X-Git-Url: https://git.pterodactylus.net/?a=blobdiff_plain;f=synfig-core%2Ftrunk%2Fsrc%2Fmodules%2Fmod_noise%2Frandom.cpp;h=bd3cca84845a6feba8fad1a15f0a09c8aead7029;hb=c5b77a538a92291a663bdc9bf50c7f10dbeae1ea;hp=7ebaefa3017c27a18129cd6ecb8987581c1eb88d;hpb=20a38826ee92a217ecbe472a90797788b58e0a9f;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 7ebaefa..bd3cca8 100644 --- a/synfig-core/trunk/src/modules/mod_noise/random.cpp +++ b/synfig-core/trunk/src/modules/mod_noise/random.cpp @@ -6,6 +6,7 @@ ** ** \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)); @@ -110,10 +79,11 @@ 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]; @@ -170,7 +140,7 @@ 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) @@ -193,7 +163,7 @@ 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 +213,7 @@ 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 +237,12 @@ 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 +260,7 @@ 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 +300,7 @@ 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); } }