vectozavr-shooter/engine/animation/Interpolation.h

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//
// Created by Иван Ильин on 26.01.2021.
//
#ifndef ENGINE_INTERPOLATION_H
#define ENGINE_INTERPOLATION_H
#include "../utils/Point4D.h"
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#include <cmath>
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#include "../Consts.h"
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namespace Interpolation {
static double Linear(double t);
static double Cos(double t);
static double Bezier(const Point4D& p1, const Point4D& p2, double t);
static double Bouncing(double t);
static double dLinear(double t, double dt);
static double dCos(double t, double dt);
static double dBezier(const Point4D& p1, const Point4D& p2, double t, double dt);
static double dBouncing(double t, double dt);
};
double Interpolation::Linear(double t) {
if(t < 0)
t = -t;
return ((int)trunc(t) % 2) ? 1.0 - (t-trunc(t)) : (t-trunc(t));
}
double Interpolation::Cos(double t) {
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return 0.5*(1 - cos(Consts::PI*Interpolation::Linear(t)));
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}
double Interpolation::Bezier(const Point4D &p1, const Point4D &p2, double t) {
t = Interpolation::Linear(t);
double h = 0.000001;
double eps = 0.000001;
// 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) {
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return 0.5*Consts::PI*sin(Consts::PI*t)*dt;
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}
double Interpolation::dBezier(const Point4D &p1, const Point4D &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);
}
#endif //INC_3DZAVR_INTERPOLATION_H