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165 lines
2.9 KiB
165 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#ifndef LERP_FUNCTIONS_H |
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#define LERP_FUNCTIONS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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template <class T> |
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inline T LoopingLerp( float flPercent, T flFrom, T flTo ) |
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{ |
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T s = flTo * flPercent + flFrom * (1.0f - flPercent); |
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return s; |
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} |
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template <> |
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inline float LoopingLerp( float flPercent, float flFrom, float flTo ) |
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{ |
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if ( fabs( flTo - flFrom ) >= 0.5f ) |
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{ |
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if (flFrom < flTo) |
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flFrom += 1.0f; |
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else |
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flTo += 1.0f; |
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} |
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float s = flTo * flPercent + flFrom * (1.0f - flPercent); |
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s = s - (int)(s); |
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if (s < 0.0f) |
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s = s + 1.0f; |
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return s; |
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} |
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template <class T> |
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inline T Lerp_Hermite( float t, const T& p0, const T& p1, const T& p2 ) |
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{ |
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T d1 = p1 - p0; |
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T d2 = p2 - p1; |
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T output; |
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float tSqr = t*t; |
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float tCube = t*tSqr; |
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output = p1 * (2*tCube-3*tSqr+1); |
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output += p2 * (-2*tCube+3*tSqr); |
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output += d1 * (tCube-2*tSqr+t); |
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output += d2 * (tCube-tSqr); |
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return output; |
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} |
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template <class T> |
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inline T Derivative_Hermite( float t, const T& p0, const T& p1, const T& p2 ) |
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{ |
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T d1 = p1 - p0; |
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T d2 = p2 - p1; |
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T output; |
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float tSqr = t*t; |
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output = p1 * (6*tSqr - 6*t); |
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output += p2 * (-6*tSqr + 6*t); |
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output += d1 * (3*tSqr - 4*t + 1); |
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output += d2 * (3*tSqr - 2*t); |
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return output; |
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} |
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inline void Lerp_Clamp( int val ) |
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{ |
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} |
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inline void Lerp_Clamp( float val ) |
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{ |
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} |
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inline void Lerp_Clamp( const Vector &val ) |
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{ |
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} |
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inline void Lerp_Clamp( const QAngle &val ) |
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{ |
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} |
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// If we have a range checked var, then we can clamp to its limits. |
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template< class T, int minValue, int maxValue, int startValue > |
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inline void Lerp_Clamp( CRangeCheckedVar<T,minValue,maxValue,startValue> &val ) |
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{ |
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val.Clamp(); |
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} |
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template<> |
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inline QAngle Lerp_Hermite<QAngle>( float t, const QAngle& p0, const QAngle& p1, const QAngle& p2 ) |
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{ |
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// Can't do hermite with QAngles, get discontinuities, just do a regular interpolation |
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return Lerp( t, p1, p2 ); |
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} |
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template <class T> |
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inline T LoopingLerp_Hermite( float t, T p0, T p1, T p2 ) |
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{ |
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return Lerp_Hermite( t, p0, p1, p2 ); |
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} |
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template <> |
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inline float LoopingLerp_Hermite( float t, float p0, float p1, float p2 ) |
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{ |
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if ( fabs( p1 - p0 ) > 0.5f ) |
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{ |
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if ( p0 < p1 ) |
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p0 += 1.0f; |
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else |
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p1 += 1.0f; |
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} |
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if ( fabs( p2 - p1 ) > 0.5f ) |
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{ |
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if ( p1 < p2 ) |
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{ |
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p1 += 1.0f; |
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// see if we need to fix up p0 |
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// important for vars that are decreasing from p0->p1->p2 where |
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// p1 is fixed up relative to p2, eg p0 = 0.2, p1 = 0.1, p2 = 0.9 |
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if ( abs( p1 - p0 ) > 0.5 ) |
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{ |
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if ( p0 < p1 ) |
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p0 += 1.0f; |
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else |
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p1 += 1.0f; |
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} |
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} |
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else |
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{ |
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p2 += 1.0f; |
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} |
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} |
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float s = Lerp_Hermite( t, p0, p1, p2 ); |
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s = s - (int)(s); |
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if (s < 0.0f) |
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{ |
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s = s + 1.0f; |
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} |
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return s; |
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} |
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// NOTE: C_AnimationLayer has its own versions of these functions in animationlayer.h. |
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#endif // LERP_FUNCTIONS_H
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