Esempio n. 1
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        /// <summary>
        /// Decodes a 1-bit alpha map into a list of byte values. The resulting list will be values of either 0 or 255.
        /// </summary>
        /// <param name="inData">The binary data.</param>
        /// <returns>The decoded map.</returns>
        private static List <byte> Decode1BitAlpha(byte[] inData)
        {
            var alphaValues = new List <byte>();

            foreach (var dataByte in inData)
            {
                // The alpha value is stored per-bit in the byte (8 alpha values per byte)
                for (byte i = 0; i < 8; ++i)
                {
                    var alphaBit = (byte)ExtendedMath.Map((dataByte >> (7 - i)) & 0x01, 0, 1, 0, 255);

                    // At this point, alphaBit will be either 0 or 1. Map this to 0 or 255.
                    if (alphaBit > 0)
                    {
                        alphaValues.Add(255);
                    }
                    else
                    {
                        alphaValues.Add(0);
                    }
                }
            }

            return(alphaValues);
        }
 public void TestExtentedMathRound()
 {
     Assert.AreEqual(ExtendedMath.Round(2.1, 2), 2.1, eps);
     Assert.AreEqual(ExtendedMath.Round(2.11, 2), 2.11, eps);
     Assert.AreEqual(ExtendedMath.Round(2.123, 2), 2.12, eps);
     Assert.AreEqual(ExtendedMath.Round(2.125, 2), 2.12, eps);
     Assert.AreEqual(ExtendedMath.Round(2.1251, 2), 2.13, eps);
 }
Esempio n. 3
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        /// <summary>
        /// Get the bounding sphere of this entity.
        /// </summary>
        /// <param name="parent">Parent node that's currently drawing this entity.</param>
        /// <param name="localTransformations">Local transformations from the direct parent node.</param>
        /// <param name="worldTransformations">World transformations to apply on this entity (this is what you should use to draw this entity).</param>
        /// <returns>Bounding box of the entity.</returns>
        protected override BoundingSphere CalcBoundingSphere(Node parent, ref Matrix localTransformations, ref Matrix worldTransformations)
        {
            // get bounding sphere in local space
            BoundingSphere modelBoundingSphere = _localBoundingSphere;

            // apply transformations on bounding sphere
            Vector3 scale = ExtendedMath.GetScale(ref worldTransformations);

            modelBoundingSphere.Radius *= System.Math.Max(scale.X, System.Math.Max(scale.Y, scale.Z));
            modelBoundingSphere.Center  = Vector3.Transform(modelBoundingSphere.Center, worldTransformations);
            return(modelBoundingSphere);
        }
Esempio n. 4
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    /// <summary>
    /// Move the cannibal on x/z.
    /// </summary>
    /// <param name="input">input x/z between 0 and 1 </param>
    public void GroundMove(Vector2 input)
    {
        Vector3 input3D = new Vector3(input.x, 0, input.y);

        input3D = ExtendedMath.ProjectVectorOnPlane(m_characterControllerExt.GroundNormal, input3D);
        input3D.Normalize();

        m_characterControllerExt.velocity.x = m_maxRunSpeed * input3D.x;
        m_characterControllerExt.velocity.z = m_maxRunSpeed * input3D.z;

        if (m_characterControllerExt.velocity.magnitude > m_maxRunSpeed)
        {
            m_characterControllerExt.velocity = m_characterControllerExt.velocity.normalized * m_maxRunSpeed;
        }
    }
Esempio n. 5
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        /// <summary>
        /// Decodes a compressed 4-bit alpha map into a list of byte values.
        /// </summary>
        /// <param name="inData">The binary data.</param>
        /// <returns>The decoded map.</returns>
        private static List <byte> Decode4BitAlpha(byte[] inData)
        {
            var alphaValues = new List <byte>();

            foreach (var alphaByte in inData)
            {
                // The alpha value is stored as half a byte (2 alpha values per byte)
                // Extract these two values and map them to a byte size (4 bits can hold 0 - 15 alpha)
                var alphaValue1 = (byte)ExtendedMath.Map(alphaByte >> 4, 0, 15, 0, 255);
                var alphaValue2 = (byte)ExtendedMath.Map(alphaByte & 0x0F, 0, 15, 0, 255);
                alphaValues.Add(alphaValue1);
                alphaValues.Add(alphaValue2);
            }

            return(alphaValues);
        }
Esempio n. 6
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        /// <summary>
        /// Encodes the alpha data of the provided image as a packed byte array of alpha values.
        /// 2 alpha values are stored in each byte as a uint4_t integer value.
        /// </summary>
        /// <returns>The bit alpha.</returns>
        /// <param name="inMap">In map.</param>
        private List <byte> Encode4BitAlpha(Image <Rgba32> inMap)
        {
            var alphaValues = new List <byte>();

            for (var y = 0; y < inMap.Height; ++y)
            {
                for (var x = 0; x < inMap.Width; ++x)
                {
                    alphaValues.Add(inMap[x, y].A);
                }
            }

            var packedAlphaValues = new List <byte>();

            for (var i = 0; i < alphaValues.Count; i += 2)
            {
                var packedAlphaValue = default(byte);
                for (var j = 0; j < 2; ++j)
                {
                    byte alphaValue;
                    if ((i + j) < alphaValues.Count)
                    {
                        alphaValue = alphaValues[i + j];
                    }
                    else
                    {
                        alphaValue = 0;
                    }

                    // Pack the alpha value into the byte
                    if (j == 0)
                    {
                        // Pack into the first four bits
                        packedAlphaValue |= (byte)(ExtendedMath.Map(alphaValue, 0, 255, 0, 15) << 4);
                    }
                    else
                    {
                        // Pack into the last four bits
                        packedAlphaValue |= (byte)ExtendedMath.Map(alphaValue & 0x0F, 0, 255, 0, 15);
                    }
                }

                packedAlphaValues.Add(packedAlphaValue);
            }

            return(packedAlphaValues);
        }
Esempio n. 7
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        /// <summary>
        /// Encodes the alpha data of the provided image as a packed byte array of alpha values.
        /// 2 alpha values are stored in each byte as a uint4_t integer value.
        /// </summary>
        /// <returns>The bit alpha.</returns>
        /// <param name="inMap">In map.</param>
        private List <byte> Encode4BitAlpha(Bitmap inMap)
        {
            List <byte> alphaValues = new List <byte>();

            for (int y = 0; y < inMap.Height; ++y)
            {
                for (int x = 0; x < inMap.Width; ++x)
                {
                    alphaValues.Add(inMap.GetPixel(x, y).A);
                }
            }

            List <byte> packedAlphaValues = new List <byte>();

            for (int i = 0; i < alphaValues.Count; i += 2)
            {
                byte packedAlphaValue = new byte();
                for (int j = 0; j < 2; ++j)
                {
                    byte alphaValue;
                    if ((i + j) < alphaValues.Count)
                    {
                        alphaValue = alphaValues[i + j];
                    }
                    else
                    {
                        alphaValue = 0;
                    }

                    // Pack the alpha value into the byte
                    if (j == 0)
                    {
                        // Pack into the first four bits
                        packedAlphaValue |= (byte)(ExtendedMath.Map(alphaValue, 0, 255, 0, 15) << 4);
                    }
                    else
                    {
                        // Pack into the last four bits
                        packedAlphaValue |= (byte)ExtendedMath.Map(alphaValue & 0x0F, 0, 255, 0, 15);
                    }
                }

                packedAlphaValues.Add(packedAlphaValue);
            }

            return(packedAlphaValues);
        }
Esempio n. 8
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        public IPolesCoefficients CalculateAnalog(int order, double ripple)
        {
            if (order < 1)
            {
                throw new ArgumentOutOfRangeException(nameof(order), @"Order must be greater than 0.");
            }

            if (ripple >= 0.0d)
            {
                throw new ArgumentOutOfRangeException(nameof(ripple), @"Ripple must be greater than 0.");
            }

            var z = new List <Complex>();

            var eps = Math.Sqrt(Math.Pow(10.0d, 0.1d * ripple) - 1.0d);
            var mu  = 1.0d / order * ExtendedMath.ArcSinh(1 / eps);

            var p = new List <Complex>();

            var start = 0;

            for (var i = 0; i < order; i++, start += 2)
            {
                var theta = start * Math.PI / (2.0 * order);

                p.Add(-Complex.Sinh(mu + theta * new Complex(0.0d, 1.0d)));
            }

            var k = p.Negative().Product().Real;

            if (order % 2 == 0)
            {
                k = k / Math.Sqrt(1 + eps * eps);
            }

            return(this.polesCoefficientsFactory.Build(k, p, z));
        }
Esempio n. 9
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        /// <summary>
        /// Compresses in input bitmap into a single mipmap at the specified mipmap level, where a mip level is a
        /// bisection of the resolution.
        /// For instance, a mip level of 2 applied to a 64x64 image would produce an image with a resolution of 16x16.
        /// This function expects the mipmap level to be reasonable (i.e, not a level which would produce a mip smaller
        /// than 1x1).
        /// </summary>
        /// <returns>The image.</returns>
        /// <param name="inImage">Image.</param>
        /// <param name="mipLevel">Mip level.</param>
        private byte[] CompressImage(Image <Rgba32> inImage, uint mipLevel)
        {
            var targetXRes = GetLevelAdjustedResolutionValue(GetResolution().X, mipLevel);
            var targetYRes = GetLevelAdjustedResolutionValue(GetResolution().Y, mipLevel);

            var colourData = new List <byte>();
            var alphaData  = new List <byte>();

            using (var resizedImage = ResizeImage(inImage, (int)targetXRes, (int)targetYRes))
            {
                if (Header.CompressionType == TextureCompressionType.Palettized)
                {
                    // Generate the colour data
                    for (var y = 0; y < targetYRes; ++y)
                    {
                        for (var x = 0; x < targetXRes; ++x)
                        {
                            var nearestColor = FindClosestMatchingColor(resizedImage[x, y]);
                            var paletteIndex = (byte)_palette.IndexOf(nearestColor);

                            colourData.Add(paletteIndex);
                        }
                    }

                    // Generate the alpha data
                    if (GetAlphaBitDepth() > 0)
                    {
                        if (GetAlphaBitDepth() == 1)
                        {
                            // We're going to be attempting to map 8 pixels on each X iteration
                            for (var y = 0; y < targetYRes; ++y)
                            {
                                for (var x = 0; x < targetXRes; x += 8)
                                {
                                    // The alpha value is stored per-bit in the byte (8 alpha values per byte)
                                    byte alphaByte = 0;

                                    for (byte i = 0; (i < 8) && (i < targetXRes); ++i)
                                    {
                                        var pixelAlpha = resizedImage[x + i, y].A;
                                        if (pixelAlpha > 0)
                                        {
                                            pixelAlpha = 1;
                                        }

                                        // Shift the value into the correct position in the byte
                                        pixelAlpha = (byte)(pixelAlpha << (7 - i));
                                        alphaByte  = (byte)(alphaByte | pixelAlpha);
                                    }

                                    alphaData.Add(alphaByte);
                                }
                            }
                        }
                        else if (GetAlphaBitDepth() == 4)
                        {
                            // We're going to be attempting to map 2 pixels on each X iteration
                            for (var y = 0; y < targetYRes; ++y)
                            {
                                for (var x = 0; x < targetXRes; x += 2)
                                {
                                    // The alpha value is stored as half a byte (2 alpha values per byte)
                                    // Extract these two values and map them to a byte size (4 bits can hold 0 - 15
                                    // alpha)
                                    byte alphaByte = 0;

                                    for (byte i = 0; (i < 2) && (i < targetXRes); ++i)
                                    {
                                        // Get the value from the image
                                        var pixelAlpha = resizedImage[x + i, y].A;

                                        // Map the value to a 4-bit integer
                                        pixelAlpha = (byte)ExtendedMath.Map(pixelAlpha, 0, 255, 0, 15);

                                        // Shift the value to the upper bits on the first iteration, and leave it where
                                        // it is on the second one
                                        pixelAlpha = (byte)(pixelAlpha << (4 * (1 - i)));

                                        alphaByte = (byte)(alphaByte | pixelAlpha);
                                    }

                                    alphaData.Add(alphaByte);
                                }
                            }
                        }
                        else if (GetAlphaBitDepth() == 8)
                        {
                            for (var y = 0; y < targetYRes; ++y)
                            {
                                for (var x = 0; x < targetXRes; ++x)
                                {
                                    // The alpha value is stored as a whole byte
                                    var alphaValue = resizedImage[x, y].A;
                                    alphaData.Add(alphaValue);
                                }
                            }
                        }
                    }
                    else
                    {
                        // The map is fully opaque
                        for (var y = 0; y < targetYRes; ++y)
                        {
                            for (var x = 0; x < targetXRes; ++x)
                            {
                                alphaData.Add(255);
                            }
                        }
                    }
                }
                else if (Header.CompressionType == TextureCompressionType.DXTC)
                {
                    using (var rgbaStream = new MemoryStream())
                    {
                        using (var bw = new BinaryWriter(rgbaStream))
                        {
                            for (var y = 0; y < targetYRes; ++y)
                            {
                                for (var x = 0; x < targetXRes; ++x)
                                {
                                    bw.Write(resizedImage[x, y].R);
                                    bw.Write(resizedImage[x, y].G);
                                    bw.Write(resizedImage[x, y].B);
                                    bw.Write(resizedImage[x, y].A);
                                }
                            }

                            // Finish writing the data
                            bw.Flush();

                            var rgbaBytes = rgbaStream.ToArray();

                            var squishOptions = SquishOptions.DXT1;
                            if (Header.PixelFormat == BLPPixelFormat.DXT3)
                            {
                                squishOptions = SquishOptions.DXT3;
                            }
                            else if (Header.PixelFormat == BLPPixelFormat.DXT5)
                            {
                                squishOptions = SquishOptions.DXT5;
                            }

                            // TODO: Implement squish compression
                            colourData = new List <byte>
                                         (
                                SquishCompression.CompressImage
                                (
                                    rgbaBytes,
                                    (int)targetXRes,
                                    (int)targetYRes,
                                    squishOptions
                                )
                                         );
                        }
                    }
                }
                else if (Header.CompressionType == TextureCompressionType.Uncompressed)
                {
                    using (var argbStream = new MemoryStream())
                    {
                        using (var bw = new BinaryWriter(argbStream))
                        {
                            for (var y = 0; y < targetYRes; ++y)
                            {
                                for (var x = 0; x < targetXRes; ++x)
                                {
                                    bw.Write(resizedImage[x, y].A);
                                    bw.Write(resizedImage[x, y].R);
                                    bw.Write(resizedImage[x, y].G);
                                    bw.Write(resizedImage[x, y].B);
                                }
                            }

                            // Finish writing the data
                            bw.Flush();

                            var argbBytes = argbStream.ToArray();
                            colourData = new List <byte>(argbBytes);
                        }
                    }
                }
            }

            // After compression of the data, merge the color data and alpha data
            var compressedMipMap = new byte[colourData.Count + alphaData.Count];

            Buffer.BlockCopy(colourData.ToArray(), 0, compressedMipMap, 0, colourData.ToArray().Length);
            Buffer.BlockCopy
            (
                alphaData.ToArray(),
                0,
                compressedMipMap,
                colourData.ToArray().Length,
                alphaData.ToArray().Length
            );

            return(compressedMipMap);
        }
 public void TestExtendeMathFloor()
 {
     Assert.AreEqual(ExtendedMath.Floor(2.1, 2), 2.1, eps);
     Assert.AreEqual(ExtendedMath.Floor(1.2233, 2), 1.22, eps);
     Assert.AreEqual(ExtendedMath.Floor(1.223, 3), 1.223, eps);
 }
 public void TestExtendedMathCeiling()
 {
     Assert.AreEqual(ExtendedMath.Ceiling(2.1, 2), 2.1, eps);
     Assert.AreEqual(ExtendedMath.Ceiling(1.2233, 2), 1.23, eps);
     Assert.AreEqual(ExtendedMath.Ceiling(1.22, 2), 1.22, eps);
 }
 public void TestDecPowerNegative()
 {
     Assert.AreEqual(ExtendedMath.DecPowerNegative(2, 2), 0.02);
     Assert.AreEqual(ExtendedMath.DecPowerNegative(2.1, 3), 0.0021, eps);
 }
 public void TestDecPowerPositive()
 {
     Assert.AreEqual(ExtendedMath.DecPowerPositive(2, 2), 200);
     Assert.AreEqual(ExtendedMath.DecPowerPositive(1.2223, 2), 122.23, eps);
 }