/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ // ============================================================================ // Copyright (C) 2003, 2004 Electronic Arts // // ParabolicEase.cpp // Ease in and out based on a parabolic function. // Author: Robert Minsk May 12, 2003 // ============================================================================ #include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine #include "GameClient/ParabolicEase.h" // ============================================================================ #ifdef _INTERNAL // for occasional debugging... // #pragma optimize("", off) // #pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif // _INTERNAL // ============================================================================ namespace { // ============================================================================ template inline TYPE clamp(TYPE val, TYPE min = TYPE(0), TYPE max = TYPE(1)) { if (val < min) { val = min; } else if (val > max) { val = max; } return val; } // ============================================================================ } // namespace // ============================================================================ void ParabolicEase::setEaseTimes(Real easeInTime, Real easeOutTime) { m_in = easeInTime; if (m_in < 0.0f || m_in > 1.0f) { DEBUG_CRASH(("Ease-in out of range (in = %g)\n", m_in)); m_in = clamp(m_in); } m_out = 1.0f - easeOutTime; if (m_out < 0.0f || m_out > 1.0f) { DEBUG_CRASH(("Ease-out out of range (out = %g)\n", m_out)); m_out = clamp(m_out); } if (m_in > m_out) { DEBUG_CRASH(("Ease-in and ease-out overlap (in = %g, out = %g)\n", m_in, m_out)); m_in = m_out; } } // ---------------------------------------------------------------------------- Real ParabolicEase::operator ()(Real param) const { if (param < 0.0f || param > 1.0f) { DEBUG_CRASH(("Ease-in/ease-out parameter out of range (param = %g)\n", param)); param = clamp(param); } #if 0 const Real v0 = 2.0f/(1.0f + out - in); if (param < m_in) { // "param < in" avoids a division by zero at param = 0.0f and in = 0.0f return v0*param*param/(2.0f*m_in); } else if (param <= m_out) { // "param <= out" avoid a division by zero when param = 1.0f and out = 1.0f return v0*(m_in/2.0f + (param - m_in)); } else { return v0*(m_in/2.0f + (m_out - m_in) + (param - m_out + (m_out*m_out - param*param)/2.0f)/(1.0f - m_out)); } #else const Real v0 = 1.0f + m_out - m_in; if (param < m_in) { // "param < in" avoids a division by zero at param = 0.0f and in = 0.0f return param*param/(v0*m_in); } else if (param <= m_out) { // "param <= out" avoid a division by zero when param = 1.0f and out = 1.0f return (m_in + 2.0*(param - m_in))/v0; } else { return (m_in + 2.0*(m_out - m_in) + (2.0*(param - m_out) + m_out*m_out - param*param)/(1.0f - m_out))/v0; } #endif }