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Interpolator.cs
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Interpolator.cs
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using System;
#if !PocketPC || DesignTime
using System.ComponentModel;
#endif
namespace GeoFramework
{
/// <summary>
/// Represents a collection of interpolated values using realistic acceleration and deceleration.
/// </summary>
/// <remarks>This enumeration is used by several GeoFramework controls to smoothly transition from
/// one value to another. For example, the GPS SatelliteViewer uses acceleration to smoothly
/// transition from one bearing to another, giving the appearance of a realistic compass. This
/// enumeration, when combined with the <see cref="Interpolator"></see> class lets you add smooth
/// transitions to your own controls as well.</remarks>
public enum InterpolationMethod
{
/// <summary>
/// The transition occurs at a steady rate.
/// </summary>
Linear = 0,
/// <summary>
/// The transition is immediate; no interpolation takes place.
/// </summary>
Snap,
/// <summary>
/// The transition starts at zero and accelerates to the end using a quadratic formula.
/// </summary>
QuadraticEaseIn,
/// <summary>
/// The transition starts at high speed and decelerates to zero.
/// </summary>
QuadraticEaseOut,
/// <summary>
/// The transition accelerates to the halfway point, then decelerates to zero.
/// </summary>
QuadraticEaseInAndOut,
CubicEaseIn,
CubicEaseOut,
CubicEaseInOut,
QuarticEaseIn,
ExponentialEaseIn,
ExponentialEaseOut
}
/// <summary>Calculates intermediate values between two bounding values.</summary>
/// <remarks>
/// This powerful class provides the ability to interpolate values based on varying
/// interpolation techniques. This class is used primarily to simulate realistic motion by
/// accelerating and decelerating. This class is also used to calculate intermediate values
/// for features such as image georeferencing and estimating precision errors.
/// </remarks>
#if !PocketPC || DesignTime
[TypeConverter(typeof(ExpandableObjectConverter))]
#endif
public sealed class Interpolator
{
private int _Count;
private double _Minimum;
private double _Maximum;
private InterpolationMethod _InterpolationMethod;
private double[] _Values;
private readonly object SyncRoot = new object();
public Interpolator()
{
lock(SyncRoot)
{
_Count = 10;
_InterpolationMethod = InterpolationMethod.Linear;
Recalculate();
}
}
public Interpolator(int count, InterpolationMethod mode)
{
lock(SyncRoot)
{
_Count = count;
_InterpolationMethod = mode;
Recalculate();
}
}
public Interpolator(double minimum, double maximum, int count)
{
lock(SyncRoot)
{
_Minimum = minimum;
_Maximum = maximum;
_Count = count;
Recalculate();
}
}
public Interpolator(double minimum, double maximum, int count, InterpolationMethod mode)
{
lock(SyncRoot)
{
_Minimum = minimum;
_Maximum = maximum;
_Count = count;
_InterpolationMethod = mode;
Recalculate();
}
}
/// <summary>Controls the smallest number in the sequence.</summary>
public double Minimum
{
get
{
return _Minimum;
}
set
{
lock(SyncRoot)
{
if (_Minimum == value)
return;
_Minimum = value;
Recalculate();
}
}
}
/// <summary>Controls the largest number in the sequence.</summary>
public double Maximum
{
get
{
return _Maximum;
}
set
{
lock(SyncRoot)
{
if (_Maximum == value) return;
_Maximum = value;
Recalculate();
}
}
}
/// <summary>Controls the acceleration and/or deceleration technique used.</summary>
public InterpolationMethod InterpolationMethod
{
get
{
return _InterpolationMethod;
}
set
{
lock(SyncRoot)
{
if (_InterpolationMethod == value) return;
_InterpolationMethod = value;
Recalculate();
}
}
}
/// <summary>Controls the number of interpolated values.</summary>
public int Count
{
get
{
return _Count;
}
set
{
lock(SyncRoot)
{
if (_Count == value)
return;
_Count = value;
// Recalculate the array
Recalculate();
}
}
}
/// <summary>Reverses the interpolated sequence.</summary>
public void Swap()
{
lock(SyncRoot)
{
double Temp = _Minimum;
_Minimum = _Maximum;
_Maximum = Temp;
Recalculate();
}
}
/// <summary>Returns a number from the interpolated sequence.</summary>
public double this[int index]
{
get
{
//lock(SyncRoot)
{
if (index > Count - 1)
return _Values[Count - 1];
else if (index < 0)
return _Values[0];
else
return _Values[index];
}
}
}
// Recalculates all values according to the specified mode
private void Recalculate()
{
// Recalculate the entire array
_Values = new double[_Count];
if (_Count == 1)
{
// If min != max should probably be an error.
_Values[0] = _Maximum;
}
else
{
for (int i = 0; i < _Count; i++)
{
_Values[i] = CalculateValue(i);
}
}
}
private double CalculateValue(double index)
{
// The count needs to be zero based, like the index (or we need to calc +1 values to get both poles).
int zeroCount = _Count - 1;
//adjust formula to selected algoritm from combobox
switch (this.InterpolationMethod)
{
case InterpolationMethod.Snap:
return _Maximum;
case InterpolationMethod.Linear:
// Simple linear values - no acceleration or deceleration
return ((_Maximum - _Minimum) * index / zeroCount + _Minimum);
case InterpolationMethod.QuadraticEaseIn:
// Quadratic (Time ^ 2) easing in - accelerating from zero velocity
return ((_Maximum - _Minimum) * (index /= zeroCount) * index + _Minimum);
case InterpolationMethod.QuadraticEaseOut:
// Quadratic (Index^2) easing out - decelerating to zero velocity
return (-(_Maximum - _Minimum) * (index = index / zeroCount) * (index - 2) + _Minimum);
case InterpolationMethod.QuadraticEaseInAndOut:
// Quadratic easing in/out - acceleration until halfway, then deceleration
if ((index /= zeroCount * 0.5) < 1)
{
return ((_Maximum - _Minimum) * 0.5 * index * index + _Minimum);
}
else
{
return (-(_Maximum - _Minimum) * 0.5 * ((--index) * (index - 2) - 1) + _Minimum);
}
case InterpolationMethod.CubicEaseIn:
// Cubic easing in - accelerating from zero velocity
return ((_Maximum - _Minimum) * (index /= zeroCount) * index * index + _Minimum);
case InterpolationMethod.CubicEaseOut:
// Cubic easing in - accelerating from zero velocity
return ((_Maximum - _Minimum) * ((index = index / zeroCount - 1) * index * index + 1) + _Minimum);
case InterpolationMethod.CubicEaseInOut:
// Cubic easing in - accelerating from zero velocity
if ((index /= zeroCount * 0.5) < 1)
{
return ((_Maximum - _Minimum) * 0.5 * index * index * index + _Minimum);
}
else
{
return ((_Maximum - _Minimum) * 0.5 * ((index -= 2) * index * index + 2) + _Minimum);
}
case InterpolationMethod.QuarticEaseIn:
// Quartic easing in - accelerating from zero velocity
return ((_Maximum - _Minimum) * (index /= zeroCount) * index * index * index + _Minimum);
case InterpolationMethod.ExponentialEaseIn:
// Exponential (2^Index) easing in - accelerating from zero velocity
if (index == 0)
{
return _Minimum;
}
else
{
return ((_Maximum - _Minimum) * Math.Pow(2, (10 * (index / zeroCount - 1))) + _Minimum);
}
case InterpolationMethod.ExponentialEaseOut:
// exponential (2^Index) easing out - decelerating to zero velocity
if (index == zeroCount)
{
return (_Minimum + (_Maximum - _Minimum));
}
else
{
return ((_Maximum - _Minimum) * (-Math.Pow(2, -10 * index / zeroCount) + 1) + _Minimum);
}
default:
return 0;
}
}
}
}