splines.cpp 1.8 KB

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  1. #include <splines.h>
  2. #include <glm/glm.hpp>
  3. float lerp(float a, float b, float r)
  4. {
  5. return a * (1 - r) + b * r;
  6. }
  7. glm::vec2 lerp(glm::vec2 a, glm::vec2 b, float r)
  8. {
  9. return a * (1.f - r) + b * r;
  10. }
  11. float linearRemap(float val, float fromMin, float fromMax, float toMin, float toMax)
  12. {
  13. float rez = val;
  14. rez -= fromMin;
  15. rez /= (fromMax - fromMin);
  16. //rez is between 0 and 1 now
  17. rez *= (toMax - toMin);
  18. rez += toMin;
  19. return rez;
  20. }
  21. float applySpline(float p, glm::vec2 *points, size_t s)
  22. {
  23. if (s >= 2)
  24. {
  25. for (int i = 1; i < s; i++)
  26. {
  27. if (p <= points[i].x)
  28. {
  29. auto p1 = points[i - 1];
  30. auto p2 = points[i];
  31. return lerp(p1.y, p2.y, (p - p1.x) / (p2.x - p1.x));
  32. }
  33. }
  34. }
  35. return p;
  36. }
  37. float applySpline(float p, Spline &s)
  38. {
  39. return applySpline(p, s.points, s.size);
  40. }
  41. void Spline::addSpline()
  42. {
  43. if (size < MAX_SPLINES_COUNT)
  44. {
  45. if (size >= 2)
  46. {
  47. points[size] = points[size - 1];
  48. points[size - 1] = lerp(points[size - 2], points[size], 0.5f);
  49. size++;
  50. }
  51. else
  52. {
  53. size = 2;
  54. points[0] = {0,0};
  55. points[1] = {1,1};
  56. }
  57. }
  58. }
  59. void Spline::removeSpline()
  60. {
  61. if (size > 2)
  62. {
  63. size--;
  64. points[size - 1].x = 1;
  65. }
  66. }
  67. float Spline::applySpline(float p)
  68. {
  69. return ::applySpline(p, *this);
  70. }
  71. std::string Spline::saveSettings(int tabs)
  72. {
  73. std::string rez;
  74. rez.reserve(100);
  75. auto addTabs = [&]() { for (int i = 0; i < tabs; i++) { rez += '\t'; } };
  76. addTabs();
  77. rez += "{\n";
  78. for (int i = 0; i < std::min(MAX_SPLINES_COUNT, size); i++)
  79. {
  80. addTabs();
  81. rez += std::to_string(points[i].x);
  82. rez += ",";
  83. rez += std::to_string(points[i].y);
  84. rez += ";\n";
  85. };
  86. addTabs();
  87. rez += "}\n";
  88. return rez;
  89. }
  90. void Spline::sanitize()
  91. {
  92. for (int i = 0; i < size; ++i)
  93. {
  94. points[i] = glm::clamp(points[i], {0,0}, {1,1});
  95. if (i > 0)
  96. {
  97. points[i] = glm::clamp(points[i], {points[i - 1].x,0}, {1,1});
  98. }
  99. }
  100. }