/*! \file mod_particle/random.cpp
** \brief blehh
**
-** $Id: random.cpp,v 1.1.1.1 2005/01/04 01:23:14 darco Exp $
+** $Id$
**
** \legal
** Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley
t_mask=rand()+rand()*RAND_MAX;
}
+// this picks one of the POOL_SIZE (256) preset values out of the pool
+// and scales it to be in the range (-1, 1). is that what it was
+// intended to do? the distribution is pretty terrible, too, with
+// some elements being picked a hundred times more often than others
float
Random::operator()(const int salt,const int x,const int y,const int t)const
{
}
float
-Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const
+Random::operator()(SmoothType smooth,int subseed,float xf,float yf,float tf)const
{
int x((int)floor(xf));
int y((int)floor(yf));
switch(smooth)
{
- case 4: // cubic
+ case SMOOTH_CUBIC: // cubic
{
#define f(j,i,k) ((*this)(subseed,i,j,k))
//Using catmull rom interpolation because it doesn't blur at all
+ // ( http://www.gamedev.net/reference/articles/article1497.asp )
//bezier curve with intermediate ctrl pts: 0.5/3(p(i+1) - p(i-1)) and similar
float xfa [4], tfa[4];
break;
- case 5: // Fast Spline (non-animated)
+ case SMOOTH_FAST_SPLINE: // Fast Spline (non-animated)
{
#define P(x) (((x)>0)?((x)*(x)*(x)):0.0f)
#define R(x) ( P(x+2) - 4.0f*P(x+1) + 6.0f*P(x) - 4.0f*P(x-1) )*(1.0f/6.0f)
#define FT(i,j,k) ((*this)(subseed,i+x,j+y,k+t)*(R((i)-a)*R(b-(j))*R((k)-c)))
#define Z(i,j) ret+=F(i,j)
#define ZT(i,j,k) ret+=FT(i,j,k)
-#define X(i,j) // placeholder... To make box more symetric
-#define XT(i,j,k) // placeholder... To make box more symetric
+#define X(i,j) // placeholder... To make box more symmetric
+#define XT(i,j,k) // placeholder... To make box more symmetric
float a(xf-x), b(yf-y);
return ret;
}
- case 3: // Spline (animated)
+ case SMOOTH_SPLINE: // Spline (animated)
{
float a(xf-x), b(yf-y), c(tf-t);
#undef P
#undef R
- case 2: // Cosine
+ case SMOOTH_COSINE:
if((float)t==tf)
{
int x((int)floor(xf));
(*this)(subseed,x,y2,t2)*(d*b*c)+
(*this)(subseed,x2,y2,t2)*(a*b*c);
}
- case 1: // Linear
+ case SMOOTH_LINEAR:
if((float)t==tf)
{
int x((int)floor(xf));
(*this)(subseed,x2,y2,t2)*(a*b*c);
}
default:
- case 0:
+ case SMOOTH_DEFAULT:
return (*this)(subseed,x,y,t);
}
}