79 lines · 2.7 KB · C++
RawDownload
////  Interpolate.cpp//  libraries/shared/src////  Created by David Rowe on 10 Sep 2015.//  Copyright 2015 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "Interpolate.h" #include <assert.h>#include <math.h> #include "NumericalConstants.h" float Interpolate::bezierInterpolate(float y1, float y2, float y3, float u) {    // https://en.wikipedia.org/wiki/Bezier_curve    assert(0.0f <= u && u <= 1.0f);    return (1.0f - u) * (1.0f - u) * y1 + 2.0f * (1.0f - u) * u * y2 + u * u * y3;} float Interpolate::interpolate3Points(float y1, float y2, float y3, float u) {    assert(0.0f <= u && u <= 1.0f);     if ((u <= 0.5f && y1 == y2) || (u >= 0.5f && y2 == y3)) {        // Flat line.        return y2;    }     if ((y2 >= y1 && y2 >= y3) || (y2 <= y1 && y2 <= y3)) {        // U or inverted-U shape.        // Make the slope at y2 = 0, which means that the control points half way between the value points have the value y2.        if (u <= 0.5f) {            return bezierInterpolate(y1, y2, y2, 2.0f * u);        } else {            return bezierInterpolate(y2, y2, y3, 2.0f * u - 1.0f);        }     } else {        // L or inverted and/or mirrored L shape.        // Make the slope at y2 be the slope between y1 and y3, up to a maximum of double the minimum of the slopes between y1        // and y2, and y2 and y3. Use this slope to calculate the control points half way between the value points.        // Note: The maximum ensures that the control points and therefore the interpolated values stay between y1 and y3.        float slope = y3 - y1;        float slope12 = y2 - y1;        float slope23 = y3 - y2;        if (fabsf(slope) > fabsf(2.0f * slope12)) {            slope = 2.0f * slope12;        } else if (fabsf(slope) > fabsf(2.0f * slope23)) {            slope = 2.0f * slope23;        }         if (u <= 0.5f) {            return bezierInterpolate(y1, y2 - slope / 2.0f, y2, 2.0f * u);        } else {            return bezierInterpolate(y2, y2 + slope / 2.0f, y3, 2.0f * u - 1.0f);        }    }} float Interpolate::simpleNonLinearBlend(float fraction) {    // uses arctan() to map a linear distribution in domain [0,1] to a non-linear blend (slow out, slow in) in range [0,1]    const float WIDTH = 20.0f;    const float INV_ARCTAN_WIDTH = 0.339875327433f; // 1 / (2 * atan(WIDTH/2))    return 0.5f + atanf(WIDTH * (fraction - 0.5f)) * INV_ARCTAN_WIDTH;} float Interpolate::easeInOutQuad(float lerpValue) {    assert(!((lerpValue < 0.0f) || (lerpValue > 1.0f)));     if (lerpValue < 0.5f) {        return (2.0f * lerpValue * lerpValue);    }     return (lerpValue*(4.0f - 2.0f * lerpValue) - 1.0f);}