X-Git-Url: https://git.pterodactylus.net/?a=blobdiff_plain;f=synfig-core%2Ftrunk%2Fsrc%2Fmodules%2Fmod_noise%2Frandom.cpp;h=7bc87e5029afae0152d3f3283c709dca15d1a5e5;hb=42163e9d717ab6ac2cdda7f8e07c050c75f6861c;hp=a203353e9bb2946b279fd6b63a0a05258b82d2de;hpb=70bcefce2ab011a11014f36fc129b473cc0bc61e;p=synfig.git diff --git a/synfig-core/trunk/src/modules/mod_noise/random.cpp b/synfig-core/trunk/src/modules/mod_noise/random.cpp index a203353..7bc87e5 100644 --- a/synfig-core/trunk/src/modules/mod_noise/random.cpp +++ b/synfig-core/trunk/src/modules/mod_noise/random.cpp @@ -2,10 +2,11 @@ /*! \file mod_noise/random.cpp ** \brief blehh ** -** $Id: random.cpp,v 1.6 2005/01/17 02:00:19 darco Exp $ +** $Id$ ** ** \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 @@ -30,43 +31,11 @@ #endif #include "random.h" +#include #include #include #endif -// A fast 32-bit linear congruential random number generator -class quick_rng -{ - unsigned long next; -public: - quick_rng(unsigned long seed):next(seed) { } - - void set_seed(unsigned long x) - { - next=x; - } - - unsigned long i32() - { - static const unsigned long a(1664525); - static const unsigned long c(1013904223); - - return next=next*a+c; - } - - unsigned long i16() - { - return i32()>>16; - } - - float f() - { - static const float m(int(65535)); - - return float(i16())/m; - } -}; - /* === M A C R O S ========================================================= */ #define PI (3.1415927) @@ -102,7 +71,7 @@ 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)); @@ -110,18 +79,17 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const 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]; //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); @@ -170,7 +138,7 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const 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) @@ -178,8 +146,8 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const #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); @@ -193,7 +161,7 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const return ret; } - case 3: // Spline (animated) + case SMOOTH_SPLINE: // Spline (animated) { float a(xf-x), b(yf-y), c(tf-t); @@ -243,7 +211,7 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const #undef P #undef R - case 2: // Cosine + case SMOOTH_COSINE: if((float)t==tf) { int x((int)floor(xf)); @@ -267,12 +235,12 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const 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; @@ -290,7 +258,7 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const (*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)); @@ -330,7 +298,7 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const (*this)(subseed,x2,y2,t2)*(a*b*c); } default: - case 0: + case SMOOTH_DEFAULT: return (*this)(subseed,x,y,t); } }