Remove ancient trunk folder from svn repository
[synfig.git] / synfig-core / src / modules / mod_particle / random.cpp
diff --git a/synfig-core/src/modules/mod_particle/random.cpp b/synfig-core/src/modules/mod_particle/random.cpp
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+/* === S Y N F I G ========================================================= */
+/*!    \file mod_particle/random.cpp
+**     \brief blehh
+**
+**     $Id$
+**
+**     \legal
+**     Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley
+**     Copyright (c) 2007 Chris Moore
+**
+**     This package is free software; you can redistribute it and/or
+**     modify it under the terms of the GNU General Public License as
+**     published by the Free Software Foundation; either version 2 of
+**     the License, or (at your option) any later version.
+**
+**     This package is distributed in the hope that it will be useful,
+**     but WITHOUT ANY WARRANTY; without even the implied warranty of
+**     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+**     General Public License for more details.
+**     \endlegal
+*/
+/* ========================================================================= */
+
+/* === H E A D E R S ======================================================= */
+
+#ifdef USING_PCH
+#      include "pch.h"
+#else
+#ifdef HAVE_CONFIG_H
+#      include <config.h>
+#endif
+
+#include "random.h"
+#include <cmath>
+#include <cstdlib>
+
+#endif
+
+/* === M A C R O S ========================================================= */
+
+#define PI     (3.1415927)
+
+/* === G L O B A L S ======================================================= */
+
+/* === P R O C E D U R E S ================================================= */
+
+/* === M E T H O D S ======================================================= */
+
+void
+Random::set_seed(int x)
+{
+       seed_=x;
+       srand(x);
+       int i;
+       for(i=0;i<POOL_SIZE;i++)
+               pool_[i]=rand();
+
+       x_mask=rand()+rand()*RAND_MAX;
+       y_mask=rand()+rand()*RAND_MAX;
+       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
+{
+       const int salt_hash(pool_[salt&(POOL_SIZE-1)]);
+
+       int index(((x^x_mask)+(y^y_mask)*234672+(t^t_mask)*8439573)^salt_hash);
+
+       index+=index*(index/POOL_SIZE);
+
+       return (float(pool_[index&(POOL_SIZE-1)])/float(RAND_MAX))*2.0f-1.0f;
+}
+
+float
+Random::operator()(SmoothType smooth,int subseed,float xf,float yf,float tf)const
+{
+       int x((int)floor(xf));
+       int y((int)floor(yf));
+       int t((int)floor(tf));
+
+       switch(smooth)
+       {
+       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];
+
+                       //precalculate indices (all clamped) and offset
+                       const int xa[] = {x-1,x,x+1,x+2};
+
+                       const int ya[] = {y-1,y,y+1,y+2};
+
+                       const int ta[] = {t-1,t,t+1,t+2};
+
+                       const float dx(xf-x);
+                       const float dy(yf-y);
+                       const float dt(tf-t);
+
+                       //figure polynomials for each point
+                       const float txf[] =
+                       {
+                               0.5*dx*(dx*(dx*(-1) + 2) - 1),  //-t + 2t^2 -t^3
+                               0.5*(dx*(dx*(3*dx - 5)) + 2),   //2 - 5t^2 + 3t^3
+                               0.5*dx*(dx*(-3*dx + 4) + 1),    //t + 4t^2 - 3t^3
+                               0.5*dx*dx*(dx-1)                                //-t^2 + t^3
+                       };
+
+                       const float tyf[] =
+                       {
+                               0.5*dy*(dy*(dy*(-1) + 2) - 1),  //-t + 2t^2 -t^3
+                               0.5*(dy*(dy*(3*dy - 5)) + 2),   //2 - 5t^2 + 3t^3
+                               0.5*dy*(dy*(-3*dy + 4) + 1),    //t + 4t^2 - 3t^3
+                               0.5*dy*dy*(dy-1)                                //-t^2 + t^3
+                       };
+
+                       const float ttf[] =
+                       {
+                               0.5*dt*(dt*(dt*(-1) + 2) - 1),  //-t + 2t^2 -t^3
+                               0.5*(dt*(dt*(3*dt - 5)) + 2),   //2 - 5t^2 + 3t^3
+                               0.5*dt*(dt*(-3*dt + 4) + 1),    //t + 4t^2 - 3t^3
+                               0.5*dt*dt*(dt-1)                                //-t^2 + t^3
+                       };
+
+                       //evaluate polynomial for each row
+                       for(int i = 0; i < 4; ++i)
+                       {
+                               for(int j = 0; j < 4; ++j)
+                               {
+                                       tfa[j] = f(ya[i],xa[j],ta[0])*ttf[0] + f(ya[i],xa[j],ta[1])*ttf[1] + f(ya[i],xa[j],ta[2])*ttf[2] + f(ya[i],xa[j],ta[3])*ttf[3];
+                               }
+                               xfa[i] = tfa[0]*txf[0] + tfa[1]*txf[1] + tfa[2]*txf[2] + tfa[3]*txf[3];
+                       }
+
+                       //return the cumulative column evaluation
+                       return xfa[0]*tyf[0] + xfa[1]*tyf[1] + xfa[2]*tyf[2] + xfa[3]*tyf[3];
+#undef f
+               }
+               break;
+
+
+       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 F(i,j) ((*this)(subseed,i+x,j+y)*(R((i)-a)*R(b-(j))))
+#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 symmetric
+#define XT(i,j,k)      // placeholder... To make box more symmetric
+
+               float a(xf-x), b(yf-y);
+
+               // Interpolate
+               float ret(F(0,0));
+               Z(-1,-1); Z(-1, 0); Z(-1, 1); Z(-1, 2);
+               Z( 0,-1); X( 0, 0); Z( 0, 1); Z( 0, 2);
+               Z( 1,-1); Z( 1, 0); Z( 1, 1); Z( 1, 2);
+               Z( 2,-1); Z( 2, 0); Z( 2, 1); Z( 2, 2);
+
+               return ret;
+       }
+
+       case SMOOTH_SPLINE:     // Spline (animated)
+               {
+                       float a(xf-x), b(yf-y), c(tf-t);
+
+                       // Interpolate
+                       float ret(FT(0,0,0));
+                       ZT(-1,-1,-1); ZT(-1, 0,-1); ZT(-1, 1,-1); ZT(-1, 2,-1);
+                       ZT( 0,-1,-1); ZT( 0, 0,-1); ZT( 0, 1,-1); ZT( 0, 2,-1);
+                       ZT( 1,-1,-1); ZT( 1, 0,-1); ZT( 1, 1,-1); ZT( 1, 2,-1);
+                       ZT( 2,-1,-1); ZT( 2, 0,-1); ZT( 2, 1,-1); ZT( 2, 2,-1);
+
+                       ZT(-1,-1, 0); ZT(-1, 0, 0); ZT(-1, 1, 0); ZT(-1, 2, 0);
+                       ZT( 0,-1, 0); XT( 0, 0, 0); ZT( 0, 1, 0); ZT( 0, 2, 0);
+                       ZT( 1,-1, 0); ZT( 1, 0, 0); ZT( 1, 1, 0); ZT( 1, 2, 0);
+                       ZT( 2,-1, 0); ZT( 2, 0, 0); ZT( 2, 1, 0); ZT( 2, 2, 0);
+
+                       ZT(-1,-1, 1); ZT(-1, 0, 1); ZT(-1, 1, 1); ZT(-1, 2, 1);
+                       ZT( 0,-1, 1); ZT( 0, 0, 1); ZT( 0, 1, 1); ZT( 0, 2, 1);
+                       ZT( 1,-1, 1); ZT( 1, 0, 1); ZT( 1, 1, 1); ZT( 1, 2, 1);
+                       ZT( 2,-1, 1); ZT( 2, 0, 1); ZT( 2, 1, 1); ZT( 2, 2, 1);
+
+                       ZT(-1,-1, 2); ZT(-1, 0, 2); ZT(-1, 1, 2); ZT(-1, 2, 2);
+                       ZT( 0,-1, 2); ZT( 0, 0, 2); ZT( 0, 1, 2); ZT( 0, 2, 2);
+                       ZT( 1,-1, 2); ZT( 1, 0, 2); ZT( 1, 1, 2); ZT( 1, 2, 2);
+                       ZT( 2,-1, 2); ZT( 2, 0, 2); ZT( 2, 1, 2); ZT( 2, 2, 2);
+
+                       return ret;
+
+/*
+
+                       float dx=xf-x;
+                       float dy=yf-y;
+                       float dt=tf-t;
+
+                       float ret=0;
+                       int i,j,h;
+                       for(h=-1;h<=2;h++)
+                               for(i=-1;i<=2;i++)
+                                       for(j=-1;j<=2;j++)
+                                               ret+=(*this)(subseed,i+x,j+y,h+t)*(R(i-dx)*R(j-dy)*R(h-dt));
+                       return ret;
+*/
+               }
+               break;
+#undef X
+#undef Z
+#undef F
+#undef P
+#undef R
+
+       case SMOOTH_COSINE:
+       if((float)t==tf)
+       {
+               int x((int)floor(xf));
+               int y((int)floor(yf));
+               float a=xf-x;
+               float b=yf-y;
+               a=(1.0f-cos(a*PI))*0.5f;
+               b=(1.0f-cos(b*PI))*0.5f;
+               float c=1.0-a;
+               float d=1.0-b;
+               int x2=x+1,y2=y+1;
+               return
+                       (*this)(subseed,x,y,t)*(c*d)+
+                       (*this)(subseed,x2,y,t)*(a*d)+
+                       (*this)(subseed,x,y2,t)*(c*b)+
+                       (*this)(subseed,x2,y2,t)*(a*b);
+       }
+       else
+       {
+               float a=xf-x;
+               float b=yf-y;
+               float c=tf-t;
+
+               a=(1.0f-cos(a*PI))*0.5f;
+               b=(1.0f-cos(b*PI))*0.5f;
+
+               // We don't perform this on the time axis, otherwise we won't
+               // get smooth motion
+               //c=(1.0f-cos(c*PI))*0.5f;
+
+               float d=1.0-a;
+               float e=1.0-b;
+               float f=1.0-c;
+
+               int x2=x+1,y2=y+1,t2=t+1;
+
+               return
+                       (*this)(subseed,x,y,t)*(d*e*f)+
+                       (*this)(subseed,x2,y,t)*(a*e*f)+
+                       (*this)(subseed,x,y2,t)*(d*b*f)+
+                       (*this)(subseed,x2,y2,t)*(a*b*f)+
+                       (*this)(subseed,x,y,t2)*(d*e*c)+
+                       (*this)(subseed,x2,y,t2)*(a*e*c)+
+                       (*this)(subseed,x,y2,t2)*(d*b*c)+
+                       (*this)(subseed,x2,y2,t2)*(a*b*c);
+       }
+       case SMOOTH_LINEAR:
+       if((float)t==tf)
+       {
+               int x((int)floor(xf));
+               int y((int)floor(yf));
+               float a=xf-x;
+               float b=yf-y;
+               float c=1.0-a;
+               float d=1.0-b;
+               int x2=x+1,y2=y+1;
+               return
+                       (*this)(subseed,x,y,t)*(c*d)+
+                       (*this)(subseed,x2,y,t)*(a*d)+
+                       (*this)(subseed,x,y2,t)*(c*b)+
+                       (*this)(subseed,x2,y2,t)*(a*b);
+       }
+       else
+       {
+
+               float a=xf-x;
+               float b=yf-y;
+               float c=tf-t;
+
+               float d=1.0-a;
+               float e=1.0-b;
+               float f=1.0-c;
+
+               int x2=x+1,y2=y+1,t2=t+1;
+
+               return
+                       (*this)(subseed,x,y,t)*(d*e*f)+
+                       (*this)(subseed,x2,y,t)*(a*e*f)+
+                       (*this)(subseed,x,y2,t)*(d*b*f)+
+                       (*this)(subseed,x2,y2,t)*(a*b*f)+
+                       (*this)(subseed,x,y,t2)*(d*e*c)+
+                       (*this)(subseed,x2,y,t2)*(a*e*c)+
+                       (*this)(subseed,x,y2,t2)*(d*b*c)+
+                       (*this)(subseed,x2,y2,t2)*(a*b*c);
+       }
+       default:
+       case SMOOTH_DEFAULT:
+               return (*this)(subseed,x,y,t);
+       }
+}