shooter/engine/animation/Interpolation.cpp

72 lines
1.9 KiB
C++

//
// Created by Иван Ильин on 09.11.2021.
//
#include <cmath>
#include "Interpolation.h"
#include "../Consts.h"
double Interpolation::Linear(double t) {
if (t < 0) {
t = -t;
}
int integer = static_cast<int>(t);
return (integer % 2) ? 1.0 - (t - integer) : (t - integer);
}
double Interpolation::Bezier(const Vec2D &p1, const Vec2D &p2, double t) {
// TODO: implement bezier curve without finding the root of equation
t = Interpolation::Linear(t);
double h = Consts::EPS;
double eps = Consts::EPS;
// We are trying to find 's' when px = t
auto f = [=](double s) {
return 3.0 * (1.0 - s) * (1.0 - s) * s * p1.x() + 3.0 * (1.0 - s) * s * s * p2.x() + s * s * s - t;
};
// Using found 's' we will calculate resulting py
auto py = [=](double s) {
return 3.0 * (1.0 - s) * (1.0 - s) * s * p1.y() + 3.0 * (1.0 - s) * s * s * p2.y() + s * s * s;
};
auto df = [=](double s) {
return (f(s + h) - f(s - h)) / (2.0 * h);
};
// Newton method
double s1 = 0.0, s2 = 0.5;
int i = 0;
while (std::abs(s1 - s2) > eps) {
s1 = s2;
s2 = s1 - f(s1) / df(s1);
i++;
}
return py(s1);
}
double Interpolation::Bouncing(double t) {
t = Interpolation::Linear(t);
return 0.5 * (1.0 / (1.0 + exp(10.0 * (-4.0 * t + 0.8))) +
(1.0 + 2.5 * sin(50.0 * (t - 1.0 / 3.0)) * exp(-7.0 * t)) / (1.0 + exp(10.0 * (-15.0 * t + 3.1))));
}
double Interpolation::dLinear(double t, double dt) {
return ((int) trunc(t) % 2) ? -dt : dt;
}
double Interpolation::dCos(double t, double dt) {
return 0.5 * Consts::PI * sin(Consts::PI * t) * dt;
}
double Interpolation::dBezier(const Vec2D &p1, const Vec2D &p2, double t, double dt) {
return Interpolation::Bezier(p1, p2, t + dt) - Interpolation::Bezier(p1, p2, t);
}
double Interpolation::dBouncing(double t, double dt) {
return Bouncing(t + dt) - Bouncing(t);
}