コード例 #1
0
ファイル: AnimationPath.cpp プロジェクト: Nomadw/splotch
	void AnimationPath::CubicInterpolatePath(float& increment, int& iter, DataPointListF& DPLF, DataPointList& NewDPL)
	{
		float mu = 0;

		for(; mu < 1; mu += increment)
		{
			float newValue;

			//repeat element 0 as element -1 for first element
			if(iter == 0)
				newValue = CubicInterpolate(mu, DPLF[iter].value, DPLF[iter].value, DPLF[iter+1].value, DPLF[iter+2].value);
			//repeat element n+1 as element n+2 for second to last element
			else if(iter == (int)(DPLF.size()- 2))
				newValue = CubicInterpolate(mu, DPLF[iter-1].value, DPLF[iter].value, DPLF[iter+1].value, DPLF[iter+1].value);
			//standard interpolation
			else
				newValue = CubicInterpolate(mu, DPLF[iter-1].value, DPLF[iter].value, DPLF[iter+1].value, DPLF[iter+2].value);
			
			DataPoint dp;
			dp.value = Utils::ToString(newValue);
			dp.interpType = DPLF[iter].interpType;
			dp.time = DPLF[iter].time;
			
			NewDPL.push_back(dp);
		}	
	}
コード例 #2
0
ファイル: vec3.c プロジェクト: Novasa/slingball-ios
kmVec3* kmVec3CatmullRom(kmVec3* pOut, const kmVec3* v1, const kmVec3* v2, const kmVec3* v3, const kmVec3* v4, const kmScalar t) {
    kmVec3Fill(pOut, 
               CubicInterpolate(v1->x, v2->x, v3->x, v4->x, t), 
               CubicInterpolate(v1->y, v2->y, v3->y, v4->y, t), 
               CubicInterpolate(v1->z, v2->z, v3->z, v4->z, t));
    
    return pOut;
}
コード例 #3
0
void drawBars(const intComplex *data, struct spectrum_object_t *sobj, SDL_Surface *screen){
    int c = 0, vpos;
	unsigned char *cc = (unsigned char*)&c;
	
    SDL_LockSurface(screen);

    for(int px=0; px<sobj->pos.w; px++){
		int vpos = sobj->vpos[px];
		float t = sobj->ppos[px];

		if (vpos>=sobj->samplelen) return;

        float f0 = data[vpos+0].re; //* scale;
		float f1 = data[vpos+1].re; //* scale;
		float f2 = data[vpos+2].re; //* scale;
		float f3 = data[vpos+3].re; //* scale;

        float h = fabs(CubicInterpolate(f0, f1, f2, f3, t) / 65536.)*(float)sobj->pos.h;

        for(int py=0; py<sobj->pos.h; py++){
            if(py<h){
				cc[2] = (py * 255) / sobj->pos.h;
				cc[1] = 255 - (py * 255) / sobj->pos.h;
				cc[0] = 0x00;
				cc[3] = 0xff;
			}
            else c = 0x0;
            putpixel(screen, sobj->pos.x+px, sobj->pos.y+(sobj->pos.h-py), c);
        }
    }

    SDL_UnlockSurface(screen);
}
コード例 #4
0
ファイル: Warp1D.cpp プロジェクト: xfrings/StereoMatch
void InverseWarpLine(float src[], float dst[], float disp[], int w, int n_bands,
                     int order, float *fwd_disp, float disp_gap)
{
    // Inverse warp a single line
    for (int x = 0; x < w ; x++, dst += n_bands)
    {
        // Warped (source) location
        float d = disp[x];
        float y = x - d;
        if (y < 0.0 || y > w-1)
            continue;

        // Check for occlusion/gap
        int xx = int(y);
        if (fwd_disp && disp_gap &&
            fabs(d - fwd_disp[xx]) >= disp_gap)
            continue;

        // Resampling
        float *ps0 = &src[xx * n_bands];
        if (order == 0 || xx == y)
            memcpy(dst, ps0, n_bands*sizeof(float));
        else if (order == 1 || xx-1 < 0 || xx+2 > w-1)
        {
            // Linear interpolation
            float f = y - xx;
            float *ps1 = &ps0[n_bands];
            for (int b = 0; b < n_bands; b++)
            {
                float v = ps0[b] + f * (ps1[b] - float(ps0[b]));
                dst[b] = v;
            }
        }
        else if (order == 3)
        {
            // Cubic interpolation
            float f = y - xx;
            float *psp = &ps0[-n_bands];
            float *ps1 = &ps0[n_bands];
            float *ps2 = &ps0[2*n_bands];
            for (int b = 0; b < n_bands; b++)
            {
                float v = CubicInterpolate(f, (float) psp[b], (float) ps0[b],
                                              (float) ps1[b],  (float) ps2[b]);
                dst[b] = v;
            }
        }
        else
            throw CError("InverseWarp: order = %d not implemented", order);
    }
}
コード例 #5
0
ファイル: Noise.cpp プロジェクト: Didey/MCServer
NOISE_DATATYPE cNoise::CubicNoise2D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y) const
{
	const int	BaseX = FAST_FLOOR(a_X);
	const int	BaseY = FAST_FLOOR(a_Y);
	
	const NOISE_DATATYPE points[4][4] =
	{
		{ IntNoise2D(BaseX - 1, BaseY - 1), IntNoise2D(BaseX, BaseY - 1), IntNoise2D(BaseX + 1, BaseY - 1), IntNoise2D(BaseX + 2, BaseY - 1), },
		{ IntNoise2D(BaseX - 1, BaseY),     IntNoise2D(BaseX, BaseY),     IntNoise2D(BaseX + 1, BaseY),     IntNoise2D(BaseX + 2, BaseY),     },
		{ IntNoise2D(BaseX - 1, BaseY + 1), IntNoise2D(BaseX, BaseY + 1), IntNoise2D(BaseX + 1, BaseY + 1), IntNoise2D(BaseX + 2, BaseY + 1), },
		{ IntNoise2D(BaseX - 1, BaseY + 2), IntNoise2D(BaseX, BaseY + 2), IntNoise2D(BaseX + 1, BaseY + 2), IntNoise2D(BaseX + 2, BaseY + 2), },
	};

	const NOISE_DATATYPE FracX = a_X - BaseX;
	const NOISE_DATATYPE interp1 = CubicInterpolate(points[0][0], points[0][1], points[0][2], points[0][3], FracX);
	const NOISE_DATATYPE interp2 = CubicInterpolate(points[1][0], points[1][1], points[1][2], points[1][3], FracX);
	const NOISE_DATATYPE interp3 = CubicInterpolate(points[2][0], points[2][1], points[2][2], points[2][3], FracX);
	const NOISE_DATATYPE interp4 = CubicInterpolate(points[3][0], points[3][1], points[3][2], points[3][3], FracX);


	const NOISE_DATATYPE FracY = a_Y - BaseY;
	return CubicInterpolate(interp1, interp2, interp3, interp4, FracY);
}
コード例 #6
0
float SpectrumAnalyst::GetProcessedValue(float freq0, float freq1) const
{
   float bin0, bin1, binwidth;

   if (mAlg == Spectrum) {
      bin0 = freq0 * mWindowSize / mRate;
      bin1 = freq1 * mWindowSize / mRate;
   } else {
      bin0 = freq0 * mRate;
      bin1 = freq1 * mRate;
   }
   binwidth = bin1 - bin0;

   float value = float(0.0);

   if (binwidth < 1.0) {
      float binmid = (bin0 + bin1) / 2.0;
      int ibin = (int)(binmid) - 1;
      if (ibin < 1)
         ibin = 1;
      if (ibin >= GetProcessedSize() - 3)
         ibin = std::max(0, GetProcessedSize() - 4);

      value = CubicInterpolate(mProcessed[ibin],
                               mProcessed[ibin + 1],
                               mProcessed[ibin + 2],
                               mProcessed[ibin + 3], binmid - ibin);

   } else {
      if (bin0 < 0)
         bin0 = 0;
      if (bin1 >= GetProcessedSize())
         bin1 = GetProcessedSize() - 1;

      if ((int)(bin1) > (int)(bin0))
         value += mProcessed[(int)(bin0)] * ((int)(bin0) + 1 - bin0);
      bin0 = 1 + (int)(bin0);
      while (bin0 < (int)(bin1)) {
         value += mProcessed[(int)(bin0)];
         bin0 += 1.0;
      }
      value += mProcessed[(int)(bin1)] * (bin1 - (int)(bin1));

      value /= binwidth;
   }

   return value;
}
コード例 #7
0
ファイル: Wavetable.cpp プロジェクト: ccrma/chugins
// for Chugins extending UGen
SAMPLE tick ( SAMPLE in )
{
        // default: this passes whatever input is patched into Chugin
        if (sync == 0)
        {
        if (in > 0)
        {
          freq = in;
          step = table_size * freq / srate;
			}
        table_pos += step;
			}
			else if (sync == 1)
			table_pos = table_size * in;
        while (table_pos > table_size) table_pos -= table_size;

        int y0, y1, y2, y3;
        y0 = (int) table_pos;
        y1 = (y0 + 1) % table_size;
        y2 = (y0 + 2) % table_size;
        y3 = (y0 + 3) % table_size;

        if (interpolate==1)
        {
                return LinearInterpolate(current_table[y0], current_table[y1],
                                          table_pos - y0);
        }
        else if (interpolate==2)
        {
                return LagrangeInterpolate(current_table[y0],
                                          current_table[y1], current_table[y2], current_table[y3],
                                          table_pos - y0);
        }
        if (interpolate==3)
        {
                return CubicInterpolate(current_table[y0],
                                          current_table[y1], current_table[y2], current_table[y3],
                                          table_pos - y0);
        }
        else if (interpolate==4)
        {
                return HermiteInterpolate(current_table[y0],
                                          current_table[y1], current_table[y2], current_table[y3],
                                          table_pos - y0);
        }
        return current_table[y0];
}
コード例 #8
0
ファイル: FreqWindow.cpp プロジェクト: ruthmagnus/audacity
float FreqWindow::GetProcessedValue(float freq0, float freq1)
{
   int alg = mAlgChoice->GetSelection();

   float bin0, bin1, binwidth;

   if (alg == 0) {
      bin0 = freq0 * mWindowSize / mRate;
      bin1 = freq1 * mWindowSize / mRate;
   } else {
      bin0 = freq0 * mRate;
      bin1 = freq1 * mRate;
   }
   binwidth = bin1 - bin0;

   float value = float(0.0);

   if (binwidth < 1.0) {
      float binmid = (bin0 + bin1) / 2.0;
      int ibin = int (binmid) - 1;
      if (ibin < 1)
         ibin = 1;
      if (ibin >= mProcessedSize - 3)
         ibin = mProcessedSize - 4;

      value = CubicInterpolate(mProcessed[ibin],
                               mProcessed[ibin + 1],
                               mProcessed[ibin + 2],
                               mProcessed[ibin + 3], binmid - ibin);

   } else {
      if (int (bin1) > int (bin0))
         value += mProcessed[int (bin0)] * (int (bin0) + 1 - bin0);
      bin0 = 1 + int (bin0);
      while (bin0 < int (bin1)) {
         value += mProcessed[int (bin0)];
         bin0 += 1.0;
      }
      value += mProcessed[int (bin1)] * (bin1 - int (bin1));

      value /= binwidth;
   }

   return value;
}
コード例 #9
0
int drawSpectogram(const complex *data, struct spectogram_object_t *sobj, SDL_Surface *screen){
    int c = 0, vpos;
	
	unsigned char *cc = &sobj->screenBuffer[sobj->pos.h*sobj->time];

    float _samplerate = (float)sobj->samplerate; // todo ...
    float freq = 0.0, ppos = 0.0, t = 0.0;
	float fft_freqstep = 1./(float) sobj->samplerate;
    float freqstep = 3./(float)sobj->pos.h; // 10^4 nagysagrendig megyunk

	float scale = 15./((float)(sobj->samplelen));

    for(int py=0; py<sobj->pos.h; py++){
        freq = 20.*pow(10,(float)(py)*freqstep);
		ppos = (float)(sobj->samplelen-4) * freq * fft_freqstep;

		vpos = (int)floor(ppos);
		t = ppos - (float)vpos;

		if (vpos>=sobj->samplelen) return (sobj->time+1)%sobj->pos.w;

        float f0 = data[vpos+0].re * scale, f1 = data[vpos+1].re * scale, f2 = data[vpos+2].re * scale, f3 = data[vpos+3].re * scale;
		float f = fabs(CubicInterpolate(f0, f1, f2, f3, t));
		f = (f>1.)?1.:f;
		f = (f<0.)?0.:f;
		cc[py] = (unsigned char)(f * 255);
    }

	SDL_LockSurface(screen);
	unsigned int color;
	cc = (unsigned char*)&color; int i; unsigned char k;
	for(int x = 0; x<sobj->pos.w; ++x)
		for(int y = 0; y<sobj->pos.h; ++y){
			i = x*sobj->pos.h+y; k = sobj->screenBuffer[i];
			cc[0] = k; cc[2] = k; cc[1] = k;
			cc[3] = 0xff;
			putpixel(screen, sobj->pos.x+x, sobj->pos.y+(sobj->pos.h-y), color);
		}

    SDL_UnlockSurface(screen);

	sobj->time = (sobj->time+1)%sobj->pos.w;
	return 1;
}
コード例 #10
0
double InterpolatorValue(interpolator_t *interpolator, int subchannel, char *valid)
{
	// Check for invalid
	if (!interpolator->valid || interpolator->seg == NULL || subchannel < 0 || subchannel >= interpolator->seg->channels)
	{
		if (valid != NULL) { *valid = 0; }
		return 0.0;
	}

	//if (t >= interpolator->seg->startTime)
	double val;
	
	if (interpolator->mode == 1) { val = NearestInterpolate(interpolator->values[1][subchannel], interpolator->values[2][subchannel], interpolator->prop); }
	else if (interpolator->mode == 2) { val = LinearInterpolate(interpolator->values[1][subchannel], interpolator->values[2][subchannel], interpolator->prop); }
	else if (interpolator->mode == 3) { val = CubicInterpolate(interpolator->values[0][subchannel], interpolator->values[1][subchannel], interpolator->values[2][subchannel], interpolator->values[3][subchannel], interpolator->prop); }
	else { val = 0.0; }

	if (valid != NULL) { *valid = 1; }

	return val;
}
コード例 #11
0
ファイル: Noise.cpp プロジェクト: Didey/MCServer
NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z) const
{
	const int	BaseX = FAST_FLOOR(a_X);
	const int	BaseY = FAST_FLOOR(a_Y);
	const int	BaseZ = FAST_FLOOR(a_Z);
	
	const NOISE_DATATYPE points1[4][4] = { 
		{ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ - 1), },
		{ IntNoise3D(BaseX - 1, BaseY,     BaseZ - 1), IntNoise3D(BaseX, BaseY,     BaseZ - 1), IntNoise3D(BaseX + 1, BaseY,     BaseZ - 1), IntNoise3D(BaseX + 2, BaseY,     BaseZ - 1), },
		{ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ - 1), },
		{ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ - 1), },
	};

	const NOISE_DATATYPE	FracX = (a_X) - BaseX;
	const NOISE_DATATYPE x1interp1 = CubicInterpolate( points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX );
	const NOISE_DATATYPE x1interp2 = CubicInterpolate( points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX );
	const NOISE_DATATYPE x1interp3 = CubicInterpolate( points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX );
	const NOISE_DATATYPE x1interp4 = CubicInterpolate( points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX );

	const NOISE_DATATYPE points2[4][4] = { 
		{ IntNoise3D( BaseX-1, BaseY-1, BaseZ ), IntNoise3D( BaseX, BaseY-1, BaseZ ),	IntNoise3D( BaseX+1, BaseY-1, BaseZ ), IntNoise3D( BaseX+2, BaseY-1, BaseZ ), },
		{ IntNoise3D( BaseX-1, BaseY,	  BaseZ ), IntNoise3D( BaseX, BaseY,   BaseZ ),	IntNoise3D( BaseX+1, BaseY,   BaseZ ), IntNoise3D( BaseX+2, BaseY,   BaseZ ), },
		{ IntNoise3D( BaseX-1, BaseY+1, BaseZ ), IntNoise3D( BaseX, BaseY+1, BaseZ ),	IntNoise3D( BaseX+1, BaseY+1, BaseZ ), IntNoise3D( BaseX+2, BaseY+1, BaseZ ), },
		{ IntNoise3D( BaseX-1, BaseY+2, BaseZ ), IntNoise3D( BaseX, BaseY+2, BaseZ ),	IntNoise3D( BaseX+1, BaseY+2, BaseZ ), IntNoise3D( BaseX+2, BaseY+2, BaseZ ), },
	};

	const NOISE_DATATYPE x2interp1 = CubicInterpolate( points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX );
	const NOISE_DATATYPE x2interp2 = CubicInterpolate( points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX );
	const NOISE_DATATYPE x2interp3 = CubicInterpolate( points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX );
	const NOISE_DATATYPE x2interp4 = CubicInterpolate( points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX );

	const NOISE_DATATYPE points3[4][4] = { 
		{ IntNoise3D( BaseX-1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX, BaseY-1, BaseZ+1 ),	IntNoise3D( BaseX+1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ + 1), },
		{ IntNoise3D( BaseX-1, BaseY,	  BaseZ+1 ), IntNoise3D( BaseX, BaseY,   BaseZ+1 ),	IntNoise3D( BaseX+1, BaseY,   BaseZ+1 ), IntNoise3D( BaseX+2, BaseY,   BaseZ + 1), },
		{ IntNoise3D( BaseX-1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX, BaseY+1, BaseZ+1 ),	IntNoise3D( BaseX+1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ + 1), },
		{ IntNoise3D( BaseX-1, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX, BaseY+2, BaseZ+1 ),	IntNoise3D( BaseX+1, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY+2, BaseZ + 1), },
	};

	const NOISE_DATATYPE x3interp1 = CubicInterpolate( points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX );
	const NOISE_DATATYPE x3interp2 = CubicInterpolate( points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX );
	const NOISE_DATATYPE x3interp3 = CubicInterpolate( points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX );
	const NOISE_DATATYPE x3interp4 = CubicInterpolate( points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX );

	const NOISE_DATATYPE points4[4][4] = { 
		{ IntNoise3D( BaseX-1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX, BaseY-1, BaseZ+2 ),	IntNoise3D( BaseX+1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ+2 ), },
		{ IntNoise3D( BaseX-1, BaseY,	  BaseZ+2 ), IntNoise3D( BaseX, BaseY,   BaseZ+2 ),	IntNoise3D( BaseX+1, BaseY,   BaseZ+2 ), IntNoise3D( BaseX+2, BaseY,   BaseZ+2 ), },
		{ IntNoise3D( BaseX-1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX, BaseY+1, BaseZ+2 ),	IntNoise3D( BaseX+1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ+2 ), },
		{ IntNoise3D( BaseX-1, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX, BaseY+2, BaseZ+2 ),	IntNoise3D( BaseX+1, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY+2, BaseZ+2 ), },
	};

	const NOISE_DATATYPE x4interp1 = CubicInterpolate( points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX );
	const NOISE_DATATYPE x4interp2 = CubicInterpolate( points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX );
	const NOISE_DATATYPE x4interp3 = CubicInterpolate( points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX );
	const NOISE_DATATYPE x4interp4 = CubicInterpolate( points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX );

	const NOISE_DATATYPE	FracY = (a_Y) - BaseY;
	const NOISE_DATATYPE yinterp1 = CubicInterpolate( x1interp1, x1interp2, x1interp3, x1interp4, FracY );
	const NOISE_DATATYPE yinterp2 = CubicInterpolate( x2interp1, x2interp2, x2interp3, x2interp4, FracY );
	const NOISE_DATATYPE yinterp3 = CubicInterpolate( x3interp1, x3interp2, x3interp3, x3interp4, FracY );
	const NOISE_DATATYPE yinterp4 = CubicInterpolate( x4interp1, x4interp2, x4interp3, x4interp4, FracY );

	const NOISE_DATATYPE	FracZ = (a_Z) - BaseZ;
	return CubicInterpolate( yinterp1, yinterp2, yinterp3, yinterp4, FracZ );
}
コード例 #12
0
ファイル: Noise.cpp プロジェクト: Didey/MCServer
NOISE_DATATYPE cNoise::CubicNoise1D(NOISE_DATATYPE a_X) const
{
	int BaseX = FAST_FLOOR(a_X);
	NOISE_DATATYPE FracX = a_X - BaseX;
	return CubicInterpolate(IntNoise1D(BaseX - 1), IntNoise1D(BaseX), IntNoise1D(BaseX + 1), IntNoise1D(BaseX + 2), FracX);
}