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/** | ||
inmath.dampen | ||
Authors: Inochi2D Project | ||
License: MIT | ||
*/ | ||
module inmath.dampen; | ||
import inmath.math : pow, max, clamp, sqrt; | ||
import inmath.linalg; | ||
import inmath.util; | ||
import std.traits : isFloatingPoint; | ||
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@safe pure nothrow @nogc: | ||
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/** | ||
Smoothly dampens movement from pos to target. | ||
This algorithm uses a simpler dampening formulae that doesn't take velocity in to account. | ||
*/ | ||
V dampen(V, T)(V current, V target, T delta, T maxSpeed = 50) if(isVector!V && isFloatingPoint!T) { | ||
V out_ = current; | ||
V diff = current - target; | ||
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// Actual damping | ||
if (diff.length > 0) { | ||
V direction = (diff).normalized; | ||
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T speed = min( | ||
max(0.001, 5.0*(target - current).length) * delta, | ||
maxSpeed | ||
); | ||
V velocity = direction * speed; | ||
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// Set target out | ||
out_ = ((target + diff) - velocity); | ||
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// Handle overshooting | ||
diff = target - current; | ||
if (diff.dot(out_ - target) > 0.0f) { | ||
out_ = target; | ||
} | ||
} | ||
return out_; | ||
} | ||
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/** | ||
Smoothly dampens movement from pos to target. | ||
This algorithm uses a simpler dampening formulae that doesn't take velocity in to account. | ||
*/ | ||
T dampen(T)(T current, T target, T delta, T maxSpeed = 50) if(isFloatingPoint!T) { | ||
T out_ = current; | ||
T diff = current - target; | ||
T diffLen = sqrt(diff^^2); | ||
T direction = diff/diffLen; | ||
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// Actual damping | ||
if (diffLen > 0) { | ||
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T speed = min( | ||
max(0.001, 5.0*sqrt((target - current)^^2)) * delta, | ||
maxSpeed | ||
); | ||
T velocity = direction * speed; | ||
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// Set target out | ||
out_ = ((target + diff) - velocity); | ||
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// Handle overshooting | ||
diff = target - current; | ||
if (diff * (out_ - target) > 0.0f) { | ||
out_ = target; | ||
} | ||
} | ||
return out_; | ||
} | ||
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/** | ||
Smoothly dampens movement from pos to target. | ||
This algorithm uses a critial damped harmonic oscillator to smooth values. | ||
*/ | ||
V smoothDamp(V, T)(V current, V target, ref V currentVelocity, T smoothTime, T maxSpeed, T deltaTime) if (isVector!V && isFloatingPoint!T) { | ||
V out_; | ||
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smoothTime = max(0.0001f, smoothTime); | ||
T hSmoothTime = 2.0 / smoothTime; | ||
T smoothDelta = hSmoothTime * deltaTime; | ||
smoothDelta = 1.0 / (1.0 + smoothDelta + 0.48 * smoothDelta * smoothDelta + 0.235 * smoothDelta * smoothDelta * smoothDelta); | ||
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V diff = current - target; | ||
V startTarget = target; | ||
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// Calculate approprate speed | ||
T actualMaxSpeed = maxSpeed * smoothTime; | ||
T sqSpeed = actualMaxSpeed * actualMaxSpeed; | ||
T diffLength = diff.length; | ||
if (diffLength > sqSpeed) { | ||
T squaredLength = sqrt(diffLength); | ||
static foreach(i; 0..V.dimenson) { | ||
diff.vector[i] /= squaredLength * actualMaxSpeed; | ||
} | ||
} | ||
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// Calculate new velocity | ||
V newVelocity = (currentVelocity + hSmoothTime * diff) * deltaTime; | ||
currentVelocity = (currentVelocity - hSmoothTime * newVelocity) * smoothDelta; | ||
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// Calculate new position | ||
target = current-diff; | ||
out_ = target + (diff + newVelocity) * smoothDelta; | ||
diff = startTarget - current; | ||
V fDeltaUnit = out_ - startTarget; | ||
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// Handle overshooting | ||
if (diff.dot(fDeltaUnit) > 0.0) { | ||
out_ = startTarget; | ||
currentVelocity = fDeltaUnit / deltaTime; | ||
} | ||
return out_; | ||
} | ||
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/** | ||
Smoothly dampens movement from pos to target. | ||
This algorithm uses a critial damped harmonic oscillator to smooth values. | ||
*/ | ||
T smoothDamp(T)(T current, T target, ref T currentVelocity, T smoothTime, T maxSpeed, T deltaTime) if(isFloatingPoint!T) { | ||
T out_; | ||
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smoothTime = max(0.0001f, smoothTime); | ||
T hSmoothTime = 2.0 / smoothTime; | ||
T smoothDelta = hSmoothTime * deltaTime; | ||
smoothDelta = 1.0 / (1.0 + smoothDelta + 0.48 * smoothDelta * smoothDelta + 0.235 * smoothDelta * smoothDelta * smoothDelta); | ||
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T diff = current - target; | ||
T startTarget = target; | ||
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// Calculate approprate speed | ||
T actualMaxSpeed = maxSpeed * smoothTime; | ||
diff = clamp(diff, -actualMaxSpeed, actualMaxSpeed); | ||
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// Calculate new velocity | ||
T newVelocity = (currentVelocity + hSmoothTime * diff) * deltaTime; | ||
currentVelocity = (currentVelocity - hSmoothTime * newVelocity) * smoothDelta; | ||
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// Calculate new position | ||
target = current-diff; | ||
out_ = target + (diff + newVelocity) * smoothDelta; | ||
diff = startTarget - current; | ||
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// Handle overshooting | ||
if (diff * (out_ - startTarget) > 0.0) { | ||
out_ = startTarget; | ||
currentVelocity = (out_ - startTarget) / deltaTime; | ||
} | ||
return out_; | ||
} |
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/** | ||
inmath.frustum | ||
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