X-Git-Url: https://git.pterodactylus.net/?a=blobdiff_plain;f=synfig-core%2Ftrunk%2Fsrc%2Fmodules%2Fmod_particle%2Frandom.cpp;h=ebdff92474e481d874f4638ee40e9f282790ce6c;hb=9459638ad6797b8139f1e9f0715c96076dbf0890;hp=c31fe44c96005bfac4aec903bebc010767efbdb9;hpb=28f28705612902c15cd0702cc891fba35bf2d2df;p=synfig.git diff --git a/synfig-core/trunk/src/modules/mod_particle/random.cpp b/synfig-core/trunk/src/modules/mod_particle/random.cpp index c31fe44..ebdff92 100644 --- a/synfig-core/trunk/src/modules/mod_particle/random.cpp +++ b/synfig-core/trunk/src/modules/mod_particle/random.cpp @@ -1,20 +1,22 @@ /* === S Y N F I G ========================================================= */ -/*! \file noise.cpp +/*! \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 Robert B. Quattlebaum Jr. +** Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley +** Copyright (c) 2007 Chris Moore ** -** This software and associated documentation -** are CONFIDENTIAL and PROPRIETARY property of -** the above-mentioned copyright holder. +** 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. ** -** You may not copy, print, publish, or in any -** other way distribute this software without -** a prior written agreement with -** the copyright holder. +** 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 */ /* ========================================================================= */ @@ -36,6 +38,8 @@ /* === 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 ================================================= */ @@ -55,21 +59,25 @@ Random::set_seed(int x) 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()(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)); @@ -77,34 +85,35 @@ 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); const float dy(yf-y); const float dt(tf-t); - + //figure polynomials for each point - const float txf[] = + 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[] = + + 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 @@ -112,15 +121,15 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const 0.5*dy*dy*(dy-1) //-t^2 + t^3 }; - const float ttf[] = + 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 + + //evaluate polynomial for each row for(int i = 0; i < 4; ++i) { for(int j = 0; j < 4; ++j) @@ -129,7 +138,7 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const } 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 @@ -137,7 +146,7 @@ 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) @@ -145,11 +154,11 @@ 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); - + // Interpolate float ret(F(0,0)); Z(-1,-1); Z(-1, 0); Z(-1, 1); Z(-1, 2); @@ -159,11 +168,11 @@ 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); - + // Interpolate float ret(FT(0,0,0)); ZT(-1,-1,-1); ZT(-1, 0,-1); ZT(-1, 1,-1); ZT(-1, 2,-1); @@ -185,7 +194,7 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const 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; /* @@ -210,15 +219,15 @@ 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)); 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; @@ -234,19 +243,19 @@ 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; 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)+ @@ -257,7 +266,7 @@ 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)); @@ -275,17 +284,17 @@ Random::operator()(int smooth,int subseed,float xf,float yf,float tf)const } 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)+ @@ -297,7 +306,7 @@ 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); } }