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Use std::sin/std::cos, clarify floating point types, update comment
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1 changed files with 21 additions and 21 deletions
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@ -23,23 +23,23 @@ namespace MWRender
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float sineOut(float x)
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{
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return sin((x * osg::PIf) / 2);
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return std::sin((x * osg::PIf) / 2.f);
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}
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float sineIn(float x)
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{
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return 1 - cos((x * osg::PIf) / 2);
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return 1.f - std::cos((x * osg::PIf) / 2.f);
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}
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float sineInOut(float x)
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{
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return -(cos(osg::PIf * x) - 1) / 2;
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return -(std::cos(osg::PIf * x) - 1.f) / 2.f;
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}
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float cubicOut(float t)
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{
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float t1 = 1 - t;
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return 1 - (t1 * t1 * t1); // (1-t)^3
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float t1 = 1.f - t;
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return 1.f - (t1 * t1 * t1); // (1-t)^3
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}
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float cubicIn(float x)
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@ -49,21 +49,21 @@ namespace MWRender
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float cubicInOut(float x)
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{
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if (x < 0.5)
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if (x < 0.5f)
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{
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return 4 * x * x * x; // 4x^3
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return 4.f * x * x * x; // 4x^3
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}
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else
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{
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float x2 = -2 * x + 2;
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return 1 - (x2 * x2 * x2) / 2; // (1 - (-2x + 2)^3)/2
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float x2 = -2.f * x + 2.f;
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return 1.f - (x2 * x2 * x2) / 2.f; // (1 - (-2x + 2)^3)/2
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}
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}
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float quartOut(float t)
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{
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float t1 = 1 - t;
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return 1 - (t1 * t1 * t1 * t1); // (1-t)^4
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float t1 = 1.f - t;
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return 1.f - (t1 * t1 * t1 * t1); // (1-t)^4
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}
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float quartIn(float t)
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@ -73,14 +73,14 @@ namespace MWRender
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float quartInOut(float x)
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{
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if (x < 0.5)
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if (x < 0.5f)
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{
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return 8 * x * x * x * x; // 8x^4
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return 8.f * x * x * x * x; // 8x^4
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}
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else
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{
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float x2 = -2 * x + 2;
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return 1 - (x2 * x2 * x2 * x2) / 2; // 1 - ((-2x + 2)^4)/2
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float x2 = -2.f * x + 2.f;
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return 1.f - (x2 * x2 * x2 * x2) / 2.f; // 1 - ((-2x + 2)^4)/2
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}
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}
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@ -89,27 +89,27 @@ namespace MWRender
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// Higher lambda = lower swing amplitude. 1 = 150% swing amplitude.
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// w is the frequency of oscillation in the easing func, controls the amount of overswing
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const float w = 1.5f * osg::PIf; // 4.71238
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return 1 - expf(-lambda * x) * cos(w * x);
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return 1.f - expf(-lambda * x) * std::cos(w * x);
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}
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float springOutWeak(float x)
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{
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return springOutGeneric(x, 4);
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return springOutGeneric(x, 4.f);
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}
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float springOutMed(float x)
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{
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return springOutGeneric(x, 3);
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return springOutGeneric(x, 3.f);
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}
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float springOutStrong(float x)
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{
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return springOutGeneric(x, 2);
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return springOutGeneric(x, 2.f);
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}
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float springOutTooMuch(float x)
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{
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return springOutGeneric(x, 1);
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return springOutGeneric(x, 1.f);
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}
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const std::unordered_map<std::string, EasingFn> easingsMap = {
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@ -231,7 +231,7 @@ namespace MWRender
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if (!mInterpActive)
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return;
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// Shouldnt happen, but potentially an edge case where a new bone was added
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// Shouldn't happen, but potentially an edge case where a new bone was added
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// between gatherRecursiveBoneTransforms and this update
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// currently OpenMW will never do this
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assert(mBlendBoneTransforms.find(bone) != mBlendBoneTransforms.end());
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