**
** \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
/* === 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 ================================================= */
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)
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));
int y((int)floor(yf));
float a=xf-x;
float b=yf-y;
- a=(1.0f-cos(a*3.1415927))*0.5f;
- b=(1.0f-cos(b*3.1415927))*0.5f;
+ 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;
float b=yf-y;
float c=tf-t;
- a=(1.0f-cos(a*3.1415927))*0.5f;
- b=(1.0f-cos(b*3.1415927))*0.5f;
+ 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*3.1415927))*0.5f;
+ //c=(1.0f-cos(c*PI))*0.5f;
float d=1.0-a;
float e=1.0-b;
(*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);
}
}