 |
*/ |
|
| 84 |
public void set(float vx, float vy, float vz) |
|
| 85 |
{
|
|
| 86 |
x = vx; |
|
| 87 |
y = vy; |
|
| 88 |
z = vz; |
|
| 89 |
} |
|
| 90 |
|
|
| 91 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 92 |
/** |
|
| 93 |
* Return the value of the third float contained. |
|
| 94 |
* |
|
| 95 |
* @return The third float. |
|
| 96 |
*/ |
|
| 97 |
public float getZ() |
|
| 98 |
{
|
|
| 99 |
return z; |
|
| 100 |
} |
|
| 101 |
|
|
| 102 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 103 |
// end of class |
|
| 104 |
} |
|
| src/main/java/org/distorted/library/Float4D.java | ||
|---|---|---|
| 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; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
/** |
|
| 24 |
* A 4-dimensional data structure containing four floats. The floats have no particular meaning; |
|
| 25 |
* when this data structure is used in Interpolators, we can think of it as a 4-dimensional Point |
|
| 26 |
* a few of which the Interpolator interpolates between. |
|
| 27 |
*/ |
|
| 28 |
|
|
| 29 |
public class Float4D extends Float3D |
|
| 30 |
{
|
|
| 31 |
float w; |
|
| 32 |
|
|
| 33 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 34 |
/** |
|
| 35 |
* Constructor that initialises the value of the four floats to (vx,vy,vz,vw). |
|
| 36 |
* |
|
| 37 |
* @param vx value of the first float. |
|
| 38 |
* @param vy value of the second float. |
|
| 39 |
* @param vz value of the third float. |
|
| 40 |
* @param vw value of the fourth float. |
|
| 41 |
*/ |
|
| 42 |
public Float4D(int vx, int vy, int vz, int vw) |
|
| 43 |
{
|
|
| 44 |
super(vx,vy,vz); |
|
| 45 |
w = vw; |
|
| 46 |
} |
|
| 47 |
|
|
| 48 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 49 |
/** |
|
| 50 |
* Constructor that initialises the value of the four floats to (vx,vy,vz,vw). |
|
| 51 |
* |
|
| 52 |
* @param vx value of the first float. |
|
| 53 |
* @param vy value of the second float. |
|
| 54 |
* @param vz value of the third float. |
|
| 55 |
* @param vw value of the fourth float. |
|
| 56 |
*/ |
|
| 57 |
public Float4D(float vx, float vy, float vz, float vw) |
|
| 58 |
{
|
|
| 59 |
super(vx,vy,vz); |
|
| 60 |
w = vw; |
|
| 61 |
} |
|
| 62 |
|
|
| 63 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 64 |
/** |
|
| 65 |
* Reset the value of the floats to (vx,vy,vz,vw). |
|
| 66 |
* |
|
| 67 |
* @param vx new value of the first float |
|
| 68 |
* @param vy new value of the second float |
|
| 69 |
* @param vz new value of the third float |
|
| 70 |
* @param vw new value of the fourth float |
|
| 71 |
*/ |
|
| 72 |
public void set(int vx, int vy, int vz, int vw) |
|
| 73 |
{
|
|
| 74 |
x = vx; |
|
| 75 |
y = vy; |
|
| 76 |
z = vz; |
|
| 77 |
w = vw; |
|
| 78 |
} |
|
| 79 |
|
|
| 80 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 81 |
/** |
|
| 82 |
* Reset the value of the floats to (vx,vy,vz,vw). |
|
| 83 |
* |
|
| 84 |
* @param vx new value of the first float |
|
| 85 |
* @param vy new value of the second float |
|
| 86 |
* @param vz new value of the third float |
|
| 87 |
* @param vw new value of the fourth float |
|
| 88 |
*/ |
|
| 89 |
public void set(float vx, float vy, float vz, float vw) |
|
| 90 |
{
|
|
| 91 |
x = vx; |
|
| 92 |
y = vy; |
|
| 93 |
z = vz; |
|
| 94 |
w = vw; |
|
| 95 |
} |
|
| 96 |
|
|
| 97 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 98 |
/** |
|
| 99 |
* Return the value of the fourth float contained. |
|
| 100 |
* |
|
| 101 |
* @return The fourth float. |
|
| 102 |
*/ |
|
| 103 |
public float getW() |
|
| 104 |
{
|
|
| 105 |
return w; |
|
| 106 |
} |
|
| 107 |
|
|
| 108 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 109 |
// end of class |
|
| 110 |
} |
|
| src/main/java/org/distorted/library/Interpolator.java | ||
|---|---|---|
| 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; |
|
| 21 |
|
|
| 22 |
import java.util.Random; |
|
| 23 |
|
|
| 24 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 25 |
/** A class to interpolate between a List of Float{1,2,3,4}Ds.
|
|
| 26 |
* <p><ul> |
|
| 27 |
* <li>if there is only one Point, just jump to it. |
|
| 28 |
* <li>if there are two Points, linearly bounce between them |
|
| 29 |
* <li>if there are more, interpolate a loop (or a path!) between them. |
|
| 30 |
* </ul> |
|
| 31 |
*/ |
|
| 32 |
|
|
| 33 |
// The way Interpolation between more than 2 Points is done: |
|
| 34 |
// |
|
| 35 |
// Def: let w[i] = (w[i](x), w[i](y), w[i](z)) be the direction and speed we have to be flying at Point P[i] |
|
| 36 |
// |
|
| 37 |
// time it takes to fly though one segment v[i] --> v[i+1] : 0.0 --> 1.0 |
|
| 38 |
// w[i] should be parallel to v[i+1] - v[i-1] (cyclic notation) |
|
| 39 |
// |w[i]| proportional to | P[i]-P[i+1] | |
|
| 40 |
// |
|
| 41 |
// Given that the flight route (X(t), Y(t), Z(t)) from P(i) to P(i+1) (0<=t<=1) has to satisfy |
|
| 42 |
// X(0) = P[i ](x), Y(0)=P[i ](y), Z(0)=P[i ](z), X'(0) = w[i ](x), Y'(0) = w[i ](y), Z'(0) = w[i ](z) |
|
| 43 |
// X(1) = P[i+1](x), Y(1)=P[i+1](y), Z(1)=P[i+1](z), X'(1) = w[i+1](x), Y'(1) = w[i+1](y), Z'(1) = w[i+1](z) |
|
| 44 |
// |
|
| 45 |
// we have the solution: X(t) = at^3 + bt^2 + ct + d where |
|
| 46 |
// a = 2*P[i](x) + w[i](x) - 2*P[i+1](x) + w[i+1](x) |
|
| 47 |
// b = -3*P[i](x) - 2*w[i](x) + 3*P[i+1](x) - w[i+1](x) |
|
| 48 |
// c = w[i](x)<br> |
|
| 49 |
// d = P[i](x) |
|
| 50 |
// |
|
| 51 |
// and similarly Y(t) and Z(t). |
|
| 52 |
|
|
| 53 |
public abstract class Interpolator |
|
| 54 |
{
|
|
| 55 |
/** |
|
| 56 |
* One revolution takes us from the first vector to the last and back to first through the shortest path. |
|
| 57 |
*/ |
|
| 58 |
public static final int MODE_LOOP = 0; |
|
| 59 |
/** |
|
| 60 |
* We come back from the last to the first vector through the same way we got there. |
|
| 61 |
*/ |
|
| 62 |
public static final int MODE_PATH = 1; |
|
| 63 |
/** |
|
| 64 |
* We just jump back from the last point to the first. |
|
| 65 |
*/ |
|
| 66 |
public static final int MODE_JUMP = 2; |
|
| 67 |
|
|
| 68 |
protected static Random mRnd = new Random(); |
|
| 69 |
|
|
| 70 |
protected static final int NUM_NOISE = 5; // used iff mNoise>0.0. Number of intermediary points between each pair of adjacent vectors |
|
| 71 |
// where we randomize noise factors to make the way between the two vectors not so smooth. |
|
| 72 |
protected int numPoints; |
|
| 73 |
protected int mVecCurr; |
|
| 74 |
protected boolean cacheDirty; // VectorCache not up to date |
|
| 75 |
protected int mMode; // LOOP, PATH or JUMP |
|
| 76 |
protected long mDuration; // number of miliseconds it takes to do a full loop/path from first vector to the last and back to the first |
|
| 77 |
protected float mCount; // number of loops/paths we will do; mCount = 1.5 means we go from the first vector to the last, back to first, and to the last again. |
|
| 78 |
protected float mNoise; // how 'smooth' our path form each vector to the next is. mNoise = 0.0 (min) --> completely smooth; mNoise==1.0 (max) --> very uneven |
|
| 79 |
|
|
| 80 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 81 |
// hide this from Javadoc |
|
| 82 |
|
|
| 83 |
Interpolator() |
|
| 84 |
{
|
|
| 85 |
} |
|
| 86 |
|
|
| 87 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 88 |
|
|
| 89 |
public void interpolateMain(float[] buffer, int offset, long currentDuration) |
|
| 90 |
{
|
|
| 91 |
if( mDuration<=0.0f ) |
|
| 92 |
{
|
|
| 93 |
interpolate(buffer,offset,mCount-(int)mCount); |
|
| 94 |
} |
|
| 95 |
else |
|
| 96 |
{
|
|
| 97 |
float x = (float)currentDuration/mDuration; |
|
| 98 |
|
|
| 99 |
if( x<=mCount || mCount<=0.0f ) |
|
| 100 |
{
|
|
| 101 |
interpolate(buffer,offset,x-(int)x); |
|
| 102 |
} |
|
| 103 |
} |
|
| 104 |
} |
|
| 105 |
|
|
| 106 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 107 |
|
|
| 108 |
public boolean interpolateMain(float[] buffer, int offset, long currentDuration, long step) |
|
| 109 |
{
|
|
| 110 |
if( mDuration<=0.0f ) |
|
| 111 |
{
|
|
| 112 |
interpolate(buffer,offset,mCount-(int)mCount); |
|
| 113 |
return false; |
|
| 114 |
} |
|
| 115 |
|
|
| 116 |
float x = (float)currentDuration/mDuration; |
|
| 117 |
|
|
| 118 |
if( x<=mCount || mCount<=0.0f ) |
|
| 119 |
{
|
|
| 120 |
interpolate(buffer,offset,x-(int)x); |
|
| 121 |
|
|
| 122 |
if( currentDuration+step > mDuration*mCount && mCount>0.0f ) |
|
| 123 |
{
|
|
| 124 |
interpolate(buffer,offset,mCount-(int)mCount); |
|
| 125 |
return true; |
|
| 126 |
} |
|
| 127 |
} |
|
| 128 |
|
|
| 129 |
return false; |
|
| 130 |
} |
|
| 131 |
|
|
| 132 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 133 |
// internal debugging only! |
|
| 134 |
|
|
| 135 |
String print() |
|
| 136 |
{
|
|
| 137 |
return "duration="+mDuration+" count="+mCount+" Noise="+mNoise+" numVectors="+numPoints+" mMode="+mMode; |
|
| 138 |
} |
|
| 139 |
|
|
| 140 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 141 |
|
|
| 142 |
abstract void interpolate(float[] buffer, int offset, float time); |
|
| 143 |
abstract void createNoise(); |
|
| 144 |
|
|
| 145 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 146 |
// PUBLIC API |
|
| 147 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 148 |
/** |
|
| 149 |
* Sets the mode of the interpolation to Loop, Path or Jump. |
|
| 150 |
* <ul> |
|
| 151 |
* <li>Loop is when we go from the first point all the way to the last, and the back to the first through |
|
| 152 |
* the shortest way. |
|
| 153 |
* <li>Path is when we come back from the last point back to the first the same way we got there. |
|
| 154 |
* <li>Jump is when we go from first to last and then jump back to the first. |
|
| 155 |
* </ul> |
|
| 156 |
* |
|
| 157 |
* @param mode {@link Interpolator#MODE_LOOP}, {@link Interpolator#MODE_PATH} or {@link Interpolator#MODE_JUMP}.
|
|
| 158 |
*/ |
|
| 159 |
|
|
| 160 |
public void setMode(int mode) |
|
| 161 |
{
|
|
| 162 |
mMode = mode; |
|
| 163 |
} |
|
| 164 |
|
|
| 165 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 166 |
/** |
|
| 167 |
* Returns the number of Float{1,2,3,4}Ds this Interpolator has been fed with.
|
|
| 168 |
* |
|
| 169 |
* @return the number of Float{1,2,3,4}Ds we are currently interpolating through.
|
|
| 170 |
*/ |
|
| 171 |
public synchronized int getNumPoints() |
|
| 172 |
{
|
|
| 173 |
return numPoints; |
|
| 174 |
} |
|
| 175 |
|
|
| 176 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 177 |
/** |
|
| 178 |
* Controls how many times we want to interpolate. |
|
| 179 |
* <p> |
|
| 180 |
* Count equal to 1 means 'go from the first Float{1,2,3,4}D to the last and back'. Does not have to be an
|
|
| 181 |
* integer - i.e. count=1.5 would mean 'start at the first Point, go to the last, come back to the first, |
|
| 182 |
* go to the last again and stop'. |
|
| 183 |
* Count<=0 means 'go on interpolating indefinitely'. |
|
| 184 |
* |
|
| 185 |
* @param count the number of times we want to interpolate between our collection of Float{1,2,3,4}Ds.
|
|
| 186 |
*/ |
|
| 187 |
public void setCount(float count) |
|
| 188 |
{
|
|
| 189 |
mCount = count; |
|
| 190 |
} |
|
| 191 |
|
|
| 192 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 193 |
/** |
|
| 194 |
* Sets the time it takes to do one full interpolation. |
|
| 195 |
* |
|
| 196 |
* @param duration Time, in milliseconds, it takes to do one full interpolation, i.e. go from the first |
|
| 197 |
* Point to the last and back. |
|
| 198 |
*/ |
|
| 199 |
|
|
| 200 |
public void setDuration(long duration) |
|
| 201 |
{
|
|
| 202 |
mDuration = duration; |
|
| 203 |
} |
|
| 204 |
|
|
| 205 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 206 |
/** |
|
| 207 |
* Sets the 'smoothness' of interpolation. |
|
| 208 |
* <p> |
|
| 209 |
* When Noise=0 (the default), we interpolate between our Points through the most smooth path possible. |
|
| 210 |
* Increasing noise makes the Interpolator increasingly deviate from this path, pseudo-randomly speeding |
|
| 211 |
* up and slowing down, etc. |
|
| 212 |
* |
|
| 213 |
* @param noise The noise level. Permitted range: 0 <= noise <= 1. |
|
| 214 |
*/ |
|
| 215 |
|
|
| 216 |
public void setNoise(float noise) |
|
| 217 |
{
|
|
| 218 |
if( mNoise==0.0f && noise != 0.0f ) |
|
| 219 |
createNoise(); |
|
| 220 |
|
|
| 221 |
if( mNoise<0.0f ) mNoise = 0.0f; |
|
| 222 |
if( mNoise>1.0f ) mNoise = 1.0f; |
|
| 223 |
|
|
| 224 |
mNoise = noise; |
|
| 225 |
} |
|
| 226 |
|
|
| 227 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 228 |
// end of DistortedInterpolator |
|
| 229 |
} |
|
| src/main/java/org/distorted/library/Interpolator1D.java | ||
|---|---|---|
| 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; |
|
| 21 |
|
|
| 22 |
import java.util.Vector; |
|
| 23 |
|
|
| 24 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 25 |
/** |
|
| 26 |
* A 1-dimensional implementation of the Interpolator class to interpolate between a list |
|
| 27 |
* of Float1Ds. |
|
| 28 |
*/ |
|
| 29 |
|
|
| 30 |
public class Interpolator1D extends Interpolator |
|
| 31 |
{
|
|
| 32 |
|
|
| 33 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 34 |
// the coefficients of the X(t) polynomials: X(t) = ax*T^3 + bx*T^2 + cx*t + dx etc. |
|
| 35 |
// (x) is the vector tangent to the path. |
|
| 36 |
// (vx) is the original vector from vv (copied here so when interpolating we can see if it is |
|
| 37 |
// still valid and if not - rebuild the Cache |
|
| 38 |
|
|
| 39 |
private class VectorCache |
|
| 40 |
{
|
|
| 41 |
float ax, bx, cx, dx; |
|
| 42 |
|
|
| 43 |
float x; |
|
| 44 |
float vx; |
|
| 45 |
} |
|
| 46 |
|
|
| 47 |
private class VectorNoise |
|
| 48 |
{
|
|
| 49 |
float[] nx; |
|
| 50 |
|
|
| 51 |
public VectorNoise() |
|
| 52 |
{
|
|
| 53 |
nx = new float[NUM_NOISE]; |
|
| 54 |
nx[0] = mRnd.nextFloat(); |
|
| 55 |
for(int i=1; i<NUM_NOISE; i++) nx[i] = nx[i-1]+mRnd.nextFloat(); |
|
| 56 |
float sum = nx[NUM_NOISE-1] + mRnd.nextFloat(); |
|
| 57 |
for(int i=0; i<NUM_NOISE; i++) nx[i] /=sum; |
|
| 58 |
} |
|
| 59 |
} |
|
| 60 |
|
|
| 61 |
private Vector<VectorCache> vc; |
|
| 62 |
private VectorCache tmp1, tmp2; |
|
| 63 |
|
|
| 64 |
private Vector<Float1D> vv; |
|
| 65 |
private Float1D prev, curr, next; |
|
| 66 |
|
|
| 67 |
private Vector<VectorNoise> vn; |
|
| 68 |
private VectorNoise tmpN; |
|
| 69 |
|
|
| 70 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 71 |
|
|
| 72 |
synchronized void createNoise() |
|
| 73 |
{
|
|
| 74 |
if( vn==null ) |
|
| 75 |
{
|
|
| 76 |
vn = new Vector<VectorNoise>(); |
|
| 77 |
for(int i=0; i<numPoints; i++) vn.add(new VectorNoise()); |
|
| 78 |
} |
|
| 79 |
} |
|
| 80 |
|
|
| 81 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 82 |
// no array bounds checking! |
|
| 83 |
|
|
| 84 |
private void vec(int c) |
|
| 85 |
{
|
|
| 86 |
int p = c>0 ? c-1: numPoints-1; |
|
| 87 |
int n = c<numPoints-1 ? c+1: 0; |
|
| 88 |
|
|
| 89 |
prev = vv.elementAt(p); |
|
| 90 |
curr = vv.elementAt(c); |
|
| 91 |
next = vv.elementAt(n); |
|
| 92 |
|
|
| 93 |
tmp1 = vc.elementAt(c); |
|
| 94 |
|
|
| 95 |
float px = curr.x - prev.x; |
|
| 96 |
float nx = next.x - curr.x; |
|
| 97 |
|
|
| 98 |
float d = nx*nx; |
|
| 99 |
|
|
| 100 |
if( d>0 ) |
|
| 101 |
{
|
|
| 102 |
float q = (float)Math.sqrt((px*px)/d); |
|
| 103 |
|
|
| 104 |
if( q>1 ) |
|
| 105 |
{
|
|
| 106 |
tmp1.x = nx+px/q; |
|
| 107 |
} |
|
| 108 |
else |
|
| 109 |
{
|
|
| 110 |
tmp1.x = px+nx*q; |
|
| 111 |
} |
|
| 112 |
} |
|
| 113 |
else |
|
| 114 |
{
|
|
| 115 |
tmp1.x = 0.0f; |
|
| 116 |
} |
|
| 117 |
} |
|
| 118 |
|
|
| 119 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 120 |
|
|
| 121 |
private void recomputeCache() |
|
| 122 |
{
|
|
| 123 |
if( numPoints==1 ) |
|
| 124 |
{
|
|
| 125 |
tmp1= vc.elementAt(0); |
|
| 126 |
curr= vv.elementAt(0); |
|
| 127 |
|
|
| 128 |
tmp1.ax = 0.0f; |
|
| 129 |
tmp1.bx = 0.0f; |
|
| 130 |
tmp1.cx = curr.x; |
|
| 131 |
tmp1.dx = 0.0f; |
|
| 132 |
} |
|
| 133 |
else if( numPoints==2 ) |
|
| 134 |
{
|
|
| 135 |
tmp1= vc.elementAt(0); |
|
| 136 |
tmp2= vc.elementAt(1); |
|
| 137 |
curr= vv.elementAt(0); |
|
| 138 |
next= vv.elementAt(1); |
|
| 139 |
|
|
| 140 |
tmp1.ax = 0.0f; |
|
| 141 |
tmp1.bx = 0.0f; |
|
| 142 |
tmp1.cx = next.x - curr.x; |
|
| 143 |
tmp1.dx = curr.x; |
|
| 144 |
|
|
| 145 |
tmp2.ax = 0.0f; |
|
| 146 |
tmp2.bx = 0.0f; |
|
| 147 |
tmp2.cx = curr.x - next.x; |
|
| 148 |
tmp2.dx = next.x; |
|
| 149 |
} |
|
| 150 |
else |
|
| 151 |
{
|
|
| 152 |
int i, n; |
|
| 153 |
|
|
| 154 |
for(i=0; i<numPoints; i++) vec(i); |
|
| 155 |
|
|
| 156 |
for(i=0; i<numPoints; i++) |
|
| 157 |
{
|
|
| 158 |
n = i<numPoints-1 ? i+1:0; |
|
| 159 |
|
|
| 160 |
tmp1= vc.elementAt(i); |
|
| 161 |
tmp2= vc.elementAt(n); |
|
| 162 |
curr= vv.elementAt(i); |
|
| 163 |
next= vv.elementAt(n); |
|
| 164 |
|
|
| 165 |
tmp1.vx = curr.x; |
|
| 166 |
|
|
| 167 |
tmp1.ax = 2*curr.x + tmp1.x - 2*next.x + tmp2.x; |
|
| 168 |
tmp1.bx = -3*curr.x - 2*tmp1.x + 3*next.x - tmp2.x; |
|
| 169 |
tmp1.cx = tmp1.x; |
|
| 170 |
tmp1.dx = curr.x; |
|
| 171 |
} |
|
| 172 |
} |
|
| 173 |
|
|
| 174 |
cacheDirty = false; |
|
| 175 |
} |
|
| 176 |
|
|
| 177 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 178 |
|
|
| 179 |
private float noise(float time,int vecNum) |
|
| 180 |
{
|
|
| 181 |
float lower, upper, len; |
|
| 182 |
float d = time*(NUM_NOISE+1); |
|
| 183 |
int index = (int)d; |
|
| 184 |
if( index>=NUM_NOISE+1 ) index=NUM_NOISE; |
|
| 185 |
tmpN = vn.elementAt(vecNum); |
|
| 186 |
|
|
| 187 |
if( index==0 ) |
|
| 188 |
{
|
|
| 189 |
len = 1.0f/(NUM_NOISE+1); |
|
| 190 |
return (len + mNoise*(tmpN.nx[0]-len))*d; |
|
| 191 |
} |
|
| 192 |
if( index==NUM_NOISE ) |
|
| 193 |
{
|
|
| 194 |
len = ((float)NUM_NOISE)/(NUM_NOISE+1); |
|
| 195 |
lower = len + mNoise*(tmpN.nx[NUM_NOISE-1]-len); |
|
| 196 |
return (1.0f-lower)*(d-NUM_NOISE) + lower; |
|
| 197 |
} |
|
| 198 |
|
|
| 199 |
len = ((float)index)/(NUM_NOISE+1); |
|
| 200 |
lower = len + mNoise*(tmpN.nx[index-1]-len); |
|
| 201 |
len = ((float)index+1)/(NUM_NOISE+1); |
|
| 202 |
upper = len + mNoise*(tmpN.nx[index ]-len); |
|
| 203 |
|
|
| 204 |
return (upper-lower)*(d-index) + lower; |
|
| 205 |
} |
|
| 206 |
|
|
| 207 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 208 |
// PUBLIC API |
|
| 209 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 210 |
/** |
|
| 211 |
* Default constructor. |
|
| 212 |
*/ |
|
| 213 |
public Interpolator1D() |
|
| 214 |
{
|
|
| 215 |
vv = new Vector<Float1D>(); |
|
| 216 |
vc = new Vector<VectorCache>(); |
|
| 217 |
vn = null; |
|
| 218 |
numPoints = 0; |
|
| 219 |
cacheDirty = false; |
|
| 220 |
mMode = MODE_LOOP; |
|
| 221 |
mDuration = 0; |
|
| 222 |
mCount = 0.5f; |
|
| 223 |
} |
|
| 224 |
|
|
| 225 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 226 |
/** |
|
| 227 |
* Returns the location'th Float1D. |
|
| 228 |
* |
|
| 229 |
* @param location the index of the Point we are interested in. |
|
| 230 |
* @return The Float1D, if 0<=location<getNumPoints(), or null otherwise. |
|
| 231 |
*/ |
|
| 232 |
public synchronized Float1D getPoint(int location) |
|
| 233 |
{
|
|
| 234 |
return (location>=0 && location<numPoints) ? vv.elementAt(location) : null; |
|
| 235 |
} |
|
| 236 |
|
|
| 237 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 238 |
/** |
|
| 239 |
* Resets the location'th Point. |
|
| 240 |
* |
|
| 241 |
* @param location the index of the Point we are setting. |
|
| 242 |
* @param x New value of its first float. |
|
| 243 |
*/ |
|
| 244 |
public synchronized void setPoint(int location, float x) |
|
| 245 |
{
|
|
| 246 |
if( location>=0 && location<numPoints ) |
|
| 247 |
{
|
|
| 248 |
curr = vv.elementAt(location); |
|
| 249 |
|
|
| 250 |
if( curr!=null ) |
|
| 251 |
{
|
|
| 252 |
curr.set(x); |
|
| 253 |
cacheDirty=true; |
|
| 254 |
} |
|
| 255 |
} |
|
| 256 |
} |
|
| 257 |
|
|
| 258 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 259 |
/** |
|
| 260 |
* Adds a new Float1D to the end of our list of Points to interpolate through. |
|
| 261 |
* <p> |
|
| 262 |
* Only a reference to the Point gets added to the List; this means that one can add a Point |
|
| 263 |
* here, and later on {@link Float1D#set(float)} it to some new value and the change will
|
|
| 264 |
* be seamlessly reflected in the interpolated path. |
|
| 265 |
* <p> |
|
| 266 |
* A Point can be added multiple times. |
|
| 267 |
* |
|
| 268 |
* @param v The Point to add. |
|
| 269 |
*/ |
|
| 270 |
public synchronized void add(Float1D v) |
|
| 271 |
{
|
|
| 272 |
if( v!=null ) |
|
| 273 |
{
|
|
| 274 |
vv.add(v); |
|
| 275 |
|
|
| 276 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
| 277 |
|
|
| 278 |
switch(numPoints) |
|
| 279 |
{
|
|
| 280 |
case 0: |
|
| 281 |
case 1: break; |
|
| 282 |
case 2: vc.add(new VectorCache()); |
|
| 283 |
vc.add(new VectorCache()); |
|
| 284 |
vc.add(new VectorCache()); |
|
| 285 |
cacheDirty = true; |
|
| 286 |
break; |
|
| 287 |
default:vc.add(new VectorCache()); |
|
| 288 |
cacheDirty = true; |
|
| 289 |
} |
|
| 290 |
|
|
| 291 |
numPoints++; |
|
| 292 |
} |
|
| 293 |
} |
|
| 294 |
|
|
| 295 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 296 |
/** |
|
| 297 |
* Adds a new Float1D to the location'th place in our List of Points to interpolate through. |
|
| 298 |
* |
|
| 299 |
* @param location Index in our List to add the new Point at. |
|
| 300 |
* @param v The Point to add. |
|
| 301 |
*/ |
|
| 302 |
public synchronized void add(int location, Float1D v) |
|
| 303 |
{
|
|
| 304 |
if( v!=null ) |
|
| 305 |
{
|
|
| 306 |
vv.add(location, v); |
|
| 307 |
|
|
| 308 |
if( vn!=null ) vn.add(new VectorNoise()); |
|
| 309 |
|
|
| 310 |
switch(numPoints) |
|
| 311 |
{
|
|
| 312 |
case 0: |
|
| 313 |
case 1: break; |
|
| 314 |
case 2: vc.add(new VectorCache()); |
|
| 315 |
vc.add(new VectorCache()); |
|
| 316 |
vc.add(new VectorCache()); |
|
| 317 |
cacheDirty = true; |
|
| 318 |
break; |
|
| 319 |
default:vc.add(location,new VectorCache()); |
|
| 320 |
cacheDirty = true; |
|
| 321 |
} |
|
| 322 |
|
|
| 323 |
numPoints++; |
|
| 324 |
} |
|
| 325 |
} |
|
| 326 |
|
|
| 327 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 328 |
/** |
|
| 329 |
* Removes all occurrences of Point v from the List of Points to interpolate through. |
|
| 330 |
* |
|
| 331 |
* @param v The Point to remove. |
|
| 332 |
* @return <code>true</code> if we have removed at least one Point. |
|
| 333 |
*/ |
|
| 334 |
public synchronized boolean remove(Float1D v) |
|
| 335 |
{
|
|
| 336 |
int n = vv.indexOf(v); |
|
| 337 |
boolean found = false; |
|
| 338 |
|
|
| 339 |
while( n>=0 ) |
|
| 340 |
{
|
|
| 341 |
vv.remove(n); |
|
| 342 |
|
|
| 343 |
if( vn!=null ) vn.remove(0); |
|
| 344 |
|
|
| 345 |
switch(numPoints) |
|
| 346 |
{
|
|
| 347 |
case 0: |
|
| 348 |
case 1: |
|
| 349 |
case 2: break; |
|
| 350 |
case 3: vc.removeAllElements(); |
|
| 351 |
break; |
|
| 352 |
default:vc.remove(n); |
|
| 353 |
cacheDirty=true; |
|
| 354 |
} |
|
| 355 |
|
|
| 356 |
numPoints--; |
|
| 357 |
found = true; |
|
| 358 |
n = vv.indexOf(v); |
|
| 359 |
} |
|
| 360 |
|
|
| 361 |
return found; |
|
| 362 |
} |
|
| 363 |
|
|
| 364 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 365 |
/** |
|
| 366 |
* Removes a location'th Point from the List of Points we interpolate through. |
|
| 367 |
* |
|
| 368 |
* @param location index of the Point we want to remove. |
|
| 369 |
* @return <code>true</code> if location is valid, i.e. if 0<=location<getNumPoints(). |
|
| 370 |
*/ |
|
| 371 |
public synchronized boolean remove(int location) |
|
| 372 |
{
|
|
| 373 |
if( location>=0 && location<numPoints ) |
|
| 374 |
{
|
|
| 375 |
vv.removeElementAt(location); |
|
| 376 |
|
|
| 377 |
if( vn!=null ) vn.remove(0); |
|
| 378 |
|
|
| 379 |
switch(numPoints) |
|
| 380 |
{
|
|
| 381 |
case 0: |
|
| 382 |
case 1: |
|
| 383 |
case 2: break; |
|
| 384 |
case 3: vc.removeAllElements(); |
|
| 385 |
break; |
|
| 386 |
default:vc.removeElementAt(location); |
|
| 387 |
} |
|
| 388 |
|
|
| 389 |
numPoints--; |
|
| 390 |
cacheDirty = true; |
|
| 391 |
return true; |
|
| 392 |
} |
|
| 393 |
|
|
| 394 |
return false; |
|
| 395 |
} |
|
| 396 |
|
|
| 397 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 398 |
/** |
|
| 399 |
* Removes all Points. |
|
| 400 |
*/ |
|
| 401 |
public synchronized void removeAll() |
|
| 402 |
{
|
|
| 403 |
numPoints = 0; |
|
| 404 |
vv.removeAllElements(); |
|
| 405 |
vc.removeAllElements(); |
|
| 406 |
cacheDirty = false; |
|
| 407 |
|
|
| 408 |
if( vn!=null ) vn.removeAllElements(); |
|
| 409 |
} |
|
| 410 |
|
|
| 411 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 412 |
/** |
|
| 413 |
* Writes the results of interpolation between the Points at time 'time' to the passed float buffer. |
|
| 414 |
* <p> |
|
| 415 |
* Since this is a 1-dimensional Interpolator, the resulting interpolated Float1D gets written |
|
| 416 |
* to a single location in the buffer: buffer[offset]. |
|
| 417 |
* |
|
| 418 |
* @param buffer Float buffer we will write the resulting Float1D to. |
|
| 419 |
* @param offset Offset in the buffer where to write the result. |
|
| 420 |
* @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last, |
|
| 421 |
* time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points. |
|
| 422 |
*/ |
|
| 423 |
public synchronized void interpolate(float[] buffer, int offset, float time) |
|
| 424 |
{
|
|
| 425 |
switch(numPoints) |
|
| 426 |
{
|
|
| 427 |
case 0: buffer[offset] = 0.0f; |
|
| 428 |
break; |
|
| 429 |
case 1: curr = vv.elementAt(0); |
|
| 430 |
buffer[offset] = curr.x; |
|
| 431 |
break; |
|
| 432 |
case 2: curr = vv.elementAt(0); |
|
| 433 |
next = vv.elementAt(1); |
|
| 434 |
|
|
| 435 |
if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time); |
|
| 436 |
|
|
| 437 |
if( vn!=null ) |
|
| 438 |
{
|
|
| 439 |
time = noise(time,0); |
|
| 440 |
} |
|
| 441 |
|
|
| 442 |
buffer[offset] = (next.x-curr.x)*time + curr.x; |
|
| 443 |
break; |
|
| 444 |
default:float t = time; |
|
| 445 |
|
|
| 446 |
switch(mMode) |
|
| 447 |
{
|
|
| 448 |
case MODE_LOOP: time = time*numPoints; |
|
| 449 |
break; |
|
| 450 |
case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1); |
|
| 451 |
break; |
|
Also available in: Unified diff
move data types, like FlatND and InterpolatorND, to a separate package.