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You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #include #include "plAnimEaseTypes.h" #include "plAnimTimeConvert.h" /////////////////////////////////////////////////////////////////////////////////////////////// plATCEaseCurve *plATCEaseCurve::CreateEaseCurve(uint8_t type, float minLength, float maxLength, float length, float startSpeed, float goalSpeed) { if (type == plAnimEaseTypes::kConstAccel) return new plConstAccelEaseCurve(minLength, maxLength, length, startSpeed, goalSpeed); if (type == plAnimEaseTypes::kSpline) return new plSplineEaseCurve(minLength, maxLength, length, startSpeed, goalSpeed); return nil; } void plATCEaseCurve::RecalcToSpeed(float startSpeed, float goalSpeed, bool preserveRate /* = false */) { float rate = 1; if (fSpeed == goalSpeed && fStartSpeed == startSpeed) // already there, no need to do anything return; if (preserveRate) rate = (fSpeed - fStartSpeed) / fLength; fStartSpeed = startSpeed; fSpeed = goalSpeed; if (preserveRate) SetLengthOnRate(rate); } void plATCEaseCurve::SetLengthOnRate(float rate) { fLength = (fSpeed - fStartSpeed) / rate; if (fLength < 0) fLength = -fLength; } float plATCEaseCurve::GetMinDistance() { if (fMinLength == 0) return 0; float oldLength = fLength; fLength = fMinLength; float result = PositionGivenTime(fMinLength); fLength = oldLength; return result; } float plATCEaseCurve::GetMaxDistance() { if (fMaxLength == 0) return 0; float oldLength = fLength; fLength = fMaxLength; float result = PositionGivenTime(fMaxLength); fLength = oldLength; return result; } float plATCEaseCurve::GetNormDistance() { if (fNormLength == 0) return 0; float oldLength = fLength; fLength = fNormLength; float result = PositionGivenTime(fNormLength); fLength = oldLength; return result; } void plATCEaseCurve::Read(hsStream *s, hsResMgr *mgr) { plCreatable::Read(s, mgr); fMinLength = s->ReadLEScalar(); fMaxLength = s->ReadLEScalar(); fNormLength = fLength = s->ReadLEScalar(); fStartSpeed = s->ReadLEScalar(); fSpeed = s->ReadLEScalar(); fBeginWorldTime = s->ReadLEDouble(); } void plATCEaseCurve::Write(hsStream *s, hsResMgr *mgr) { plCreatable::Write(s, mgr); s->WriteLEScalar(fMinLength); s->WriteLEScalar(fMaxLength); s->WriteLEScalar(fNormLength); s->WriteLEScalar(fStartSpeed); s->WriteLEScalar(fSpeed); s->WriteLEDouble(fBeginWorldTime); } /////////////////////////////////////////////////////////////////////////////////////////////// plConstAccelEaseCurve::plConstAccelEaseCurve() { fMinLength = fMaxLength = fNormLength = fLength = 1; fBeginWorldTime = 0; RecalcToSpeed(0, 1); } plConstAccelEaseCurve::plConstAccelEaseCurve(float minLength, float maxLength, float length, float startSpeed, float goalSpeed) { fMinLength = minLength; fMaxLength = maxLength; fNormLength = fLength = length; fBeginWorldTime = 0; RecalcToSpeed(startSpeed, goalSpeed); } plATCEaseCurve *plConstAccelEaseCurve::Clone() const { plConstAccelEaseCurve *curve = new plConstAccelEaseCurve; curve->fStartSpeed = fStartSpeed; curve->fMinLength = fMinLength; curve->fMaxLength = fMaxLength; curve->fNormLength = fNormLength; curve->fBeginWorldTime = fBeginWorldTime; curve->fLength = fLength; curve->fSpeed = fSpeed; return curve; } void plConstAccelEaseCurve::SetLengthOnDistance(float dist) { fLength = 2 * dist / (fSpeed + fStartSpeed); } float plConstAccelEaseCurve::PositionGivenTime(float time) const { return (float)(fStartSpeed * time + (0.5 * (fSpeed - fStartSpeed) / fLength) * time * time); } float plConstAccelEaseCurve::VelocityGivenTime(float time) const { return fStartSpeed + ((fSpeed - fStartSpeed) / fLength) * time; } float plConstAccelEaseCurve::TimeGivenVelocity(float velocity) const { return (velocity - fStartSpeed) / ((fSpeed - fStartSpeed) / fLength); } /////////////////////////////////////////////////////////////////////////////////////////////// plSplineEaseCurve::plSplineEaseCurve() { fMinLength = fMaxLength = fNormLength = fLength = 1; fBeginWorldTime = 0; RecalcToSpeed(0, 1); } plSplineEaseCurve::plSplineEaseCurve(float minLength, float maxLength, float length, float startSpeed, float goalSpeed) { fMinLength = minLength; fMaxLength = maxLength; fNormLength = fLength = length; fBeginWorldTime = 0; RecalcToSpeed(startSpeed, goalSpeed); } plATCEaseCurve *plSplineEaseCurve::Clone() const { plSplineEaseCurve *curve = new plSplineEaseCurve; curve->fStartSpeed = fStartSpeed; curve->fMinLength = fMinLength; curve->fMaxLength = fMaxLength; curve->fNormLength = fNormLength; curve->fBeginWorldTime = fBeginWorldTime; curve->fLength = fLength; curve->fSpeed = fSpeed; int i; for (i = 0; i < 4; i++) curve->fCoef[i] = fCoef[i]; return curve; } void plSplineEaseCurve::RecalcToSpeed(float startSpeed, float goalSpeed, bool preserveRate /* = false */) { plATCEaseCurve::RecalcToSpeed(startSpeed, goalSpeed, preserveRate); // These are greatly simplified because the in/out tangents are always zero // Note: "b" is always zero for the ease splines we're currently doing (and will remain that way // so long as the initial acceleration is zero. Can optimize a bit of the eval math to take // advantage of this. float a, b, c, d; a = fStartSpeed; b = 0; c = -3 * fStartSpeed + 3 * fSpeed; d = 2 * fStartSpeed - 2 * fSpeed; fCoef[0] = a; fCoef[1] = b; fCoef[2] = c; fCoef[3] = d; } void plSplineEaseCurve::SetLengthOnDistance(float dist) { float curDist = PositionGivenTime(fLength); fLength = fLength * dist / curDist; } float plSplineEaseCurve::PositionGivenTime(float time) const { float t1, t2, t3, t4; t1 = time / fLength; t2 = t1 * t1; t3 = t2 * t1; t4 = t3 * t1; return fLength * (fCoef[0] * t1 + fCoef[1] * t2 / 2 + fCoef[2] * t3 / 3 + fCoef[3] * t4 / 4); } float plSplineEaseCurve::VelocityGivenTime(float time) const { float t1, t2, t3; t1 = time / fLength; t2 = t1 * t1; t3 = t2 * t1; return fCoef[0] + fCoef[1] * t1 + fCoef[2] * t2 + fCoef[3] * t3; } float plSplineEaseCurve::TimeGivenVelocity(float velocity) const { // Code based off of Graphics Gems V, pp 11-12 and // http://www.worldserver.com/turk/opensource/FindCubicRoots.c.txt // Solving the equation: fCoef[0] + fCoef[1] * t + fCoef[2] * t^2 + fCoef[3] * t^3 - velocity = 0 float root; float a = (fCoef[0] - velocity) / fCoef[3]; float b = fCoef[1] / fCoef[3]; float c = fCoef[2] / fCoef[3]; float Q = (c * c - 3 * b) / 9; float R = (2 * c * c * c - 9 * c * b + 27 * a) / 54; float Q3 = Q * Q * Q; float D = Q3 - R * R; if (D >= 0) { // 3 roots, find the one in the range [0, 1] const float pi = 3.14159; double theta = acos(R / sqrt(Q3)); double sqrtQ = sqrt(Q); root = (float)(-2 * sqrtQ * cos((theta + 4 * pi) / 3) - c / 3); // Middle root, most likely to match if (root < 0.f || root > 1.f) { root = (float)(-2 * sqrtQ * cos((theta + 2 * pi) / 3) - c / 3); // Lower root if (root < 0.f || root > 1.f) { root = (float)(-2 * sqrtQ * cos(theta / 3) - c / 3); // Upper root } } } else // One root to the equation (I don't expect this to happen for ease splines, but JIC) { double E = sqrt(-D) + pow(fabs(R), 1.f / 3.f); root = (float)((E + Q / E) - c / 3); if (R > 0) root = -root; } if (root < 0.f || root > 1.f) { hsAssert(false, "No valid root found while solving animation spline"); // Either a bug, or a rare case of floating-point inaccuracy. Either way, guess // the proper root as either the start or end of the curve based on the velocity. float dStart = velocity - fStartSpeed; if (dStart < 0) dStart = -dStart; float dEnd = velocity - fSpeed; if (dEnd < 0) dEnd = -dEnd; root = (dStart < dEnd ? 0.f : 1.f); } return root * fLength; } void plSplineEaseCurve::Read(hsStream *s, hsResMgr *mgr) { plATCEaseCurve::Read(s, mgr); fCoef[0] = s->ReadLEScalar(); fCoef[1] = s->ReadLEScalar(); fCoef[2] = s->ReadLEScalar(); fCoef[3] = s->ReadLEScalar(); } void plSplineEaseCurve::Write(hsStream *s, hsResMgr *mgr) { plATCEaseCurve::Write(s, mgr); s->WriteLEScalar(fCoef[0]); s->WriteLEScalar(fCoef[1]); s->WriteLEScalar(fCoef[2]); s->WriteLEScalar(fCoef[3]); }