mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Moved the remaining math functions to a math utility namespace.
This commit is contained in:
parent
74e21e8c03
commit
12c853bc31
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@ -9,7 +9,7 @@
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#include "VolumeControl.h"
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#include "Log.h"
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#include "math/Misc.h"
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#include "utils/MathUtil.h"
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#if defined(_WIN64)
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#include <cmath>
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@ -10,7 +10,7 @@
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#define ES_APP_ANIMATIONS_MOVE_CAMERA_ANIMATION_H
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#include "animations/Animation.h"
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#include "math/Misc.h"
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#include "utils/MathUtil.h"
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class MoveCameraAnimation : public Animation
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{
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@ -57,9 +57,6 @@ set(CORE_HEADERS
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${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiMsgBox.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiTextEditPopup.h
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# Math
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${CMAKE_CURRENT_SOURCE_DIR}/src/math/Misc.h
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# Renderers
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${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Shader_GL21.h
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@ -74,6 +71,7 @@ set(CORE_HEADERS
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# Utils
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/CImgUtil.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/FileSystemUtil.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/MathUtil.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/StringUtil.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/TimeUtil.h
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)
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@ -129,9 +127,6 @@ set(CORE_SOURCES
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${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiMsgBox.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiTextEditPopup.cpp
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# Math
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${CMAKE_CURRENT_SOURCE_DIR}/src/math/Misc.cpp
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# Renderer
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${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer_GL21.cpp
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@ -148,6 +143,7 @@ set(CORE_SOURCES
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# Utils
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/CImgUtil.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/FileSystemUtil.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/MathUtil.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/StringUtil.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/TimeUtil.cpp
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)
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@ -10,7 +10,7 @@
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#ifndef ES_CORE_HELP_STYLE_H
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#define ES_CORE_HELP_STYLE_H
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#include "math/Misc.h"
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#include "utils/MathUtil.h"
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#include <memory>
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#include <string>
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@ -11,8 +11,8 @@
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#ifndef ES_CORE_THEME_DATA_H
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#define ES_CORE_THEME_DATA_H
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#include "math/Misc.h"
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#include "utils/FileSystemUtil.h"
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#include "utils/MathUtil.h"
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#include <deque>
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#include <map>
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@ -352,8 +352,7 @@ template <typename T> void TextListComponent<T>::update(int deltaTime)
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const float limit = mSize.x - mHorizontalMargin * 2.0f;
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if (textLength > limit) {
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// Loop.
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// Pixels per second (based on nes-mini font at 1920x1080 to produce a speed of 200).
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// Loop the text.
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const float speed = mFont->sizeText("ABCDEFGHIJKLMNOPQRSTUVWXYZ").x * 0.247f;
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const float delay = 3000.0f;
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const float scrollLength = textLength;
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@ -366,9 +365,9 @@ template <typename T> void TextListComponent<T>::update(int deltaTime)
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while (mMarqueeTime > maxTime)
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mMarqueeTime -= maxTime;
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mMarqueeOffset = static_cast<int>(Math::Scroll::loop(delay, scrollTime + returnTime,
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static_cast<float>(mMarqueeTime),
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scrollLength + returnLength));
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mMarqueeOffset = static_cast<int>(Utils::Math::Scroll::loop(
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delay, scrollTime + returnTime, static_cast<float>(mMarqueeTime),
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scrollLength + returnLength));
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if (mMarqueeOffset > (scrollLength - (limit - returnLength)))
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mMarqueeOffset2 = static_cast<int>(mMarqueeOffset - (scrollLength + returnLength));
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@ -1,82 +0,0 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Misc.cpp
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//
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// Miscellaneous math functions.
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//
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#include "math/Misc.h"
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namespace Math
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{
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float lerp(const float _start, const float _end, const float _fraction)
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{
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return (_start + ((_end - _start) * clamp(_fraction, 0.0f, 1.0f)));
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}
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float smoothStep(const float _left, const float _right, const float _x)
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{
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const float x = clamp((_x - _left) / (_right - _left), 0.0f, 1.0f);
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return x * x * (3 - (2 * x));
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}
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float smootherStep(const float _left, const float _right, const float _x)
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{
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const float x = clamp((_x - _left) / (_right - _left), 0.0f, 1.0f);
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return x * x * x * (x * ((x * 6) - 15) + 10);
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}
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namespace Scroll
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{
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float bounce(const float _delayTime,
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const float _scrollTime,
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const float _currentTime,
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const float _scrollLength)
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{
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if (_currentTime < _delayTime) {
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// Wait.
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return 0;
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}
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else if (_currentTime < (_delayTime + _scrollTime)) {
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// Lerp from 0 to scrollLength.
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const float fraction = (_currentTime - _delayTime) / _scrollTime;
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return lerp(0.0f, _scrollLength, smootherStep(0, 1, fraction));
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}
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else if (_currentTime < (_delayTime + _scrollTime + _delayTime)) {
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// Wait some more.
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return _scrollLength;
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}
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else if (_currentTime < (_delayTime + _scrollTime + _delayTime + _scrollTime)) {
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// Lerp back from scrollLength to 0.
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const float fraction =
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(_currentTime - _delayTime - _scrollTime - _delayTime) / _scrollTime;
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return lerp(_scrollLength, 0.0f, smootherStep(0, 1, fraction));
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}
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// And back to waiting.
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return 0;
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}
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float loop(const float _delayTime,
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const float _scrollTime,
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const float _currentTime,
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const float _scrollLength)
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{
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if (_currentTime < _delayTime) {
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// Wait.
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return 0;
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}
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else if (_currentTime < (_delayTime + _scrollTime)) {
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// Lerp from 0 to scrollLength.
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const float fraction = (_currentTime - _delayTime) / _scrollTime;
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return lerp(0.0f, _scrollLength, fraction);
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}
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// And back to waiting.
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return 0;
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} // Math::Scroll::loop
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} // namespace Scroll
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} // namespace Math
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@ -1,45 +0,0 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Misc.h
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//
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// Miscellaneous math functions.
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//
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#ifndef ES_CORE_MATH_MISC_H
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#define ES_CORE_MATH_MISC_H
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#include <algorithm>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/trigonometric.hpp>
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#include <glm/gtc/round.hpp>
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namespace Math
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{
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// When moving to the C++20 standard these functions are no longer required.
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template <typename T> T const& clamp(const T& _num, const T& _min, const T& _max)
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{
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return std::max(std::min(_num, _max), _min);
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}
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float lerp(const float _start, const float _end, const float _fraction);
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float smoothStep(const float _left, const float _right, const float _x);
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float smootherStep(const float _left, const float _right, const float _x);
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namespace Scroll
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{
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float bounce(const float _delayTime,
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const float _scrollTime,
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const float _currentTime,
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const float _scrollLength);
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float loop(const float _delayTime,
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const float _scrollTime,
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const float _currentTime,
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const float _scrollLength);
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} // namespace Scroll
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} // namespace Math
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#endif // ES_CORE_MATH_MISC_H
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@ -11,7 +11,7 @@
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#include "Log.h"
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#include "Shader_GL21.h"
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#include "math/Misc.h"
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#include "utils/MathUtil.h"
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#include <string>
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#include <vector>
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@ -11,7 +11,7 @@
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#define GL_GLEXT_PROTOTYPES
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#include "math/Misc.h"
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#include "utils/MathUtil.h"
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#if defined(_WIN64)
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#include <GL/glew.h>
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@ -9,9 +9,9 @@
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#ifndef ES_CORE_RESOURCES_TEXTURE_RESOURCE_H
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#define ES_CORE_RESOURCES_TEXTURE_RESOURCE_H
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#include "math/Misc.h"
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#include "resources/ResourceManager.h"
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#include "resources/TextureDataManager.h"
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#include "utils/MathUtil.h"
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#include <cmath>
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#include <set>
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81
es-core/src/utils/MathUtil.cpp
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81
es-core/src/utils/MathUtil.cpp
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// MathUtil.cpp
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//
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// Math utility functions.
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// The GLM library headers are also included from here.
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//
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#include "utils/MathUtil.h"
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namespace Utils
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{
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namespace Math
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{
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float smoothStep(const float left, const float right, const float value)
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{
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const float x{glm::clamp((value - left) / (right - left), 0.0f, 1.0f)};
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return x * x * (3.0f - (2.0f * x));
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}
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float smootherStep(const float left, const float right, const float value)
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{
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const float x{glm::clamp((value - left) / (right - left), 0.0f, 1.0f)};
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return x * x * x * (x * ((x * 6.0f) - 15.0f) + 10.0f);
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}
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namespace Scroll
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{
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float bounce(const float delayTime,
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const float scrollTime,
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const float currentTime,
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const float scrollLength)
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{
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if (currentTime < delayTime) {
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// Wait.
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return 0.0f;
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}
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else if (currentTime < (delayTime + scrollTime)) {
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// Interpolate from 0 to scrollLength.
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const float fraction{(currentTime - delayTime) / scrollTime};
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return glm::mix(0.0f, scrollLength, smootherStep(0.0f, 1.0f, fraction));
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}
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else if (currentTime < (delayTime + scrollTime + delayTime)) {
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// Wait some more.
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return scrollLength;
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}
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else if (currentTime < (delayTime + scrollTime + delayTime + scrollTime)) {
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// Interpolate back from scrollLength to 0.
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const float fraction{(currentTime - delayTime - scrollTime - delayTime) /
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scrollTime};
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return glm::mix(scrollLength, 0.0f, smootherStep(0.0f, 1.0f, fraction));
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}
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// And back to waiting.
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return 0.0f;
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}
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float loop(const float delayTime,
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const float scrollTime,
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const float currentTime,
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const float scrollLength)
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{
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if (currentTime < delayTime) {
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// Wait.
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return 0.0f;
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}
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else if (currentTime < (delayTime + scrollTime)) {
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// Interpolate from 0 to scrollLength.
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const float fraction{(currentTime - delayTime) / scrollTime};
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return glm::mix(0.0f, scrollLength, fraction);
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}
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// And back to waiting.
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return 0.0f;
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}
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} // namespace Scroll
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} // namespace Math
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} // namespace Utils
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40
es-core/src/utils/MathUtil.h
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40
es-core/src/utils/MathUtil.h
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// MathUtil.h
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//
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// Math utility functions.
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// The GLM library headers are also included from here.
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//
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#ifndef ES_CORE_UTILS_MATH_UTIL_H
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#define ES_CORE_UTILS_MATH_UTIL_H
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/trigonometric.hpp>
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namespace Utils
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{
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namespace Math
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{
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float smoothStep(const float left, const float right, const float value);
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float smootherStep(const float left, const float right, const float value);
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namespace Scroll
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{
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float bounce(const float delayTime,
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const float scrollTime,
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const float currentTime,
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const float scrollLength);
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float loop(const float delayTime,
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const float scrollTime,
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const float currentTime,
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const float scrollLength);
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} // namespace Scroll
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} // namespace Math
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} // namespace Utils
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#endif // ES_CORE_UTILS_MATH_UTIL_H
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