Split the 1D and 2D interpolation into 2 Functions. Renamed BicubicInterpolation.js to interpolation.js. Original patch by Vladislav. Reviewed by fatherbushido. Fixes #4218
This was SVN commit r18925.
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@ -79,6 +79,3 @@ in particular, let us know and we can try to clarify it.
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/source/tools/atlas
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GPL version 2 (or later) - see license_gpl-2.0.txt
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/binaries/data/mods/public/globalscripts/BicubicInterpolation.js
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MIT 2013 Hugh Kennedy - see license_mit.txt
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@ -1,47 +0,0 @@
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/**
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* From https://github.com/hughsk/bicubic licensed under MIT 2013 Hugh Kennedy - see /license_mit.txt
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* Two dimensional interpolation within a square grid using polynomials of 3rd degree.
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* @param {float} xf - X coordinate within the subgrid (see below) of the point to interpolate the value for
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* @param {float} yf - y coordinate within the subgrid (see below) of the point to interpolate the value for
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* @param {float} p00 - Value of the property to calculate at the origin of the naighbor grid
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* @param {float} pxy - Value at naighbor grid coordinates x/y, x/y in {0, 1, 2, 3}
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* @return {float} - Value at the given float coordinates in the small grid interpolated from it's values
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*/
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function bicubicInterpolation(
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xf, yf,
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p00, p01, p02, p03,
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p10, p11, p12, p13,
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p20, p21, p22, p23,
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p30, p31, p32, p33
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)
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{
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var yf2 = yf * yf;
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var xf2 = xf * xf;
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var xf3 = xf * xf2;
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var x00 = p03 - p02 - p00 + p01;
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var x01 = p00 - p01 - x00;
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var x02 = p02 - p00;
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var x0 = x00*xf3 + x01*xf2 + x02*xf + p01;
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var x10 = p13 - p12 - p10 + p11;
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var x11 = p10 - p11 - x10;
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var x12 = p12 - p10;
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var x1 = x10*xf3 + x11*xf2 + x12*xf + p11;
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var x20 = p23 - p22 - p20 + p21;
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var x21 = p20 - p21 - x20;
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var x22 = p22 - p20;
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var x2 = x20*xf3 + x21*xf2 + x22*xf + p21;
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var x30 = p33 - p32 - p30 + p31;
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var x31 = p30 - p31 - x30;
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var x32 = p32 - p30;
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var x3 = x30*xf3 + x31*xf2 + x32*xf + p31;
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var y0 = x3 - x2 - x0 + x1;
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var y1 = x0 - x1 - y0;
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var y2 = x2 - x0;
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return y0*yf*yf2 + y1*yf2 + y2*yf + x1;
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}
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41
binaries/data/mods/public/globalscripts/interpolation.js
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41
binaries/data/mods/public/globalscripts/interpolation.js
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@ -0,0 +1,41 @@
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/**
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* One dimensional interpolation within four uniformly spaced points using polynomials of 3rd degree.
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* A uniform Catmull–Rom spline implementation.
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* @param {float} xf - Float coordinate relative to p1 to interpolate the property for
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* @param {float} p0 - Value of the property to calculate at the origin of four point scale
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* @param {float} px - Value at the property of the corresponding point on the scale
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* @return {float} - Value at the given float position in the 4-point scale interpolated from it's property values
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*/
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function cubicInterpolation(xf, p0, p1, p2, p3)
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{
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return p1 +
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(-0.5 * p0 + 0.5 * p2) * xf +
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(p0 - 2.5 * p1 + 2.0 * p2 - 0.5 * p3) * xf * xf +
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(-0.5 * p0 + 1.5 * p1 - 1.5 * p2 + 0.5 * p3) * xf * xf * xf;
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}
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/**
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* Two dimensional interpolation within a square grid using polynomials of 3rd degree.
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* @param {float} xf - X coordinate relative to p1y of the point to interpolate the value for
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* @param {float} yf - Y coordinate relative to px1 of the point to interpolate the value for
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* @param {float} p00 - Value of the property to calculate at the origin of the neighbor grid
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* @param {float} pxy - Value at neighbor grid coordinates x/y, x/y in {0, 1, 2, 3}
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* @return {float} - Value at the given float coordinates in the small grid interpolated from it's values
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*/
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function bicubicInterpolation
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(
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xf, yf,
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p00, p01, p02, p03,
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p10, p11, p12, p13,
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p20, p21, p22, p23,
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p30, p31, p32, p33
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)
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{
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return cubicInterpolation(
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xf,
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cubicInterpolation(yf, p00, p01, p02, p03),
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cubicInterpolation(yf, p10, p11, p12, p13),
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cubicInterpolation(yf, p20, p21, p22, p23),
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cubicInterpolation(yf, p30, p31, p32, p33)
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);
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}
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@ -1304,8 +1304,8 @@ function paintHeightmap(heightmap, tilemap, pallet, func = undefined)
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shift.y = - 1;
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let neighbors = [];
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for (let localYi = 0; localYi < 4; ++localYi)
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for (let localXi = 0; localXi < 4; ++localXi)
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for (let localXi = 0; localXi < 4; ++localXi)
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for (let localYi = 0; localYi < 4; ++localYi)
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neighbors.push(heightmap[(hmTile.x + localXi + shift.x - 1) * hmSize + (hmTile.y + localYi + shift.y - 1)]);
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setHeight(x, y, bicubicInterpolation(hmPoint.x - hmTile.x - shift.x, hmPoint.y - hmTile.y - shift.y, ...neighbors) / scale);
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