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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.type;
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import java.util.Random;
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import java.util.Vector;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/** A class to interpolate between a list of Statics.
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* <p><ul>
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* <li>if there is only one Point, just return it.
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* <li>if there are two Points, linearly bounce between them
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* <li>if there are more, interpolate a path between them. Exact way we interpolate depends on the MODE.
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* </ul>
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*/
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// The way Interpolation between more than 2 Points is done:
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//
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// Def: let V[i] = (V[i](x), V[i](y), V[i](z)) be the direction and speed (i.e. velocity) we have to
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// be flying at Point P[i]
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//
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// Time it takes to fly though one segment P[i] --> P[i+1] : 0.0 --> 1.0
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//
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// We arbitrarily decide that V[i] should be equal to (|curr|*prev + |prev|*curr) / min(|prev|,|curr|)
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// where prev = P[i]-P[i-1] and curr = P[i+1]-P[i]
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//
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// Given that the flight route (X(t), Y(t), Z(t)) from P(i) to P(i+1) (0<=t<=1) has to satisfy
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// X(0) = P[i ](x), Y(0)=P[i ](y), Z(0)=P[i ](z), X'(0) = V[i ](x), Y'(0) = V[i ](y), Z'(0) = V[i ](z)
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// X(1) = P[i+1](x), Y(1)=P[i+1](y), Z(1)=P[i+1](z), X'(1) = V[i+1](x), Y'(1) = V[i+1](y), Z'(1) = V[i+1](z)
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//
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// we have the solution: X(t) = at^3 + bt^2 + ct + d where
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// a = 2*P[i](x) + V[i](x) - 2*P[i+1](x) + V[i+1](x)
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// b = -3*P[i](x) - 2*V[i](x) + 3*P[i+1](x) - V[i+1](x)
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// c = V[i](x)
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// d = P[i](x)
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//
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// and similarly Y(t) and Z(t).
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public abstract class Dynamic
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{
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/**
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* Keep the speed of interpolation always changing. Time to cover one segment (distance between
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* two consecutive points) always the same. Smoothly interpolate the speed between two segments.
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*/
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public static final int SPEED_MODE_SMOOTH = 0;
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/**
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* Make each segment have constant speed. Time to cover each segment is still the same, thus the
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* speed will jump when passing through a point and then keep constant.
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*/
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public static final int SPEED_MODE_SEGMENT_CONSTANT = 1;
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/**
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* Have the speed be always, globally the same across all segments. Time to cover one segment will
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* thus generally no longer be the same.
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*/
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public static final int SPEED_MODE_GLOBALLY_CONSTANT = 2; // TODO: not supported yet
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/**
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* One revolution takes us from the first point to the last and back to first through the shortest path.
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*/
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public static final int MODE_LOOP = 0;
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/**
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* One revolution takes us from the first point to the last and back to first through the same path.
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*/
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public static final int MODE_PATH = 1;
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/**
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* One revolution takes us from the first point to the last and jumps straight back to the first point.
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*/
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public static final int MODE_JUMP = 2;
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/**
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* The default mode of access. When in this mode, we are able to call interpolate() with points in time
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* in any random order. This means one single Dynamic can be used in many effects simultaneously.
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* On the other hand, when in this mode, it is not possible to smoothly interpolate when mDuration suddenly
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* changes.
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*/
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public static final int ACCESS_TYPE_RANDOM = 0;
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/**
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* Set the mode to ACCESS_SEQUENTIAL if you need to change mDuration and you would rather have the Dynamic
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* keep on smoothly interpolating.
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* On the other hand, in this mode, a Dynamic can only be accessed in sequential manner, which means one
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* Dynamic can only be used in one effect at a time.
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*/
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public static final int ACCESS_TYPE_SEQUENTIAL = 1;
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protected int mDimension;
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protected int numPoints;
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protected int mSegment; // between which pair of points are we currently? (in case of PATH this is a bit complicated!)
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protected boolean cacheDirty; // VectorCache not up to date
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protected int mMode; // LOOP, PATH or JUMP
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protected long mDuration; // number of milliseconds it takes to do a full loop/path from first vector to the last and back to the first
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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.
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protected double mLastPos;
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protected int mAccessType;
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protected int mSpeedMode;
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protected float mTmpTime;
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protected int mTmpVec, mTmpSeg;
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protected class VectorNoise
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{
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float[][] n;
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VectorNoise()
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{
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n = new float[mDimension][NUM_NOISE];
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}
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void computeNoise()
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{
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n[0][0] = mRnd.nextFloat();
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for(int i=1; i<NUM_NOISE; i++) n[0][i] = n[0][i-1]+mRnd.nextFloat();
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float sum = n[0][NUM_NOISE-1] + mRnd.nextFloat();
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for(int i=0; i<NUM_NOISE; i++)
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{
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n[0][i] /=sum;
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for(int j=1; j<mDimension; j++) n[j][i] = mRnd.nextFloat()-0.5f;
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}
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}
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}
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protected Vector<VectorNoise> vn;
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protected float[] mFactor;
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protected float[] mNoise;
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protected float[][] baseV;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the coefficients of the X(t), Y(t) and Z(t) polynomials: X(t) = a[0]*T^3 + b[0]*T^2 + c[0]*t + d[0] etc.
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// (velocity) is the velocity vector.
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// (cached) 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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protected class VectorCache
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{
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float[] a;
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float[] b;
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float[] c;
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float[] d;
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float[] velocity;
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float[] cached;
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float[] path_ratio;
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VectorCache()
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{
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a = new float[mDimension];
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b = new float[mDimension];
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c = new float[mDimension];
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d = new float[mDimension];
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velocity = new float[mDimension];
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cached = new float[mDimension];
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path_ratio = new float[NUM_RATIO];
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}
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}
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protected Vector<VectorCache> vc;
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protected VectorCache tmpCache1, tmpCache2;
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protected float mConvexity;
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private static final int NUM_RATIO = 10; // we attempt to 'smooth out' the speed in each segment -
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// remember this many 'points' inside the Cache for each segment.
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protected static final float[] mTmpRatio = new float[NUM_RATIO];
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private float[] buf;
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private float[] old;
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private static final Random mRnd = new Random();
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private static final int NUM_NOISE = 5; // used iff mNoise>0.0. Number of intermediary points between each pair of adjacent vectors
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// where we randomize noise factors to make the way between the two vectors not so smooth.
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private long mStartTime;
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private long mCorrectedTime;
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private static long mPausedTime;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// hide this from Javadoc
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protected Dynamic()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected Dynamic(int duration, float count, int dimension)
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{
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vc = new Vector<>();
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vn = null;
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numPoints = 0;
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cacheDirty = false;
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mMode = MODE_LOOP;
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mDuration = duration;
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mCount = count;
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mDimension = dimension;
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mSegment = -1;
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mLastPos = -1;
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mAccessType= ACCESS_TYPE_RANDOM;
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mSpeedMode = SPEED_MODE_SMOOTH;
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mConvexity = 1.0f;
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mStartTime = -1;
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mCorrectedTime = 0;
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baseV = new float[mDimension][mDimension];
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buf = new float[mDimension];
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old = new float[mDimension];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void initDynamic()
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{
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mStartTime = -1;
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mCorrectedTime = 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static void onPause()
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{
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mPausedTime = System.currentTimeMillis();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void computeSegmentAndTime(float time)
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{
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switch(mMode)
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{
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case MODE_LOOP: mTmpTime= time*numPoints;
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mTmpSeg = (int)mTmpTime;
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mTmpVec = mTmpSeg;
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break;
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case MODE_PATH: mTmpSeg = (int)(2*time*(numPoints-1));
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if( time<=0.5f ) // this has to be <= (otherwise when effect ends at t=0.5, then time=1.0
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{ // and end position is slightly not equal to the end point => might not get autodeleted!
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mTmpTime = 2*time*(numPoints-1);
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mTmpVec = mTmpSeg;
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}
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else
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{
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mTmpTime = 2*(1-time)*(numPoints-1);
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mTmpVec = 2*numPoints-3-mTmpSeg;
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}
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break;
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case MODE_JUMP: mTmpTime= time*(numPoints-1);
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mTmpSeg = (int)mTmpTime;
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mTmpVec = mTmpSeg;
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break;
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default : mTmpVec = 0;
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mTmpSeg = 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float valueAtPoint(float t, VectorCache cache)
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{
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float tmp,sum = 0.0f;
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for(int d=0; d<mDimension; d++)
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{
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tmp = (3*cache.a[d]*t + 2*cache.b[d])*t + cache.c[d];
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sum += tmp*tmp;
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}
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return (float)Math.sqrt(sum);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected float smoothSpeed(float time, VectorCache cache)
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{
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float fndex = time*NUM_RATIO;
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int index = (int)fndex;
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float prev = index==0 ? 0.0f : cache.path_ratio[index-1];
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float next = cache.path_ratio[index];
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return prev + (next-prev)*(fndex-index);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// First, compute the approx length of the segment from time=0 to time=(i+1)/NUM_TIME and store this
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// in cache.path_ratio[i]. Then the last path_ratio is the length from 0 to 1, i.e. the total length
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// of the segment.
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// We do this by computing the integral from 0 to 1 of sqrt( (dx/dt)^2 + (dy/dt)^2 ) (i.e. the length
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// of the segment) using the approx 'trapezoids' integration method.
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//
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// Then, for every i, divide path_ratio[i] by the total length to get the percentage of total path
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// length covered at time i. At this time, path_ratio[3] = 0.45 means 'at time 3/NUM_RATIO, we cover
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// 0.45 = 45% of the total length of the segment.
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//
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// Finally, invert this function (for quicker lookups in smoothSpeed) so that after this step,
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// path_ratio[3] = 0.45 means 'at 45% of the time, we cover 3/NUM_RATIO distance'.
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protected void smoothOutSegment(VectorCache cache)
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{
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float vPrev, sum = 0.0f;
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float vNext = valueAtPoint(0.0f,cache);
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for(int i=0; i<NUM_RATIO; i++)
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{
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vPrev = vNext;
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vNext = valueAtPoint( (float)(i+1)/NUM_RATIO,cache);
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sum += (vPrev+vNext);
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cache.path_ratio[i] = sum;
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}
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float total = cache.path_ratio[NUM_RATIO-1];
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for(int i=0; i<NUM_RATIO; i++) cache.path_ratio[i] /= total;
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int writeIndex = 0;
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float prev=0.0f, next, ratio= 1.0f/NUM_RATIO;
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for(int readIndex=0; readIndex<NUM_RATIO; readIndex++)
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{
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next = cache.path_ratio[readIndex];
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while( prev<ratio && ratio<=next )
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{
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float a = (next-ratio)/(next-prev);
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mTmpRatio[writeIndex] = (readIndex+1-a)/NUM_RATIO;
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writeIndex++;
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ratio = (writeIndex+1.0f)/NUM_RATIO;
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}
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prev = next;
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}
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System.arraycopy(mTmpRatio, 0, cache.path_ratio, 0, NUM_RATIO);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected 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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VectorNoise 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 : for(int i=0;i<mDimension-1;i++) mFactor[i] = mNoise[i+1]*tmpN.n[i+1][0]*t;
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return time + mNoise[0]*(d*tmpN.n[0][0]-time);
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case NUM_NOISE: for(int i=0;i<mDimension-1;i++) mFactor[i] = mNoise[i+1]*tmpN.n[i+1][NUM_NOISE-1]*(1-t);
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len = ((float)NUM_NOISE)/(NUM_NOISE+1);
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lower = len + mNoise[0]*(tmpN.n[0][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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for(int i=0;i<mDimension-1;i++)
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{
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yb = tmpN.n[i+1][index ];
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ya = tmpN.n[i+1][index-1];
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mFactor[i] = mNoise[i+1]*((yb-ya)*t+ya);
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}
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len = ((float)index)/(NUM_NOISE+1);
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lower = len + mNoise[0]*(tmpN.n[0][index-1]-len);
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len = ((float)index+1)/(NUM_NOISE+1);
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upper = len + mNoise[0]*(tmpN.n[0][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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// debugging only
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private void printBase(String str)
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{
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String s;
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float t;
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for(int i=0; i<mDimension; i++)
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{
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s = "";
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for(int j=0; j<mDimension; j++)
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{
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t = ((int)(1000*baseV[i][j]))/(1000.0f);
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s+=(" "+t);
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}
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android.util.Log.e("dynamic", str+" base "+i+" : " + s);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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|
// debugging only
|
413
|
|
414
|
@SuppressWarnings("unused")
|
415
|
private void checkBase()
|
416
|
{
|
417
|
float tmp, cosA;
|
418
|
float[] len= new float[mDimension];
|
419
|
boolean error=false;
|
420
|
|
421
|
for(int i=0; i<mDimension; i++)
|
422
|
{
|
423
|
len[i] = 0.0f;
|
424
|
|
425
|
for(int k=0; k<mDimension; k++)
|
426
|
{
|
427
|
len[i] += baseV[i][k]*baseV[i][k];
|
428
|
}
|
429
|
|
430
|
if( len[i] == 0.0f || len[0]/len[i] < 0.95f || len[0]/len[i]>1.05f )
|
431
|
{
|
432
|
android.util.Log.e("dynamic", "length of vector "+i+" : "+Math.sqrt(len[i]));
|
433
|
error = true;
|
434
|
}
|
435
|
}
|
436
|
|
437
|
for(int i=0; i<mDimension; i++)
|
438
|
for(int j=i+1; j<mDimension; j++)
|
439
|
{
|
440
|
tmp = 0.0f;
|
441
|
|
442
|
for(int k=0; k<mDimension; k++)
|
443
|
{
|
444
|
tmp += baseV[i][k]*baseV[j][k];
|
445
|
}
|
446
|
|
447
|
cosA = ( (len[i]==0.0f || len[j]==0.0f) ? 0.0f : tmp/(float)Math.sqrt(len[i]*len[j]));
|
448
|
|
449
|
if( cosA > 0.05f || cosA < -0.05f )
|
450
|
{
|
451
|
android.util.Log.e("dynamic", "cos angle between vectors "+i+" and "+j+" : "+cosA);
|
452
|
error = true;
|
453
|
}
|
454
|
}
|
455
|
|
456
|
if( error ) printBase("");
|
457
|
}
|
458
|
|
459
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
460
|
|
461
|
int getNext(int curr, float time)
|
462
|
{
|
463
|
switch(mMode)
|
464
|
{
|
465
|
case MODE_LOOP: return curr==numPoints-1 ? 0:curr+1;
|
466
|
case MODE_PATH: return time<0.5f ? (curr+1) : (curr==0 ? 1 : curr-1);
|
467
|
case MODE_JUMP: return curr==numPoints-1 ? 1:curr+1;
|
468
|
default : return 0;
|
469
|
}
|
470
|
}
|
471
|
|
472
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
473
|
|
474
|
private void checkAngle(int index)
|
475
|
{
|
476
|
float cosA = 0.0f;
|
477
|
|
478
|
for(int k=0;k<mDimension; k++)
|
479
|
cosA += baseV[index][k]*old[k];
|
480
|
|
481
|
if( cosA<0.0f )
|
482
|
{
|
483
|
for(int j=0; j<mDimension; j++)
|
484
|
baseV[index][j] = -baseV[index][j];
|
485
|
}
|
486
|
}
|
487
|
|
488
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
489
|
// helper function in case we are interpolating through exactly 2 points
|
490
|
|
491
|
protected void computeOrthonormalBase2(Static curr, Static next)
|
492
|
{
|
493
|
switch(mDimension)
|
494
|
{
|
495
|
case 1: Static1D curr1 = (Static1D)curr;
|
496
|
Static1D next1 = (Static1D)next;
|
497
|
baseV[0][0] = (next1.x-curr1.x);
|
498
|
break;
|
499
|
case 2: Static2D curr2 = (Static2D)curr;
|
500
|
Static2D next2 = (Static2D)next;
|
501
|
baseV[0][0] = (next2.x-curr2.x);
|
502
|
baseV[0][1] = (next2.y-curr2.y);
|
503
|
break;
|
504
|
case 3: Static3D curr3 = (Static3D)curr;
|
505
|
Static3D next3 = (Static3D)next;
|
506
|
baseV[0][0] = (next3.x-curr3.x);
|
507
|
baseV[0][1] = (next3.y-curr3.y);
|
508
|
baseV[0][2] = (next3.z-curr3.z);
|
509
|
break;
|
510
|
case 4: Static4D curr4 = (Static4D)curr;
|
511
|
Static4D next4 = (Static4D)next;
|
512
|
baseV[0][0] = (next4.x-curr4.x);
|
513
|
baseV[0][1] = (next4.y-curr4.y);
|
514
|
baseV[0][2] = (next4.z-curr4.z);
|
515
|
baseV[0][3] = (next4.w-curr4.w);
|
516
|
break;
|
517
|
case 5: Static5D curr5 = (Static5D)curr;
|
518
|
Static5D next5 = (Static5D)next;
|
519
|
baseV[0][0] = (next5.x-curr5.x);
|
520
|
baseV[0][1] = (next5.y-curr5.y);
|
521
|
baseV[0][2] = (next5.z-curr5.z);
|
522
|
baseV[0][3] = (next5.w-curr5.w);
|
523
|
baseV[0][4] = (next5.v-curr5.v);
|
524
|
break;
|
525
|
default: throw new RuntimeException("Unsupported dimension");
|
526
|
}
|
527
|
|
528
|
if( baseV[0][0] == 0.0f )
|
529
|
{
|
530
|
baseV[1][0] = 1.0f;
|
531
|
baseV[1][1] = 0.0f;
|
532
|
}
|
533
|
else
|
534
|
{
|
535
|
baseV[1][0] = 0.0f;
|
536
|
baseV[1][1] = 1.0f;
|
537
|
}
|
538
|
|
539
|
for(int i=2; i<mDimension; i++)
|
540
|
{
|
541
|
baseV[1][i] = 0.0f;
|
542
|
}
|
543
|
|
544
|
computeOrthonormalBase();
|
545
|
}
|
546
|
|
547
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
548
|
// helper function in case we are interpolating through more than 2 points
|
549
|
|
550
|
protected void computeOrthonormalBaseMore(float time,VectorCache vc)
|
551
|
{
|
552
|
for(int i=0; i<mDimension; i++)
|
553
|
{
|
554
|
baseV[0][i] = (3*vc.a[i]*time+2*vc.b[i])*time+vc.c[i]; // first derivative, i.e. velocity vector
|
555
|
old[i] = baseV[1][i];
|
556
|
baseV[1][i] = 6*vc.a[i]*time+2*vc.b[i]; // second derivative,i.e. acceleration vector
|
557
|
}
|
558
|
|
559
|
computeOrthonormalBase();
|
560
|
}
|
561
|
|
562
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
563
|
// When this function gets called, baseV[0] and baseV[1] should have been filled with two mDimension-al
|
564
|
// vectors. This function then fills the rest of the baseV array with a mDimension-al Orthonormal base.
|
565
|
// (mDimension-2 vectors, pairwise orthogonal to each other and to the original 2). The function always
|
566
|
// leaves base[0] alone but generally speaking must adjust base[1] to make it orthogonal to base[0]!
|
567
|
// The whole baseV is then used to compute Noise.
|
568
|
//
|
569
|
// When computing noise of a point travelling along a N-dimensional path, there are three cases:
|
570
|
// a) we may be interpolating through 1 point, i.e. standing in place - nothing to do in this case
|
571
|
// b) we may be interpolating through 2 points, i.e. travelling along a straight line between them -
|
572
|
// then pass the velocity vector in baseV[0] and anything linearly independent in base[1].
|
573
|
// The output will then be discontinuous in dimensions>2 (sad corollary from the Hairy Ball Theorem)
|
574
|
// but we don't care - we are travelling along a straight line, so velocity (aka baseV[0]!) does
|
575
|
// not change.
|
576
|
// c) we may be interpolating through more than 2 points. Then interpolation formulas ensure the path
|
577
|
// will never be a straight line, even locally -> we can pass in baseV[0] and baseV[1] the velocity
|
578
|
// and the acceleration (first and second derivatives of the path) which are then guaranteed to be
|
579
|
// linearly independent. Then we can ensure this is continuous in dimensions <=4. This leaves
|
580
|
// dimension 5 (ATM WAVE is 5-dimensional) discontinuous -> WAVE will suffer from chaotic noise.
|
581
|
//
|
582
|
// Bear in mind here the 'normal' in 'orthonormal' means 'length equal to the length of the original
|
583
|
// velocity vector' (rather than the standard 1)
|
584
|
|
585
|
protected void computeOrthonormalBase()
|
586
|
{
|
587
|
int last_non_zero=-1;
|
588
|
float tmp;
|
589
|
|
590
|
for(int i=0; i<mDimension; i++)
|
591
|
if( baseV[0][i] != 0.0f )
|
592
|
last_non_zero=i;
|
593
|
|
594
|
if( last_non_zero==-1 ) ///
|
595
|
{ // velocity is the 0 vector -> two
|
596
|
for(int i=0; i<mDimension-1; i++) // consecutive points we are interpolating
|
597
|
for(int j=0; j<mDimension; j++) // through are identical -> no noise,
|
598
|
baseV[i+1][j]= 0.0f; // set the base to 0 vectors.
|
599
|
} ///
|
600
|
else
|
601
|
{
|
602
|
for(int i=1; i<mDimension; i++) /// One iteration computes baseV[i][*]
|
603
|
{ // (aka b[i]), the i-th orthonormal vector.
|
604
|
buf[i-1]=0.0f; //
|
605
|
// We can use (modified!) Gram-Schmidt.
|
606
|
for(int k=0; k<mDimension; k++) //
|
607
|
{ //
|
608
|
if( i>=2 ) // b[0] = b[0]
|
609
|
{ // b[1] = b[1] - (<b[1],b[0]>/<b[0],b[0]>)*b[0]
|
610
|
old[k] = baseV[i][k]; // b[2] = b[2] - (<b[2],b[0]>/<b[0],b[0]>)*b[0] - (<b[2],b[1]>/<b[1],b[1]>)*b[1]
|
611
|
baseV[i][k]= (k==i-(last_non_zero>=i?1:0)) ? 1.0f : 0.0f; // b[3] = b[3] - (<b[3],b[0]>/<b[0],b[0]>)*b[0] - (<b[3],b[1]>/<b[1],b[1]>)*b[1] - (<b[3],b[2]>/<b[2],b[2]>)*b[2]
|
612
|
} // (...)
|
613
|
// then b[i] = b[i] / |b[i]| ( Here really b[i] = b[i] / (|b[0]|/|b[i]|)
|
614
|
tmp = baseV[i-1][k]; //
|
615
|
buf[i-1] += tmp*tmp; //
|
616
|
} //
|
617
|
//
|
618
|
for(int j=0; j<i; j++) //
|
619
|
{ //
|
620
|
tmp = 0.0f; //
|
621
|
for(int k=0;k<mDimension; k++) tmp += baseV[i][k]*baseV[j][k]; //
|
622
|
tmp /= buf[j]; //
|
623
|
for(int k=0;k<mDimension; k++) baseV[i][k] -= tmp*baseV[j][k]; //
|
624
|
} //
|
625
|
//
|
626
|
checkAngle(i); //
|
627
|
} /// end compute baseV[i][*]
|
628
|
|
629
|
buf[mDimension-1]=0.0f; /// Normalize
|
630
|
for(int k=0; k<mDimension; k++) //
|
631
|
{ //
|
632
|
tmp = baseV[mDimension-1][k]; //
|
633
|
buf[mDimension-1] += tmp*tmp; //
|
634
|
} //
|
635
|
//
|
636
|
for(int i=1; i<mDimension; i++) //
|
637
|
{ //
|
638
|
tmp = (float)Math.sqrt(buf[0]/buf[i]); //
|
639
|
for(int k=0;k<mDimension; k++) baseV[i][k] *= tmp; //
|
640
|
} /// End Normalize
|
641
|
}
|
642
|
}
|
643
|
|
644
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
645
|
|
646
|
abstract void interpolate(float[] buffer, int offset, float time);
|
647
|
|
648
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
649
|
// PUBLIC API
|
650
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
651
|
|
652
|
/**
|
653
|
* Sets the mode of the interpolation to Loop, Path or Jump.
|
654
|
* <ul>
|
655
|
* <li>Loop is when we go from the first point all the way to the last, and the back to the first through
|
656
|
* the shortest way.
|
657
|
* <li>Path is when we come back from the last point back to the first the same way we got there.
|
658
|
* <li>Jump is when we go from first to last and then jump straight back to the first.
|
659
|
* </ul>
|
660
|
*
|
661
|
* @param mode {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
|
662
|
*/
|
663
|
public void setMode(int mode)
|
664
|
{
|
665
|
mMode = mode;
|
666
|
}
|
667
|
|
668
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
669
|
/**
|
670
|
* Returns the number of Points this Dynamic has been fed with.
|
671
|
*
|
672
|
* @return the number of Points we are currently interpolating through.
|
673
|
*/
|
674
|
public synchronized int getNumPoints()
|
675
|
{
|
676
|
return numPoints;
|
677
|
}
|
678
|
|
679
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
680
|
/**
|
681
|
* Sets how many revolutions we want to do.
|
682
|
* <p>
|
683
|
* Does not have to be an integer. What constitutes 'one revolution' depends on the MODE:
|
684
|
* {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
|
685
|
* Count<=0 means 'go on interpolating indefinitely'.
|
686
|
*
|
687
|
* @param count the number of times we want to interpolate between our collection of Points.
|
688
|
*/
|
689
|
public void setCount(float count)
|
690
|
{
|
691
|
mCount = count;
|
692
|
}
|
693
|
|
694
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
695
|
/**
|
696
|
* Return the number of revolutions this Dynamic will make.
|
697
|
* What constitutes 'one revolution' depends on the MODE:
|
698
|
* {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
|
699
|
*
|
700
|
* @return the number revolutions this Dynamic will make.
|
701
|
*/
|
702
|
public float getCount()
|
703
|
{
|
704
|
return mCount;
|
705
|
}
|
706
|
|
707
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
708
|
/**
|
709
|
* Start running from the beginning again.
|
710
|
*
|
711
|
* If a Dynamic has been used already, and we want to use it again and start interpolating from the
|
712
|
* first Point, first we need to reset it using this method.
|
713
|
*/
|
714
|
public void resetToBeginning()
|
715
|
{
|
716
|
mStartTime = -1;
|
717
|
}
|
718
|
|
719
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
720
|
/**
|
721
|
* @param duration Number of milliseconds one revolution will take.
|
722
|
* What constitutes 'one revolution' depends on the MODE:
|
723
|
* {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
|
724
|
*/
|
725
|
public void setDuration(long duration)
|
726
|
{
|
727
|
mDuration = duration;
|
728
|
}
|
729
|
|
730
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
731
|
/**
|
732
|
* @return Number of milliseconds one revolution will take.
|
733
|
*/
|
734
|
public long getDuration()
|
735
|
{
|
736
|
return mDuration;
|
737
|
}
|
738
|
|
739
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
740
|
/**
|
741
|
* @param convexity If set to the default (1.0f) then interpolation between 4 points
|
742
|
* (1,0) (0,1) (-1,0) (0,-1) will be the natural circle centered at (0,0) with radius 1.
|
743
|
* The less it is, the less convex the circle becomes, ultimately when convexity=0.0f
|
744
|
* then the interpolation shape will be straight lines connecting the four points.
|
745
|
* Further setting this to negative values will make the shape concave.
|
746
|
* Valid values: all floats. (although probably only something around (0,2) actually
|
747
|
* makes sense)
|
748
|
*/
|
749
|
public void setConvexity(float convexity)
|
750
|
{
|
751
|
if( mConvexity!=convexity )
|
752
|
{
|
753
|
mConvexity = convexity;
|
754
|
cacheDirty = true;
|
755
|
}
|
756
|
}
|
757
|
|
758
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
759
|
/**
|
760
|
* @return See {@link Dynamic#setConvexity(float)}
|
761
|
*/
|
762
|
public float getConvexity()
|
763
|
{
|
764
|
return mConvexity;
|
765
|
}
|
766
|
|
767
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
768
|
/**
|
769
|
* Sets the access type this Dynamic will be working in.
|
770
|
*
|
771
|
* @param type {@link Dynamic#ACCESS_TYPE_RANDOM} or {@link Dynamic#ACCESS_TYPE_SEQUENTIAL}.
|
772
|
*/
|
773
|
public void setAccessType(int type)
|
774
|
{
|
775
|
mAccessType = type;
|
776
|
mLastPos = -1;
|
777
|
}
|
778
|
|
779
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
780
|
/**
|
781
|
* @return See {@link Dynamic#setSpeedMode(int)}
|
782
|
*/
|
783
|
public float getSpeedMode()
|
784
|
{
|
785
|
return mSpeedMode;
|
786
|
}
|
787
|
|
788
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
789
|
/**
|
790
|
* Sets the way we compute the interpolation speed.
|
791
|
*
|
792
|
* @param mode {@link Dynamic#SPEED_MODE_SMOOTH} or {@link Dynamic#SPEED_MODE_SEGMENT_CONSTANT} or
|
793
|
* {@link Dynamic#SPEED_MODE_GLOBALLY_CONSTANT}
|
794
|
*/
|
795
|
public void setSpeedMode(int mode)
|
796
|
{
|
797
|
if( mSpeedMode!=mode )
|
798
|
{
|
799
|
if( mSpeedMode==SPEED_MODE_SMOOTH )
|
800
|
{
|
801
|
for(int i=0; i<numPoints; i++)
|
802
|
{
|
803
|
tmpCache1 = vc.elementAt(i);
|
804
|
smoothOutSegment(tmpCache1);
|
805
|
}
|
806
|
}
|
807
|
|
808
|
mSpeedMode = mode;
|
809
|
}
|
810
|
}
|
811
|
|
812
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
813
|
/**
|
814
|
* Return the Dimension, ie number of floats in a single Point this Dynamic interpolates through.
|
815
|
*
|
816
|
* @return number of floats in a single Point (ie its dimension) contained in the Dynamic.
|
817
|
*/
|
818
|
public int getDimension()
|
819
|
{
|
820
|
return mDimension;
|
821
|
}
|
822
|
|
823
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
824
|
/**
|
825
|
* Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
|
826
|
* <p>
|
827
|
* This version differs from the previous in that it returns a boolean value which indicates whether
|
828
|
* the interpolation is finished.
|
829
|
*
|
830
|
* @param buffer Float buffer we will write the results to.
|
831
|
* @param offset Offset in the buffer where to write the result.
|
832
|
* @param time Time of interpolation. Time=0.0 is the beginning of the first revolution, time=1.0 - the end
|
833
|
* of the first revolution, time=2.5 - the middle of the third revolution.
|
834
|
* What constitutes 'one revolution' depends on the MODE:
|
835
|
* {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
|
836
|
* @param step Time difference between now and the last time we called this function. Needed to figure
|
837
|
* out if the previous time we were called the effect wasn't finished yet, but now it is.
|
838
|
* @return true if the interpolation reached its end.
|
839
|
*/
|
840
|
public boolean get(float[] buffer, int offset, long time, long step)
|
841
|
{
|
842
|
if( mDuration<=0.0f )
|
843
|
{
|
844
|
interpolate(buffer,offset,mCount-(int)mCount);
|
845
|
return false;
|
846
|
}
|
847
|
|
848
|
if( mStartTime==-1 )
|
849
|
{
|
850
|
mStartTime = time;
|
851
|
mLastPos = -1;
|
852
|
}
|
853
|
|
854
|
long diff = time-mPausedTime;
|
855
|
|
856
|
if( mStartTime<mPausedTime && mCorrectedTime<mPausedTime && diff>=0 && diff<=step )
|
857
|
{
|
858
|
mCorrectedTime = mPausedTime;
|
859
|
mStartTime += diff;
|
860
|
step -= diff;
|
861
|
}
|
862
|
|
863
|
time -= mStartTime;
|
864
|
|
865
|
if( time+step > mDuration*mCount && mCount>0.0f )
|
866
|
{
|
867
|
interpolate(buffer,offset,mCount-(int)mCount);
|
868
|
return true;
|
869
|
}
|
870
|
|
871
|
double pos;
|
872
|
|
873
|
if( mAccessType ==ACCESS_TYPE_SEQUENTIAL )
|
874
|
{
|
875
|
pos = mLastPos<0 ? (double)time/mDuration : (double)step/mDuration + mLastPos;
|
876
|
mLastPos = pos;
|
877
|
}
|
878
|
else
|
879
|
{
|
880
|
pos = (double)time/mDuration;
|
881
|
}
|
882
|
|
883
|
interpolate(buffer,offset, (float)(pos-(int)pos) );
|
884
|
return false;
|
885
|
}
|
886
|
}
|