コード例 #1
0
ファイル: helpers.c プロジェクト: QuLogic/libmypaint
float rand_gauss (RngDouble * rng)
{
    double sum = 0.0;
    sum += rng_double_next(rng);
    sum += rng_double_next(rng);
    sum += rng_double_next(rng);
    sum += rng_double_next(rng);
    return sum * 1.73205080757 - 3.46410161514;
}
コード例 #2
0
ファイル: mypaint-brush.c プロジェクト: achadwick/libmypaint
  // This function runs a brush "simulation" step. Usually it is
  // called once or twice per dab. In theory the precision of the
  // "simulation" gets better when it is called more often. In
  // practice this only matters if there are some highly nonlinear
  // mappings in critical places or extremely few events per second.
  //
  // note: parameters are is dx/ddab, ..., dtime/ddab (dab is the number, 5.0 = 5th dab)
  void update_states_and_setting_values (MyPaintBrush *self, float step_ddab, float step_dx, float step_dy, float step_dpressure, float step_declination, float step_ascension, float step_dtime)
  {
    float pressure;
    float inputs[MYPAINT_BRUSH_INPUTS_COUNT];

    if (step_dtime < 0.0) {
      printf("Time is running backwards!\n");
      step_dtime = 0.001;
    } else if (step_dtime == 0.0) {
      // FIXME: happens about every 10th start, workaround (against division by zero)
      step_dtime = 0.001;
    }

    self->states[MYPAINT_BRUSH_STATE_X]        += step_dx;
    self->states[MYPAINT_BRUSH_STATE_Y]        += step_dy;
    self->states[MYPAINT_BRUSH_STATE_PRESSURE] += step_dpressure;

    self->states[MYPAINT_BRUSH_STATE_DECLINATION] += step_declination;
    self->states[MYPAINT_BRUSH_STATE_ASCENSION] += step_ascension;

    float base_radius = expf(mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC]));

    // FIXME: does happen (interpolation problem?)
    if (self->states[MYPAINT_BRUSH_STATE_PRESSURE] <= 0.0) self->states[MYPAINT_BRUSH_STATE_PRESSURE] = 0.0;
    pressure = self->states[MYPAINT_BRUSH_STATE_PRESSURE];

    { // start / end stroke (for "stroke" input only)
      if (!self->states[MYPAINT_BRUSH_STATE_STROKE_STARTED]) {
        if (pressure > mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_STROKE_THRESHOLD]) + 0.0001) {
          // start new stroke
          //printf("stroke start %f\n", pressure);
          self->states[MYPAINT_BRUSH_STATE_STROKE_STARTED] = 1;
          self->states[MYPAINT_BRUSH_STATE_STROKE] = 0.0;
        }
      } else {
        if (pressure <= mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_STROKE_THRESHOLD]) * 0.9 + 0.0001) {
          // end stroke
          //printf("stroke end\n");
          self->states[MYPAINT_BRUSH_STATE_STROKE_STARTED] = 0;
        }
      }
    }

    // now follows input handling

    float norm_dx, norm_dy, norm_dist, norm_speed;
    norm_dx = step_dx / step_dtime / base_radius;
    norm_dy = step_dy / step_dtime / base_radius;
    norm_speed = hypotf(norm_dx, norm_dy);
    norm_dist = norm_speed * step_dtime;

    inputs[MYPAINT_BRUSH_INPUT_PRESSURE] = pressure * expf(mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_PRESSURE_GAIN_LOG]));
    inputs[MYPAINT_BRUSH_INPUT_SPEED1] = log(self->speed_mapping_gamma[0] + self->states[MYPAINT_BRUSH_STATE_NORM_SPEED1_SLOW])*self->speed_mapping_m[0] + self->speed_mapping_q[0];
    inputs[MYPAINT_BRUSH_INPUT_SPEED2] = log(self->speed_mapping_gamma[1] + self->states[MYPAINT_BRUSH_STATE_NORM_SPEED2_SLOW])*self->speed_mapping_m[1] + self->speed_mapping_q[1];
    inputs[MYPAINT_BRUSH_INPUT_RANDOM] = rng_double_next(self->rng);
    inputs[MYPAINT_BRUSH_INPUT_STROKE] = MIN(self->states[MYPAINT_BRUSH_STATE_STROKE], 1.0);
    inputs[MYPAINT_BRUSH_INPUT_DIRECTION] = fmodf (atan2f (self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY], self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX])/(2*M_PI)*360 + 180.0, 180.0);
    inputs[MYPAINT_BRUSH_INPUT_TILT_DECLINATION] = self->states[MYPAINT_BRUSH_STATE_DECLINATION];
    inputs[MYPAINT_BRUSH_INPUT_TILT_ASCENSION] = fmodf(self->states[MYPAINT_BRUSH_STATE_ASCENSION] + 180.0, 360.0) - 180.0;

    inputs[MYPAINT_BRUSH_INPUT_CUSTOM] = self->states[MYPAINT_BRUSH_STATE_CUSTOM_INPUT];
    if (self->print_inputs) {
      printf("press=% 4.3f, speed1=% 4.4f\tspeed2=% 4.4f\tstroke=% 4.3f\tcustom=% 4.3f\n", (double)inputs[MYPAINT_BRUSH_INPUT_PRESSURE], (double)inputs[MYPAINT_BRUSH_INPUT_SPEED1], (double)inputs[MYPAINT_BRUSH_INPUT_SPEED2], (double)inputs[MYPAINT_BRUSH_INPUT_STROKE], (double)inputs[MYPAINT_BRUSH_INPUT_CUSTOM]);
    }
    // FIXME: this one fails!!!
    //assert(inputs[MYPAINT_BRUSH_INPUT_SPEED1] >= 0.0 && inputs[MYPAINT_BRUSH_INPUT_SPEED1] < 1e8); // checking for inf

    int i=0;
    for (i=0; i<MYPAINT_BRUSH_SETTINGS_COUNT; i++) {
      self->settings_value[i] = mypaint_mapping_calculate(self->settings[i], (inputs));
    }

    {
      float fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_SLOW_TRACKING_PER_DAB], step_ddab);
      self->states[MYPAINT_BRUSH_STATE_ACTUAL_X] += (self->states[MYPAINT_BRUSH_STATE_X] - self->states[MYPAINT_BRUSH_STATE_ACTUAL_X]) * fac;
      self->states[MYPAINT_BRUSH_STATE_ACTUAL_Y] += (self->states[MYPAINT_BRUSH_STATE_Y] - self->states[MYPAINT_BRUSH_STATE_ACTUAL_Y]) * fac;
    }

    { // slow speed
      float fac;
      fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_SPEED1_SLOWNESS], step_dtime);
      self->states[MYPAINT_BRUSH_STATE_NORM_SPEED1_SLOW] += (norm_speed - self->states[MYPAINT_BRUSH_STATE_NORM_SPEED1_SLOW]) * fac;
      fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_SPEED2_SLOWNESS], step_dtime);
      self->states[MYPAINT_BRUSH_STATE_NORM_SPEED2_SLOW] += (norm_speed - self->states[MYPAINT_BRUSH_STATE_NORM_SPEED2_SLOW]) * fac;
    }

    { // slow speed, but as vector this time

      // FIXME: offset_by_speed should be removed.
      //   Is it broken, non-smooth, system-dependent math?!
      //   A replacement could be a directed random offset.

      float time_constant = expf(self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED_SLOWNESS]*0.01)-1.0;
      // Workaround for a bug that happens mainly on Windows, causing
      // individual dabs to be placed far far away. Using the speed
      // with zero filtering is just asking for trouble anyway.
      if (time_constant < 0.002) time_constant = 0.002;
      float fac = 1.0 - exp_decay (time_constant, step_dtime);
      self->states[MYPAINT_BRUSH_STATE_NORM_DX_SLOW] += (norm_dx - self->states[MYPAINT_BRUSH_STATE_NORM_DX_SLOW]) * fac;
      self->states[MYPAINT_BRUSH_STATE_NORM_DY_SLOW] += (norm_dy - self->states[MYPAINT_BRUSH_STATE_NORM_DY_SLOW]) * fac;
    }

    { // orientation (similar lowpass filter as above, but use dabtime instead of wallclock time)
      float dx = step_dx / base_radius;
      float dy = step_dy / base_radius;
      float step_in_dabtime = hypotf(dx, dy); // FIXME: are we recalculating something here that we already have?
      float fac = 1.0 - exp_decay (exp(self->settings_value[MYPAINT_BRUSH_SETTING_DIRECTION_FILTER]*0.5)-1.0, step_in_dabtime);

      float dx_old = self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX];
      float dy_old = self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY];
      // use the opposite speed vector if it is closer (we don't care about 180 degree turns)
      if (SQR(dx_old-dx) + SQR(dy_old-dy) > SQR(dx_old-(-dx)) + SQR(dy_old-(-dy))) {
        dx = -dx;
        dy = -dy;
      }
      self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX] += (dx - self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX]) * fac;
      self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY] += (dy - self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY]) * fac;
    }

    { // custom input
      float fac;
      fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_CUSTOM_INPUT_SLOWNESS], 0.1);
      self->states[MYPAINT_BRUSH_STATE_CUSTOM_INPUT] += (self->settings_value[MYPAINT_BRUSH_SETTING_CUSTOM_INPUT] - self->states[MYPAINT_BRUSH_STATE_CUSTOM_INPUT]) * fac;
    }

    { // stroke length
      float frequency;
      float wrap;
      frequency = expf(-self->settings_value[MYPAINT_BRUSH_SETTING_STROKE_DURATION_LOGARITHMIC]);
      self->states[MYPAINT_BRUSH_STATE_STROKE] += norm_dist * frequency;
      // can happen, probably caused by rounding
      if (self->states[MYPAINT_BRUSH_STATE_STROKE] < 0) self->states[MYPAINT_BRUSH_STATE_STROKE] = 0;
      wrap = 1.0 + self->settings_value[MYPAINT_BRUSH_SETTING_STROKE_HOLDTIME];
      if (self->states[MYPAINT_BRUSH_STATE_STROKE] > wrap) {
        if (wrap > 9.9 + 1.0) {
          // "inifinity", just hold stroke somewhere >= 1.0
          self->states[MYPAINT_BRUSH_STATE_STROKE] = 1.0;
        } else {
          self->states[MYPAINT_BRUSH_STATE_STROKE] = fmodf(self->states[MYPAINT_BRUSH_STATE_STROKE], wrap);
          // just in case
          if (self->states[MYPAINT_BRUSH_STATE_STROKE] < 0) self->states[MYPAINT_BRUSH_STATE_STROKE] = 0;
        }
      }
    }

    // calculate final radius
    float radius_log;
    radius_log = self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC];
    self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = expf(radius_log);
    if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] < ACTUAL_RADIUS_MIN) self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = ACTUAL_RADIUS_MIN;
    if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] > ACTUAL_RADIUS_MAX) self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = ACTUAL_RADIUS_MAX;

    // aspect ratio (needs to be caluclated here because it can affect the dab spacing)
    self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_RATIO] = self->settings_value[MYPAINT_BRUSH_SETTING_ELLIPTICAL_DAB_RATIO];
    self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_ANGLE] = self->settings_value[MYPAINT_BRUSH_SETTING_ELLIPTICAL_DAB_ANGLE];
  }