Merge remote-tracking branch 'refs/remotes/GarageGames/development' into ColorPickerAdvanced

This commit is contained in:
Anis A. Hireche 2016-02-26 20:15:33 +01:00
commit 2ff18cfc3f
629 changed files with 33887 additions and 3352 deletions

View file

@ -110,7 +110,8 @@ class EaseF : public Ease
// simple linear tweening - no easing
// t: current time, b: beginning value, c: change in value, d: duration
inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) {
inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d)
{
return c*t/d + b;
}
@ -120,21 +121,25 @@ inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) {
// quadratic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be in frames or seconds/milliseconds
inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
return c*t*t + b;
};
// quadratic easing out - decelerating to zero velocity
inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
return -c * t*(t-2) + b;
};
// quadratic easing in/out - acceleration until halfway, then deceleration
inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d)
{
t /= d/2;
if (t < 1) return c/2*t*t + b;
if (t < 1)
return c/2*t*t + b;
t--;
return -c/2 * (t*(t-2) - 1) + b;
};
@ -144,22 +149,26 @@ inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) {
// cubic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
return c*t*t*t + b;
};
// cubic easing out - decelerating to zero velocity
inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
t--;
return c*(t*t*t + 1) + b;
};
// cubic easing in/out - acceleration until halfway, then deceleration
inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d)
{
t /= d/2;
if (t < 1) return c/2*t*t*t + b;
if (t < 1)
return c/2*t*t*t + b;
t -= 2;
return c/2*(t*t*t + 2) + b;
};
@ -170,22 +179,26 @@ inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) {
// quartic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
return c*t*t*t*t + b;
};
// quartic easing out - decelerating to zero velocity
inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
t--;
return -c * (t*t*t*t - 1) + b;
};
// quartic easing in/out - acceleration until halfway, then deceleration
inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d)
{
t /= d/2;
if (t < 1) return c/2*t*t*t*t + b;
if (t < 1)
return c/2*t*t*t*t + b;
t -= 2;
return -c/2 * (t*t*t*t - 2) + b;
};
@ -196,22 +209,26 @@ inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) {
// quintic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
return c*t*t*t*t*t + b;
};
// quintic easing out - decelerating to zero velocity
inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d)
{
t /= d;
t--;
return c*(t*t*t*t*t + 1) + b;
};
// quintic easing in/out - acceleration until halfway, then deceleration
inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d)
{
t /= d/2;
if (t < 1) return c/2*t*t*t*t*t + b;
if (t < 1)
return c/2*t*t*t*t*t + b;
t -= 2;
return c/2*(t*t*t*t*t + 2) + b;
};
@ -222,17 +239,20 @@ inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) {
// sinusoidal easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d)
{
return -c * mCos(t/d * (M_PI_F/2)) + c + b;
};
// sinusoidal easing out - decelerating to zero velocity
inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d)
{
return c * mSin(t/d * (M_PI_F/2)) + b;
};
// sinusoidal easing in/out - accelerating until halfway, then decelerating
inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d)
{
return -c/2 * (mCos(M_PI_F*t/d) - 1) + b;
};
@ -241,19 +261,23 @@ inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) {
// exponential easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d)
{
return c * mPow( 2, 10 * (t/d - 1) ) + b;
};
// exponential easing out - decelerating to zero velocity
inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d)
{
return c * ( -mPow( 2, -10 * t/d ) + 1 ) + b;
};
// exponential easing in/out - accelerating until halfway, then decelerating
inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d)
{
t /= d/2;
if (t < 1) return c/2 * mPow( 2, 10 * (t - 1) ) + b;
if (t < 1)
return c/2 * mPow( 2, 10 * (t - 1) ) + b;
t--;
return c/2 * ( -mPow( 2, -10 * t) + 2 ) + b;
};
@ -263,18 +287,23 @@ inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) {
// circular easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d)
{
return -c * (mSqrt(1 - (t/=d)*t) - 1) + b;
};
// circular easing out - decelerating to zero velocity
inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d)
{
return c * mSqrt(1 - (t=t/d-1)*t) + b;
};
// circular easing in/out - acceleration until halfway, then deceleration
inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) {
if ((t/=d/2) < 1) return -c/2 * (mSqrt(1 - t*t) - 1) + b;
inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d)
{
if ((t/=d/2) < 1)
return -c/2 * (mSqrt(1 - t*t) - 1) + b;
return c/2 * (mSqrt(1 - (t-=2)*t) + 1) + b;
};
@ -284,29 +313,84 @@ inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) {
// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional)
// t and d can be in frames or seconds/milliseconds
inline F32 mEaseInElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
if (t==0) return b; if ((t/=d)==1) return b+c; if (p<=0) p=d*.3f;
inline F32 mEaseInElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p)
{
if (t==0)
return b;
F32 dt = t /= d;
if (dt == 1)
return b+c;
if (p<=0)
p=d*.3f;
F32 s;
if (a < mFabs(c)) { a=c; s=p/4; }
else s = p/(2*M_PI_F) * mAsin (c/a);
return -(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
if (a < mFabs(c))
{
a=c;
s=p/4;
}
else
s = p/(2*M_PI_F) * mAsin (c/a);
t -= 1;
return -(a*mPow(2,10*t) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
};
inline F32 mEaseOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
if (t==0) return b; if ((t/=d)==1) return b+c; if (p<=0) p=d*.3f;
inline F32 mEaseOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p)
{
if (t==0)
return b;
F32 dt = t /= d;
if (dt == 1)
return b+c;
if (p<=0)
p=d*.3f;
F32 s;
if (a < mFabs(c)) { a=c; s=p/4; }
else s = p/(2*M_PI_F) * mAsin (c/a);
if (a < mFabs(c))
{
a=c;
s=p/4;
}
else
s = p/(2*M_PI_F) * mAsin (c/a);
return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p ) + c + b;
};
inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
if (t==0) return b; if ((t/=d/2)==2) return b+c; if (p<=0) p=d*(.3f*1.5f);
inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p)
{
if (t==0)
return b;
F32 dt = t /= d / 2;
if (dt == 2)
return b+c;
if (p<=0)
p=d*(.3f*1.5f);
F32 s;
if (a < mFabs(c)) { a=c; s=p/4; }
else s = p/(2*M_PI_F) * mAsin (c/a);
if (t < 1) return -.5f*(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
return a*mPow(2,-10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )*.5f + c + b;
if (a < mFabs(c))
{
a=c;
s=p/4;
}
else
s = p/(2*M_PI_F) * mAsin (c/a);
if (t < 1)
{
t -= 1;
return -.5f*(a*mPow(2, 10 * t) * mSin((t*d - s)*(2 * M_PI_F) / p)) + b;
}
t -= 1;
return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p )*.5f + c + b;
};
@ -318,294 +402,86 @@ inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
// s controls the amount of overshoot: higher s means greater overshoot
// s has a default value of 1.70158, which produces an overshoot of 10 percent
// s==0 produces cubic easing with no overshoot
inline F32 mEaseInBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
if (s < 0) s = 1.70158f;
return c*(t/=d)*t*((s+1)*t - s) + b;
inline F32 mEaseInBack(F32 t, F32 b, F32 c, F32 d, F32 s)
{
if (s < 0)
s = 1.70158f;
F32 td = t /= d;
return c*td*t*((s + 1)*t - s) + b;
};
// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
inline F32 mEaseOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
if (s < 0) s = 1.70158f;
return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
inline F32 mEaseOutBack(F32 t, F32 b, F32 c, F32 d, F32 s)
{
if (s < 0)
s = 1.70158f;
F32 td = t / d - 1;
t = td;
return c*(td*t*((s + 1)*t + s) + 1) + b;
};
// back easing in/out - backtracking slightly, then reversing direction and moving to target,
// then overshooting target, reversing, and finally coming back to target
inline F32 mEaseInOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
if (s < 0) s = 1.70158f;
if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525f))+1)*t - s)) + b;
return c/2*((t-=2)*t*(((s*=(1.525f))+1)*t + s) + 2) + b;
inline F32 mEaseInOutBack(F32 t, F32 b, F32 c, F32 d, F32 s)
{
if (s < 0)
s = 1.70158f;
F32 td = t /= d / 2;
if (td < 1)
{
s *= 1.525f;
return c / 2 * (t*t*((s + 1)*t - s)) + b;
}
s *= 1.525f;
t -= 2;
return c/2*(t*t*((s+1)*t + s) + 2) + b;
};
/////////// BOUNCE EASING: exponentially decaying parabolic bounce //////////////
// bounce easing out
inline F32 mEaseOutBounce(F32 t, F32 b, F32 c, F32 d) {
if ((t/=d) < (1/2.75f)) {
inline F32 mEaseOutBounce(F32 t, F32 b, F32 c, F32 d)
{
if ((t/=d) < (1/2.75f))
{
return c*(7.5625f*t*t) + b;
} else if (t < (2/2.75)) {
return c*(7.5625f*(t-=(1.5f/2.75f))*t + .75f) + b;
} else if (t < (2.5/2.75)) {
return c*(7.5625f*(t-=(2.25f/2.75f))*t + .9375f) + b;
} else {
return c*(7.5625f*(t-=(2.625f/2.75f))*t + .984375f) + b;
}
else if (t < (2/2.75))
{
t -= 1.5f / 2.75f;
return c*(7.5625f*t*t + .75f) + b;
}
else if (t < (2.5/2.75))
{
t -= 2.25f / 2.75f;
return c*(7.5625f*t*t + .9375f) + b;
}
else
{
t -= 2.625f / 2.75f;
return c*(7.5625f*t*t + .984375f) + b;
}
};
// bounce easing in
// t: current time, b: beginning value, c: change in position, d: duration
inline F32 mEaseInBounce(F32 t, F32 b, F32 c, F32 d) {
inline F32 mEaseInBounce(F32 t, F32 b, F32 c, F32 d)
{
return c - mEaseOutBounce (d-t, 0, c, d) + b;
};
// bounce easing in/out
inline F32 mEaseInOutBounce(F32 t, F32 b, F32 c, F32 d) {
if (t < d/2) return mEaseInBounce (t*2, 0, c, d) * .5f + b;
inline F32 mEaseInOutBounce(F32 t, F32 b, F32 c, F32 d)
{
if (t < d/2)
return mEaseInBounce (t*2, 0, c, d) * .5f + b;
return mEaseOutBounce (t*2-d, 0, c, d) * .5f + c*.5f + b;
};
#if 0
// ORIGINAL ACTION SCRIPT CODE:
// simple linear tweening - no easing
// t: current time, b: beginning value, c: change in value, d: duration
Math.linearTween = function (t, b, c, d) {
return c*t/d + b;
};
///////////// QUADRATIC EASING: t^2 ///////////////////
// quadratic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be in frames or seconds/milliseconds
Math.easeInQuad = function (t, b, c, d) {
return c*(t/=d)*t + b;
};
// quadratic easing out - decelerating to zero velocity
Math.easeOutQuad = function (t, b, c, d) {
return -c *(t/=d)*(t-2) + b;
};
// quadratic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutQuad = function (t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t + b;
return -c/2 * ((--t)*(t-2) - 1) + b;
};
///////////// CUBIC EASING: t^3 ///////////////////////
// cubic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
Math.easeInCubic = function (t, b, c, d) {
return c*(t/=d)*t*t + b;
};
// cubic easing out - decelerating to zero velocity
Math.easeOutCubic = function (t, b, c, d) {
return c*((t=t/d-1)*t*t + 1) + b;
};
// cubic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutCubic = function (t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t + b;
return c/2*((t-=2)*t*t + 2) + b;
};
///////////// QUARTIC EASING: t^4 /////////////////////
// quartic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
Math.easeInQuart = function (t, b, c, d) {
return c*(t/=d)*t*t*t + b;
};
// quartic easing out - decelerating to zero velocity
Math.easeOutQuart = function (t, b, c, d) {
return -c * ((t=t/d-1)*t*t*t - 1) + b;
};
// quartic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutQuart = function (t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t*t + b;
return -c/2 * ((t-=2)*t*t*t - 2) + b;
};
///////////// QUINTIC EASING: t^5 ////////////////////
// quintic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
Math.easeInQuint = function (t, b, c, d) {
return c*(t/=d)*t*t*t*t + b;
};
// quintic easing out - decelerating to zero velocity
Math.easeOutQuint = function (t, b, c, d) {
return c*((t=t/d-1)*t*t*t*t + 1) + b;
};
// quintic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutQuint = function (t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;
return c/2*((t-=2)*t*t*t*t + 2) + b;
};
///////////// SINUSOIDAL EASING: sin(t) ///////////////
// sinusoidal easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInSine = function (t, b, c, d) {
return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
};
// sinusoidal easing out - decelerating to zero velocity
Math.easeOutSine = function (t, b, c, d) {
return c * Math.sin(t/d * (Math.PI/2)) + b;
};
// sinusoidal easing in/out - accelerating until halfway, then decelerating
Math.easeInOutSine = function (t, b, c, d) {
return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
};
///////////// EXPONENTIAL EASING: 2^t /////////////////
// exponential easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInExpo = function (t, b, c, d) {
return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
};
// exponential easing out - decelerating to zero velocity
Math.easeOutExpo = function (t, b, c, d) {
return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
};
// exponential easing in/out - accelerating until halfway, then decelerating
Math.easeInOutExpo = function (t, b, c, d) {
if (t==0) return b;
if (t==d) return b+c;
if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;
return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;
};
/////////// CIRCULAR EASING: sqrt(1-t^2) //////////////
// circular easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInCirc = function (t, b, c, d) {
return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
};
// circular easing out - decelerating to zero velocity
Math.easeOutCirc = function (t, b, c, d) {
return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
};
// circular easing in/out - acceleration until halfway, then deceleration
Math.easeInOutCirc = function (t, b, c, d) {
if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;
return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;
};
/////////// ELASTIC EASING: exponentially decaying sine wave //////////////
// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional)
// t and d can be in frames or seconds/milliseconds
Math.easeInElastic = function (t, b, c, d, a, p) {
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
};
Math.easeOutElastic = function (t, b, c, d, a, p) {
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
};
Math.easeInOutElastic = function (t, b, c, d, a, p) {
if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;
};
/////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2 //////////////
// back easing in - backtracking slightly, then reversing direction and moving to target
// t: current time, b: beginning value, c: change in value, d: duration, s: overshoot amount (optional)
// t and d can be in frames or seconds/milliseconds
// s controls the amount of overshoot: higher s means greater overshoot
// s has a default value of 1.70158, which produces an overshoot of 10 percent
// s==0 produces cubic easing with no overshoot
Math.easeInBack = function (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*(t/=d)*t*((s+1)*t - s) + b;
};
// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
Math.easeOutBack = function (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
};
// back easing in/out - backtracking slightly, then reversing direction and moving to target,
// then overshooting target, reversing, and finally coming back to target
Math.easeInOutBack = function (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
};
/////////// BOUNCE EASING: exponentially decaying parabolic bounce //////////////
// bounce easing in
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInBounce = function (t, b, c, d) {
return c - Math.easeOutBounce (d-t, 0, c, d) + b;
};
// bounce easing out
Math.easeOutBounce = function (t, b, c, d) {
if ((t/=d) < (1/2.75)) {
return c*(7.5625*t*t) + b;
} else if (t < (2/2.75)) {
return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
} else if (t < (2.5/2.75)) {
return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
} else {
return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
}
};
// bounce easing in/out
Math.easeInOutBounce = function (t, b, c, d) {
if (t < d/2) return Math.easeInBounce (t*2, 0, c, d) * .5 + b;
return Math.easeOutBounce (t*2-d, 0, c, d) * .5 + c*.5 + b;
};
#endif
#endif // _MEASE_H_

View file

@ -163,7 +163,7 @@ EulerF MatrixF::toEuler() const
const F32 * mat = m;
EulerF r;
r.x = mAsin(mat[MatrixF::idx(2,1)]);
r.x = mAsin(mClampF(mat[MatrixF::idx(2,1)], -1.0, 1.0));
if(mCos(r.x) != 0.f)
{

View file

@ -572,10 +572,10 @@ inline MatrixF operator * ( const MatrixF &m1, const MatrixF &m2 )
return temp;
}
inline MatrixF& MatrixF::operator *= ( const MatrixF &m )
inline MatrixF& MatrixF::operator *= ( const MatrixF &m1 )
{
MatrixF tempThis(*this);
m_matF_x_matF(tempThis, m, *this);
m_matF_x_matF(tempThis, m1, *this);
return (*this);
}

View file

@ -438,6 +438,7 @@ inline Point2I Point2I::operator/(const Point2I &_vec) const
inline Point2I& Point2I::operator/=(const Point2I &_vec)
{
AssertFatal(_vec.x != 0 && _vec.y != 0, "Error, div by zero attempted");
x /= _vec.x;
y /= _vec.y;
return *this;
@ -645,6 +646,7 @@ inline Point2F Point2F::operator/(const Point2F &_vec) const
inline Point2F& Point2F::operator/=(const Point2F &_vec)
{
AssertFatal(_vec.x != 0 && _vec.y != 0, "Error, div by zero attempted");
x /= _vec.x;
y /= _vec.y;
return *this;
@ -908,6 +910,14 @@ inline bool mIsNaN( const Point2F &p )
return mIsNaN_F( p.x ) || mIsNaN_F( p.y );
}
/// Return 0 if points are colinear
/// Return positive if p0p1p2 are counter-clockwise
/// Return negative if p0p1p2 are clockwise
inline F64 mCross(const Point2F &p0, const Point2F &p1, const Point2F &pt2)
{
return (p1.x - p0.x) * (pt2.y - p0.y) - (p1.y - p0.y) * (pt2.x - p0.x);
}
namespace DictHash
{

View file

@ -233,11 +233,13 @@ class Point3D
bool isZero() const;
F64 len() const;
F64 lenSquared() const;
F64 magnitudeSafe() const;
//-------------------------------------- Mathematical mutators
public:
void neg();
void normalize();
void normalizeSafe();
void normalize(F64 val);
void convolve(const Point3D&);
void convolveInverse(const Point3D&);
@ -728,11 +730,13 @@ inline Point3F& Point3F::operator*=(const Point3F &_vec)
inline Point3F Point3F::operator/(const Point3F &_vec) const
{
AssertFatal(_vec.x != 0.0f && _vec.y != 0.0f && _vec.z != 0.0f, "Error, div by zero attempted");
return Point3F(x / _vec.x, y / _vec.y, z / _vec.z);
}
inline Point3F& Point3F::operator/=(const Point3F &_vec)
{
AssertFatal(_vec.x != 0.0f && _vec.y != 0.0f && _vec.z != 0.0f, "Error, div by zero attempted");
x /= _vec.x;
y /= _vec.y;
z /= _vec.z;
@ -855,7 +859,8 @@ inline F64 Point3D::lenSquared() const
inline F64 Point3D::len() const
{
return mSqrtD(x*x + y*y + z*z);
F64 temp = x*x + y*y + z*z;
return (temp > 0.0) ? mSqrtD(temp) : 0.0;
}
inline void Point3D::normalize()
@ -863,6 +868,28 @@ inline void Point3D::normalize()
m_point3D_normalize(*this);
}
inline F64 Point3D::magnitudeSafe() const
{
if( isZero() )
{
return 0.0;
}
else
{
return len();
}
}
inline void Point3D::normalizeSafe()
{
F64 vmag = magnitudeSafe();
if( vmag > POINT_EPSILON )
{
*this *= F64(1.0 / vmag);
}
}
inline void Point3D::normalize(F64 val)
{
m_point3D_normalize_f(*this, val);

View file

@ -32,33 +32,48 @@ const QuatF QuatF::Identity(0.0f,0.0f,0.0f,1.0f);
QuatF& QuatF::set( const EulerF & e )
{
F32 cx, sx;
F32 cy, sy;
F32 cz, sz;
mSinCos( e.x * 0.5f, sx, cx );
mSinCos( e.y * 0.5f, sy, cy );
mSinCos( e.z * 0.5f, sz, cz );
/*
F32 cx, sx;
F32 cy, sy;
F32 cz, sz;
mSinCos( -e.x * 0.5f, sx, cx );
mSinCos( -e.y * 0.5f, sy, cy );
mSinCos( -e.z * 0.5f, sz, cz );
// Qyaw(z) = [ (0, 0, sin z/2), cos z/2 ]
// Qpitch(x) = [ (sin x/2, 0, 0), cos x/2 ]
// Qroll(y) = [ (0, sin y/2, 0), cos y/2 ]
// this = Qresult = Qyaw*Qpitch*Qroll ZXY
//
// The code that folows is a simplification of:
// roll*=pitch;
// roll*=yaw;
// *this = roll;
F32 cycz, sysz, sycz, cysz;
cycz = cy*cz;
sysz = sy*sz;
sycz = sy*cz;
cysz = cy*sz;
w = cycz*cx - sysz*sx;
x = cycz*sx + sysz*cx;
y = sycz*cx + cysz*sx;
z = cysz*cx - sycz*sx;
// Qyaw(z) = [ (0, 0, sin z/2), cos z/2 ]
// Qpitch(x) = [ (sin x/2, 0, 0), cos x/2 ]
// Qroll(y) = [ (0, sin y/2, 0), cos y/2 ]
// this = Qresult = Qyaw*Qpitch*Qroll ZXY
//
// The code that folows is a simplification of:
// roll*=pitch;
// roll*=yaw;
// *this = roll;
F32 cycz, sysz, sycz, cysz;
cycz = cy*cz;
sysz = sy*sz;
sycz = sy*cz;
cysz = cy*sz;
w = cycz*cx + sysz*sx;
x = cycz*sx + sysz*cx;
y = sycz*cx - cysz*sx;
z = cysz*cx - sycz*sx;
*/
// Assuming the angles are in radians.
F32 c1 = mCos(e.y * 0.5f);
F32 s1 = mSin(e.y * 0.5f);
F32 c2 = mCos(e.z * 0.5f);
F32 s2 = mSin(e.z * 0.5f);
F32 c3 = mCos(e.x * 0.5f);
F32 s3 = mSin(e.x * 0.5f);
F32 c1c2 = c1*c2;
F32 s1s2 = s1*s2;
w =c1c2*c3 - s1s2*s3;
x =c1c2*s3 + s1s2*c3;
y =s1*c2*c3 + c1*s2*s3;
z =c1*s2*c3 - s1*c2*s3;
return *this;
return *this;
}
QuatF& QuatF::operator *=( const QuatF & b )
@ -289,7 +304,7 @@ QuatF & QuatF::interpolate( const QuatF & q1, const QuatF & q2, F32 t )
return *this;
}
Point3F & QuatF::mulP(const Point3F& p, Point3F* r)
Point3F & QuatF::mulP(const Point3F& p, Point3F* r) const
{
QuatF qq;
QuatF qi = *this;

View file

@ -81,7 +81,7 @@ public:
QuatF& interpolate( const QuatF & q1, const QuatF & q2, F32 t );
F32 angleBetween( const QuatF & q );
Point3F& mulP(const Point3F& a, Point3F* b); // r = p * this
Point3F& mulP(const Point3F& a, Point3F* r) const; // r = p * this
QuatF& mul(const QuatF& a, const QuatF& b); // This = a * b
// Vectors passed in must be normalized

View file

@ -88,13 +88,13 @@ void MRandomLCG::setSeed(S32 s)
U32 MRandomLCG::randI()
{
if ( mSeed <= msQuotient )
mSeed = (mSeed * 16807L) % S32_MAX;
mSeed = (mSeed * 16807) % S32_MAX;
else
{
S32 high_part = mSeed / msQuotient;
S32 low_part = mSeed % msQuotient;
S32 test = (16807L * low_part) - (msRemainder * high_part);
S32 test = (16807 * low_part) - (msRemainder * high_part);
if ( test > 0 )
mSeed = test;

View file

@ -54,7 +54,7 @@ public:
inline F32 MRandomGenerator::randF()
{
// default: multiply by 1/(2^31)
return F32(randI()) * (1.0f/2147483647.0f);
return F32(randI()) * (1.0f / S32_MAX);
}
inline S32 MRandomGenerator::randI(S32 i, S32 n)

View file

@ -77,8 +77,11 @@ bool SphereF::intersectsRay( const Point3F &start, const Point3F &end ) const
// value for getting the exact
// intersection point, by interpolating
// start to end by t.
/*
F32 t = 0;
TORQUE_UNUSED(t);
*/
// if t1 is less than zero, the object is in the ray's negative direction
// and consequently the ray misses the sphere

View file

@ -37,6 +37,7 @@
#include "math/mEase.h"
#include "math/mathUtils.h"
#include "core/strings/stringUnit.h"
IMPLEMENT_SCOPE( MathTypes, Math,, "" );
@ -117,7 +118,7 @@ END_IMPLEMENT_STRUCT;
//-----------------------------------------------------------------------------
// TypePoint2I
//-----------------------------------------------------------------------------
ConsoleType( Point2I, TypePoint2I, Point2I )
ConsoleType(Point2I, TypePoint2I, Point2I, "")
ImplementConsoleTypeCasters( TypePoint2I, Point2I )
ConsoleGetType( TypePoint2I )
@ -142,7 +143,7 @@ ConsoleSetType( TypePoint2I )
//-----------------------------------------------------------------------------
// TypePoint2F
//-----------------------------------------------------------------------------
ConsoleType( Point2F, TypePoint2F, Point2F )
ConsoleType(Point2F, TypePoint2F, Point2F, "")
ImplementConsoleTypeCasters( TypePoint2F, Point2F )
ConsoleGetType( TypePoint2F )
@ -167,7 +168,7 @@ ConsoleSetType( TypePoint2F )
//-----------------------------------------------------------------------------
// TypePoint3I
//-----------------------------------------------------------------------------
ConsoleType( Point3I, TypePoint3I, Point3I )
ConsoleType(Point3I, TypePoint3I, Point3I, "")
ImplementConsoleTypeCasters(TypePoint3I, Point3I)
ConsoleGetType( TypePoint3I )
@ -192,7 +193,7 @@ ConsoleSetType( TypePoint3I )
//-----------------------------------------------------------------------------
// TypePoint3F
//-----------------------------------------------------------------------------
ConsoleType( Point3F, TypePoint3F, Point3F )
ConsoleType(Point3F, TypePoint3F, Point3F, "")
ImplementConsoleTypeCasters(TypePoint3F, Point3F)
ConsoleGetType( TypePoint3F )
@ -217,7 +218,7 @@ ConsoleSetType( TypePoint3F )
//-----------------------------------------------------------------------------
// TypePoint4F
//-----------------------------------------------------------------------------
ConsoleType( Point4F, TypePoint4F, Point4F )
ConsoleType(Point4F, TypePoint4F, Point4F, "")
ImplementConsoleTypeCasters( TypePoint4F, Point4F )
ConsoleGetType( TypePoint4F )
@ -242,7 +243,7 @@ ConsoleSetType( TypePoint4F )
//-----------------------------------------------------------------------------
// TypeRectI
//-----------------------------------------------------------------------------
ConsoleType( RectI, TypeRectI, RectI )
ConsoleType(RectI, TypeRectI, RectI, "")
ImplementConsoleTypeCasters( TypeRectI, RectI )
ConsoleGetType( TypeRectI )
@ -269,7 +270,7 @@ ConsoleSetType( TypeRectI )
//-----------------------------------------------------------------------------
// TypeRectF
//-----------------------------------------------------------------------------
ConsoleType( RectF, TypeRectF, RectF )
ConsoleType(RectF, TypeRectF, RectF, "")
ImplementConsoleTypeCasters( TypeRectF, RectF )
ConsoleGetType( TypeRectF )
@ -296,7 +297,7 @@ ConsoleSetType( TypeRectF )
//-----------------------------------------------------------------------------
// TypeMatrix
//-----------------------------------------------------------------------------
ConsoleType( MatrixF, TypeMatrixF, MatrixF )
ConsoleType(MatrixF, TypeMatrixF, MatrixF, "")
ImplementConsoleTypeCasters( TypeMatrixF, MatrixF )
// Oh merry confusion. Torque stores matrices in row-major order yet to TorqueScript
@ -339,7 +340,7 @@ ConsoleSetType( TypeMatrixF )
//-----------------------------------------------------------------------------
// TypeMatrixPosition
//-----------------------------------------------------------------------------
ConsoleType( MatrixPosition, TypeMatrixPosition, MatrixF )
ConsoleType(MatrixPosition, TypeMatrixPosition, MatrixF, "")
ConsoleGetType( TypeMatrixPosition )
{
@ -374,7 +375,7 @@ ConsoleSetType( TypeMatrixPosition )
//-----------------------------------------------------------------------------
// TypeMatrixRotation
//-----------------------------------------------------------------------------
ConsoleType( MatrixRotation, TypeMatrixRotation, MatrixF )
ConsoleType(MatrixRotation, TypeMatrixRotation, MatrixF, "")
ConsoleGetType( TypeMatrixRotation )
{
@ -419,7 +420,7 @@ ConsoleSetType( TypeMatrixRotation )
//-----------------------------------------------------------------------------
// TypeAngAxisF
//-----------------------------------------------------------------------------
ConsoleType( AngAxisF, TypeAngAxisF, AngAxisF )
ConsoleType(AngAxisF, TypeAngAxisF, AngAxisF, "")
ImplementConsoleTypeCasters( TypeAngAxisF, AngAxisF )
ConsoleGetType( TypeAngAxisF )
@ -458,7 +459,7 @@ ConsoleSetType( TypeAngAxisF )
const TransformF TransformF::Identity( Point3F::Zero, AngAxisF( Point3F( 0, 0, 1 ), 0) );
ConsoleType( TransformF, TypeTransformF, TransformF )
ConsoleType(TransformF, TypeTransformF, TransformF, "")
ImplementConsoleTypeCasters( TypeTransformF, TransformF )
ConsoleGetType( TypeTransformF )
@ -502,7 +503,7 @@ ConsoleSetType( TypeTransformF )
//-----------------------------------------------------------------------------
// TypeBox3F
//-----------------------------------------------------------------------------
ConsoleType( Box3F, TypeBox3F, Box3F )
ConsoleType(Box3F, TypeBox3F, Box3F, "")
ImplementConsoleTypeCasters( TypeBox3F, Box3F )
ConsoleGetType( TypeBox3F )
@ -539,7 +540,7 @@ ConsoleSetType( TypeBox3F )
//-----------------------------------------------------------------------------
// TypeEaseF
//-----------------------------------------------------------------------------
ConsoleType( EaseF, TypeEaseF, EaseF )
ConsoleType(EaseF, TypeEaseF, EaseF, "")
ImplementConsoleTypeCasters( TypeEaseF, EaseF )
ConsoleGetType( TypeEaseF )

View file

@ -1845,4 +1845,55 @@ U32 extrudePolygonEdgesFromPoint( const Point3F* vertices, U32 numVertices, cons
return numPlanes;
}
//-----------------------------------------------------------------------------
void MathUtils::mBuildHull2D(const Vector<Point2F> _inPoints, Vector<Point2F> &hullPoints)
{
/// Andrew's monotone chain convex hull algorithm implementation
struct Util
{
//compare by x and then by y
static int CompareLexicographic( const Point2F *a, const Point2F *b)
{
return a->x < b->x || (a->x == b->x && a->y < b->y);
}
};
hullPoints.clear();
hullPoints.setSize( _inPoints.size()*2 );
// sort in points by x and then by y
Vector<Point2F> inSortedPoints = _inPoints;
inSortedPoints.sort( &Util::CompareLexicographic );
Point2F* lowerHullPtr = hullPoints.address();
U32 lowerHullIdx = 0;
//lower part of hull
for( int i = 0; i < inSortedPoints.size(); ++i )
{
while( lowerHullIdx >= 2 && mCross( lowerHullPtr[ lowerHullIdx - 2], lowerHullPtr[lowerHullIdx - 1], inSortedPoints[i] ) <= 0 )
--lowerHullIdx;
lowerHullPtr[lowerHullIdx++] = inSortedPoints[i];
}
--lowerHullIdx; // last point are the same as first in upperHullPtr
Point2F* upperHullPtr = hullPoints.address() + lowerHullIdx;
U32 upperHullIdx = 0;
//upper part of hull
for( int i = inSortedPoints.size()-1; i >= 0; --i )
{
while( upperHullIdx >= 2 && mCross( upperHullPtr[ upperHullIdx - 2], upperHullPtr[upperHullIdx - 1], inSortedPoints[i] ) <= 0 )
--upperHullIdx;
upperHullPtr[upperHullIdx++] = inSortedPoints[i];
}
hullPoints.setSize( lowerHullIdx + upperHullIdx );
}
} // namespace MathUtils

View file

@ -417,6 +417,9 @@ namespace MathUtils
//void findFarthestPoint( const Point3F* points, U32 numPoints, const Point3F& fromPoint, )
/// Build a convex hull from a cloud of 2D points, first and last hull point are the same.
void mBuildHull2D(const Vector<Point2F> inPoints, Vector<Point2F> &hullPoints);
} // namespace MathUtils
#endif // _MATHUTILS_H_