godot/scene/resources/color_ramp.h

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/*
* color_ramp.h
*/
#ifndef SCENE_RESOURCES_COLOR_RAMP_H_
#define SCENE_RESOURCES_COLOR_RAMP_H_
#include "resource.h"
class ColorRamp: public Resource {
OBJ_TYPE( 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 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_ */