SCJMapper-V2/Joystick/xyPoints.cs

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C#
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2014-10-26 22:11:57 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenTK;
namespace SCJMapper_V2
{
/// <summary>
/// contains the x(in) and y(out) points of the nonlin curve for joysticks (MAX 3 interpolation pts)
/// automatically adds zero/endpoints and goes symmetric around below 0
/// </summary>
public class xyPoints
{
private int m_maxpts = 10;
private Vector2[] m_points = null;
private double[] m_outCurve = null;
private int m_Npoints = 0;
private CalcCurve m_curve;
public xyPoints( int maxPoints )
{
m_maxpts = maxPoints;
m_outCurve = new double[m_maxpts];
}
private void Setup( int dimension )
{
if ( ( dimension < 1 ) || ( dimension > 3 ) ) return; // just ignore...
m_Npoints = dimension + 2; // 3,4,5
Array.Resize( ref m_points, m_Npoints ); // add endPts and zero
Array.Resize( ref m_points, m_Npoints ); // add endPts and zero
// not math just static assignment...
int i=0;
switch ( dimension ) {
case 1: {
m_points[i++] = new Vector2( 0f, 0f );
m_points[i++] = new Vector2( 0.5f, 0.5f );
m_points[i++] = new Vector2( 1.0f, 1.0f );
break;
}
case 2: {
m_points[i++] = new Vector2( 0f, 0f );
m_points[i++] = new Vector2( 0.333333f, 0.333333f );
m_points[i++] = new Vector2( 0.666667f, 0.666667f );
m_points[i++] = new Vector2( 1.0f, 1.0f );
break;
}
case 3: {
m_points[i++] = new Vector2( 0f, 0f );
m_points[i++] = new Vector2( 0.25f, 0.25f );
m_points[i++] = new Vector2( 0.5f, 0.5f );
m_points[i++] = new Vector2( 0.75f, 0.75f );
m_points[i++] = new Vector2( 1.0f, 1.0f );
break;
}
default: {
// does not get here
break;
}
}
}
private void GetOutput( float[] input )
{
// assuming it is continous...
m_outCurve[0] = 0.0; // force Zero...
int idx = 0;
for ( int i = 1; i < m_maxpts; i++ ) {
double sense = i / ( double )m_maxpts;
while ( ( input[idx] < sense ) && ( idx < ( ( m_maxpts - 1 ) * 2 ) ) ) idx += 2;
m_outCurve[i] = input[idx + 1];
idx = ( idx < ( m_maxpts * 2 ) ) ? idx : ( m_maxpts - 1 ) * 2; // we shall not overrun...
}
m_outCurve[m_maxpts - 1] = 1.0; // force MAX
}
public void Curve( )
{
Setup( 1 );
float[] cout = new float[m_maxpts * 2];
int resolution = m_maxpts; // The number of points in the bezier curve
m_curve = new BezierInterpolation( m_points, resolution );
Vector2 pos = Vector2.One;
for ( int p = 0; p <= resolution; p++ ) {
pos = m_curve.CalculatePoint( ( float )p / ( float )resolution );
cout[p * 2] = pos.X; cout[p * 2 + 1] = pos.Y;
}
GetOutput( cout );
}
public void Curve( float x1, float y1 )
{
Setup( 1 );
// zero
int i = 1;
m_points[i++] = new Vector2(x1, y1);
float[] cout = new float[m_maxpts * 2];
int resolution = m_maxpts; // The number of points in the bezier curve
m_curve = new BezierInterpolation( m_points, resolution );
Vector2 pos = Vector2.One;
for ( int p = 0; p <= resolution; p++ ) {
pos = m_curve.CalculatePoint( ( float )p / ( float )resolution );
cout[p * 2] = pos.X; cout[p * 2 + 1] = pos.Y;
}
GetOutput( cout );
}
public void Curve( float x1, float y1, float x2, float y2 )
{
Setup( 2 );
// zero
int i = 1;
m_points[i++] = new Vector2( x1, y1 );
m_points[i++] = new Vector2( x2, y2 );
float[] cout = new float[m_maxpts * 2];
int resolution = m_maxpts; // The number of points in the bezier curve
m_curve = new BezierInterpolation( m_points, resolution );
Vector2 pos = Vector2.One;
for ( int p = 0; p <= resolution; p++ ) {
pos = m_curve.CalculatePoint( ( float )p / ( float )resolution );
cout[p * 2] = pos.X; cout[p * 2 + 1] = pos.Y;
}
GetOutput( cout );
}
public void Curve( float x1, float y1, float x2, float y2, float x3, float y3 )
{
Setup( 3 );
// zero
int i = 1;
m_points[i++] = new Vector2( x1, y1 );
m_points[i++] = new Vector2( x2, y2 );
m_points[i++] = new Vector2( x3, y3 );
float[] cout = new float[m_maxpts * 2];
int resolution = m_maxpts-1; // The number of points in the bezier curve
m_curve = new BezierInterpolation( m_points, resolution );
Vector2 pos = Vector2.One;
for ( int p = 0; p <= resolution; p++ ) {
pos = m_curve.CalculatePoint( ( float )p / ( float )resolution );
cout[p * 2] = pos.X; cout[p * 2 + 1] = pos.Y;
}
GetOutput( cout );
}
public double EvalX( int atX )
{
int sng = Math.Sign( atX );
int x = Math.Abs( atX );
if ( x < m_maxpts ) return m_outCurve[x] * sng;
// if out of rng return MAX
return m_outCurve[m_maxpts-1] * sng;
}
}
}