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Merge pull request #5954 from ctrlaltdavid/particle-interpolation
Improve particle property interpolation
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commit
8bde78a4e8
3 changed files with 51 additions and 43 deletions
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@ -594,25 +594,22 @@ QString ParticleEffectEntityItem::getAnimationSettings() const {
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}
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void ParticleEffectEntityItem::updateRadius(quint32 index, float age) {
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_particleRadiuses[index] = Interpolate::cubicInterpolate3Points(_radiusStarts[index], _radiusMiddles[index],
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_particleRadiuses[index] = Interpolate::interpolate3Points(_radiusStarts[index], _radiusMiddles[index],
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_radiusFinishes[index], age);
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}
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void ParticleEffectEntityItem::updateColor(quint32 index, float age) {
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_particleColors[index].red =
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(int)glm::clamp(Interpolate::cubicInterpolate3Points(_colorStarts[index].red, _colorMiddles[index].red,
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_colorFinishes[index].red, age), 0.0f, 255.0f);
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_particleColors[index].green =
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(int)glm::clamp(Interpolate::cubicInterpolate3Points(_colorStarts[index].green, _colorMiddles[index].green,
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_colorFinishes[index].green, age), 0.0f, 255.0f);
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_particleColors[index].blue =
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(int)glm::clamp(Interpolate::cubicInterpolate3Points(_colorStarts[index].blue, _colorMiddles[index].blue,
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_colorFinishes[index].blue, age), 0.0f, 255.0f);
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_particleColors[index].red = (int)Interpolate::interpolate3Points(_colorStarts[index].red, _colorMiddles[index].red,
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_colorFinishes[index].red, age);
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_particleColors[index].green = (int)Interpolate::interpolate3Points(_colorStarts[index].green, _colorMiddles[index].green,
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_colorFinishes[index].green, age);
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_particleColors[index].blue = (int)Interpolate::interpolate3Points(_colorStarts[index].blue, _colorMiddles[index].blue,
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_colorFinishes[index].blue, age);
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}
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void ParticleEffectEntityItem::updateAlpha(quint32 index, float age) {
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_particleAlphas[index] = glm::clamp(Interpolate::cubicInterpolate3Points(_alphaStarts[index], _alphaMiddles[index],
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_alphaFinishes[index], age), 0.0f, 1.0f);
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_particleAlphas[index] = Interpolate::interpolate3Points(_alphaStarts[index], _alphaMiddles[index],
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_alphaFinishes[index], age);
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}
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void ParticleEffectEntityItem::extendBounds(const glm::vec3& point) {
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@ -11,41 +11,50 @@
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#include "Interpolate.h"
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float Interpolate::cubicInterpolate2Points(float y0, float y1, float y2, float y3, float u) {
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float a0, a1, a2, a3, uu, uuu;
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#include <assert.h>
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#include <math.h>
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a0 = y3 - y2 - y0 + y1;
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a1 = y0 - y1 - a0;
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a2 = y2 - y0;
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a3 = y1;
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uu = u * u;
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uuu = uu * u;
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return (a0 * uuu + a1 * uu + a2 * u + a3);
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float Interpolate::bezierInterpolate(float y1, float y2, float y3, float u) {
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// https://en.wikipedia.org/wiki/Bezier_curve
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assert(0.0f <= u && u <= 1.0f);
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return (1.0f - u) * (1.0f - u) * y1 + 2.0f * (1.0f - u) * u * y2 + u * u * y3;
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}
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float Interpolate::cubicInterpolate3Points(float y1, float y2, float y3, float u) {
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float y0, y4;
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float Interpolate::interpolate3Points(float y1, float y2, float y3, float u) {
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assert(0.0f <= u && u <= 1.0f);
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if (u <= 0.5f) {
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if (y1 == y2) {
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return y2;
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if (u <= 0.5f && y1 == y2 || u >= 0.5f && y2 == y3) {
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// Flat line.
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return y2;
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}
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if (y2 >= y1 && y2 >= y3 || y2 <= y1 && y2 <= y3) {
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// U or inverted-U shape.
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// Make the slope at y2 = 0, which means that the control points half way between the value points have the value y2.
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if (u <= 0.5f) {
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return bezierInterpolate(y1, y2, y2, 2.0f * u);
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} else {
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return bezierInterpolate(y2, y2, y3, 2.0f * u - 1.0f);
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}
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y0 = 2.0f * y1 - y2; // y0 is linear extension of line from y2 to y1.
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u = 2.0f * u;
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return Interpolate::cubicInterpolate2Points(y0, y1, y2, y3, u);
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} else {
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if (y2 == y3) {
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return y2;
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// L or inverted and/or mirrored L shape.
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// 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
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// and y2, and y2 and y3. Use this slope to calculate the control points half way between the value points.
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// Note: The maximum ensures that the control points and therefore the interpolated values stay between y1 and y3.
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float slope = y3 - y1;
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float slope12 = y2 - y1;
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float slope23 = y3 - y2;
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if (fabsf(slope) > fabsf(2.0f * slope12)) {
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slope = 2.0f * slope12;
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} else if (fabsf(slope) > fabsf(2.0f * slope23)) {
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slope = 2.0f * slope23;
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}
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y4 = 2.0f * y3 - y2; // y4 is linear extension of line from y2 to y3.
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u = 2.0f * u - 1.0f;
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return Interpolate::cubicInterpolate2Points(y1, y2, y3, y4, u);
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if (u <= 0.5f) {
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return bezierInterpolate(y1, y2 - slope / 2.0f, y2, 2.0f * u);
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} else {
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return bezierInterpolate(y2, y2 + slope / 2.0f, y3, 2.0f * u - 1.0f);
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}
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}
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}
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@ -15,11 +15,13 @@
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class Interpolate {
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public:
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// Cubic interpolation at position u [0.0 - 1.0] between values y1 and y2 with equidistant values y0 and y3 either side.
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static float cubicInterpolate2Points(float y0, float y1, float y2, float y3, float u);
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// Bezier interpolate at position u [0.0 - 1.0] between y values equally spaced along the x-axis. The interpolated values
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// pass through y1 and y3 but not y2; y2 is the Bezier control point.
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static float bezierInterpolate(float y1, float y2, float y3, float u);
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// Cubic interpolation at position u [0.0 - 1.0] between values y1 and y3 with midpoint value y2.
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static float cubicInterpolate3Points(float y1, float y2, float y3, float u);
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// Interpolate at position u [0.0 - 1.0] between y values equally spaced along the x-axis such that the interpolated values
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// pass through all three y values. Return value lies wholly within the range of y values passed in.
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static float interpolate3Points(float y1, float y2, float y3, float u);
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};
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#endif // hifi_Interpolate_h
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