/*************************************************************************/ /* color_ramp.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 { 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 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 &points); Vector &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 &offsets); Vector get_offsets() const; void set_colors(const Vector &colors); Vector 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_ */