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- #include <splines.h>
- #include <glm/glm.hpp>
- glm::vec2 lerp(glm::vec2 a, glm::vec2 b, float r)
- {
- return a * (1.f - r) + b * r;
- }
- glm::dvec3 lerp(glm::dvec3 a, glm::dvec3 b, float r)
- {
- return a * (1.0 - (double)r) + b * (double)r;
- }
- float applySpline(float p, glm::vec2 *points, size_t s)
- {
- if (s >= 2)
- {
- for (int i = 1; i < s; i++)
- {
- if (p <= points[i].x)
- {
- auto p1 = points[i - 1];
- auto p2 = points[i];
- return lerp(p1.y, p2.y, (p - p1.x) / (p2.x - p1.x));
- }
- }
- }
- return p;
- }
- float applySpline(float p, Spline &s)
- {
- return applySpline(p, s.points, s.size);
- }
- void Spline::addSpline()
- {
- if (size < MAX_SPLINES_COUNT)
- {
- if (size >= 2)
- {
- points[size] = points[size - 1];
- points[size - 1] = lerp(points[size - 2], points[size], 0.5f);
- size++;
- }
- else
- {
- size = 2;
- points[0] = {0,0};
- points[1] = {1,1};
- }
- }
- }
- void Spline::removeSpline()
- {
- if (size > 2)
- {
- size--;
- points[size - 1].x = 1;
- }
- }
- float Spline::applySpline(float p)
- {
- return ::applySpline(p, *this);
- }
- std::string Spline::saveSettings(int tabs)
- {
- std::string rez;
- rez.reserve(100);
- auto addTabs = [&]() { for (int i = 0; i < tabs; i++) { rez += '\t'; } };
- addTabs();
- rez += "{\n";
- for (int i = 0; i < std::min(MAX_SPLINES_COUNT, size); i++)
- {
- addTabs();
- rez += std::to_string(points[i].x);
- rez += ",";
- rez += std::to_string(points[i].y);
- rez += ";\n";
- };
- addTabs();
- rez += "}\n";
- return rez;
- }
- void Spline::sanitize()
- {
- for (int i = 0; i < size; ++i)
- {
- points[i] = glm::clamp(points[i], {0,0}, {1,1});
- if (i > 0)
- {
- points[i] = glm::clamp(points[i], {points[i - 1].x,0}, {1,1});
- }
- }
- }
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