virtualx-engine/scene/resources/color_ramp.h

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/*************************************************************************/
/* color_ramp.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SCENE_RESOURCES_COLOR_RAMP_H_
#define SCENE_RESOURCES_COLOR_RAMP_H_
#include "resource.h"
class ColorRamp: public Resource {
GDCLASS( ColorRamp, Resource );
OBJ_SAVE_TYPE( ColorRamp );
public:
struct Point {
float offset;
Color color;
bool operator<(const Point& p_ponit) const {
return offset<p_ponit.offset;
}
};
private:
Vector<Point> points;
bool is_sorted;
protected:
static void _bind_methods();
public:
ColorRamp();
virtual ~ColorRamp();
void add_point(float p_offset, const Color& p_color);
void remove_point(int p_index);
void set_points(Vector<Point>& points);
Vector<Point>& get_points();
void set_offset(int pos, const float offset);
float get_offset(int pos) const;
void set_color(int pos, const Color& color);
Color get_color(int pos) const;
void set_offsets(const Vector<float>& offsets);
Vector<float> get_offsets() const;
void set_colors(const Vector<Color>& colors);
Vector<Color> get_colors() const;
_FORCE_INLINE_ Color get_color_at_offset(float p_offset) {
if (points.empty())
return Color(0,0,0,1);
if(!is_sorted)
{
points.sort();
is_sorted = true;
}
//binary search
int low = 0;
int high = points.size() -1;
int middle;
while( low <= high )
{
middle = ( low + high ) / 2;
Point& point = points[middle];
if( point.offset > p_offset ) {
high = middle - 1; //search low end of array
} else if ( point.offset < p_offset) {
low = middle + 1; //search high end of array
} else {
return point.color;
}
}
//return interpolated value
if (points[middle].offset>p_offset)
{
middle--;
}
int first=middle;
int second=middle+1;
if(second>=points.size())
return points[points.size()-1].color;
if(first<0)
return points[0].color;
Point& pointFirst = points[first];
Point& pointSecond = points[second];
return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset-pointFirst.offset)/(pointSecond.offset - pointFirst.offset));
}
int get_points_count() const;
};
#endif /* SCENE_RESOURCES_COLOR_RAMP_H_ */