size(1,1)
{
set_blend_method(Color::BLEND_STRAIGHT);
- smooth=2;
+ smooth=Random::SMOOTH_COSINE;
detail=4;
speed=0;
random.set_seed(time(NULL));
int i;
Time time;
time=speed*curr_time;
- int temp_smooth(smooth);
- int smooth((!speed && temp_smooth==3)?5:temp_smooth);
+ Random::SmoothType temp_smooth(smooth);
+ Random::SmoothType smooth((!speed && temp_smooth == Random::SMOOTH_SPLINE) ? Random::SMOOTH_FAST_SPLINE : temp_smooth);
{
Vector vect(0,0);
.set_local_name(_("Interpolation"))
.set_description(_("What type of interpolation to use"))
.set_hint("enum")
- .add_enum_value(0,"nearest",_("Nearest Neighbor"))
- .add_enum_value(1,"linear",_("Linear"))
- .add_enum_value(2,"cosine",_("Cosine"))
- .add_enum_value(3,"spline",_("Spline"))
- .add_enum_value(4,"cubic",_("Cubic"))
+ .add_enum_value(Random::SMOOTH_DEFAULT, "nearest", _("Nearest Neighbor"))
+ .add_enum_value(Random::SMOOTH_LINEAR, "linear", _("Linear"))
+ .add_enum_value(Random::SMOOTH_COSINE, "cosine", _("Cosine"))
+ .add_enum_value(Random::SMOOTH_SPLINE, "spline", _("Spline"))
+ .add_enum_value(Random::SMOOTH_CUBIC, "cubic", _("Cubic"))
);
ret.push_back(ParamDesc("detail")
.set_local_name(_("Detail"))
synfig::Vector size;
Random random;
- int smooth;
+ Random::SmoothType smooth;
int detail;
synfig::Real speed;
bool turbulent;
size(1,1),
gradient(Color::black(), Color::white())
{
- smooth=2;
+ smooth=Random::SMOOTH_COSINE;
detail=4;
speed=0;
do_alpha=false;
int i;
Time time;
time=speed*curr_time;
- int smooth((!speed && Noise::smooth==3)?5:Noise::smooth);
+ Random::SmoothType smooth((!speed && Noise::smooth == Random::SMOOTH_SPLINE) ? Random::SMOOTH_FAST_SPLINE : Noise::smooth);
float t(time);
.set_local_name(_("Interpolation"))
.set_description(_("What type of interpolation to use"))
.set_hint("enum")
- .add_enum_value(0,"nearest",_("Nearest Neighbor"))
- .add_enum_value(1,"linear",_("Linear"))
- .add_enum_value(2,"cosine",_("Cosine"))
- .add_enum_value(3,"spline",_("Spline"))
- .add_enum_value(4,"cubic",_("Cubic"))
+ .add_enum_value(Random::SMOOTH_DEFAULT, "nearest", _("Nearest Neighbor"))
+ .add_enum_value(Random::SMOOTH_LINEAR, "linear", _("Linear"))
+ .add_enum_value(Random::SMOOTH_COSINE, "cosine", _("Cosine"))
+ .add_enum_value(Random::SMOOTH_SPLINE, "spline", _("Spline"))
+ .add_enum_value(Random::SMOOTH_CUBIC, "cubic", _("Cubic"))
);
ret.push_back(ParamDesc("detail")
.set_local_name(_("Detail"))
synfig::Vector size;
Random random;
- int smooth;
+ Random::SmoothType smooth;
int detail;
bool do_alpha;
synfig::Gradient gradient;
}
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));
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);
}
}
**
** \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
void set_seed(int x);
int get_seed()const { return seed_; }
+ enum SmoothType
+ {
+ SMOOTH_DEFAULT = 0,
+ SMOOTH_LINEAR = 1,
+ SMOOTH_COSINE = 2,
+ SMOOTH_SPLINE = 3,
+ SMOOTH_CUBIC = 4,
+ SMOOTH_FAST_SPLINE = 5,
+ };
+
float operator()(int subseed,int x,int y=0, int t=0)const;
- float operator()(int smooth,int subseed,float x,float y=0, float t=0)const;
+ float operator()(SmoothType smooth,int subseed,float x,float y=0, float t=0)const;
};
/* === E N D =============================================================== */