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/*
* drone.cc
* DIN Is Noise is copyright (c) 2006-2020 Jagannathan Sampath
* For more information, please visit https://dinisnoise.org/
*/
#include "din.h"
#include "drone.h"
#include "console.h"
#include "audio.h"
#include "utils.h"
#include "vector2d.h"
#include <math.h>
extern multi_curve drone_mod_am_crv, drone_mod_fm_crv;
extern solver warp_vol, warp_pitch;
drone::drone (int _bottom) : mod (&drone_mod_fm_crv, &drone_mod_am_crv) {
is = din0.dinfo.drone_is;
step = vol = 0;
range = 0;
pos = 0.0f;
r = g = b = 0.5f;
cx = cy = 0;
x = y = 0;
dy = 0;
xv = x; yv = y;
xa = x; ya = y;
sx = 0;
sel = 0;
state = DEAD;
frozen = 0;
froze_at = 0;
handle_size = DRONE_HANDLE_SIZE;
trail.num_points = 0;
trail.total_points = TRAIL_LENGTH;
id = ++UID;
V = 6;
vx = 0; if (_bottom >= BOTTOM) vy = 1; else vy = -1;
v_mult = 1.0f;
A = 0.25f;
ax = 1; ay = 0;
gravity = 0;
bounces = 0;
attractor = 0;
orbiting = 0;
launcher = 0;
tracking = 0;
tracked_drone = 0;
dpm = 60;
++ref;
birth = -1;
life = drone::LIFE_TIME;
insert = drone::INSERT_TIME;
launched_by = 0;
target = 0;
cur_target = 0;
num_targets = 0;
update_pv = 0;
snap = 0;
conn = 0;
type = CHAIN;
}
drone::~drone () {
--ref;
}
void drone::move_center () {
cx += (x - xi);
cy += (y - yi);
}
drone* drone::eval_conns () {
if (conn) {
int n = 0;
proc_conn [this] = true;
list<double>::iterator mi = mags.begin();
drone_iterator p = connections.begin ();
drone* c0 = *p;
for (drone_iterator q = connections.end (); p != q; ++p, ++mi) {
drone* pdc = *p;
if (proc_conn[pdc] == false) {
proc_conn [pdc] = true;
drone& dc = *pdc;
double now = magnitude (cx, cy, dc.cx, dc.cy);
double org = *mi;
/*if (equals(now, org))
;
else {*/
if (now > org) {
double lead = stiff * (now - org);
float ux, uy; unit_vector<float, int> (ux, uy, dc.cx, dc.cy, cx, cy);
dc.set_center (dc.cx + lead * ux, dc.cy + lead * uy);
++n;
}
//}
}
}
if (n) return this; else return c0;
}
return 0;
}
void drone::set_center (float xx, float yy) {
cx = xx;
cy = yy;
if (frozen) set_xy (cx + mod.fm.result, cy + mod.am.result);
eval_conns ();
}
void drone::set_xy (float xx, float yy) {
// position
x = xx;
y = yy;
// locate range on microtonal-keyboard
range = din0.find_range (x, range);
::range& dr = din0.ranges[range];
// volume in range
dy = y - BOTTOM;
float iv = dy * 1.0f / dr.extents.height;
if (dy < 0) vol = -warp_vol (-iv); else vol = warp_vol (iv);
// pitch position in range
int delta_left = x - dr.extents.left;
pos = delta_left * 1.0f / dr.extents.width;
if (pos < 0 || pos > 1.0f)
;
else
pos = warp_pitch (pos);
if (snap) { // pitch is either left or right notes of a range
int note_num;
if (pos < din0.dinfo.snap.left)
note_num = 0;
else if (pos > din0.dinfo.snap.right)
note_num = 1;
else
goto normal;
if (note_num) {
pos = 1;
sx = dr.extents.right;
} else {
pos = 0;
sx = dr.extents.left;
}
step = dr.notes[note_num].step;
} else {
normal:
float n0step = dr.notes[0].step, n1step = dr.notes[1].step;
float nstep = n0step + pos * (n1step - n0step);
if (nstep > 0) step = nstep;
sx = x;
}
if (is == din_info::NOISE) {
nsr.set_samples (1.0f / step);
nsr.set_spread (fabs(vol));
}
calc_handle (); // update drone handle
update_pv = EMPLACE; // update pitch volume b4 rendering drones
}
void drone::calc_handle () {
y = BOTTOM + dy;
handle (sx - handle_size, y - handle_size, sx + handle_size, y + handle_size);
}
void drone::update_pitch_volume (float dmv) {
// update pitch & vol on drone's player
float v = dmv * fdr.amount * vol;
player.set_interpolated_pitch_volume (step, v);
--update_pv;
}
void drone::change_bpm (mod_params& mp, float delta) {
mp.bv.set_bpm (mp.bv.bpm + delta, aout.samples_per_channel);
}
void drone::change_bpm (int i, int what, float delta) {
if (what == modulator::FM) {
change_bpm (mod.fm, delta);
cons << "drone: " << i << ", FM bpm = " << mod.fm.bv.bpm << eol;
} else {
change_bpm (mod.am, delta);
cons << "drone: " << i << ", AM bpm = " << mod.am.bv.bpm << eol;
}
}
void drone::change_depth (int i, int what, float delta) {
if (what == modulator::FM) {
mod.fm.depth += delta;
cons << "drone: " << i << ", FM depth = " << mod.fm.depth << eol;
} else {
mod.am.depth += delta;
cons << "drone: " << i << ", AM depth = " << mod.am.depth << eol;
}
}
void drone::clear_targets () {
targets.clear ();
cur_target = 0;
num_targets = 0;
}
void drone::handle_time_pass () {
double tp = ui_clk() - froze_at;
if (birth != -1) birth += tp;
if (launcher) launch_every.startt += tp;
}
int drone::freeze () {
++frozen;
froze_at = ui_clk ();
update_pv = drone::EMPLACE;
return 1;
}
int drone::thaw () {
if (--frozen < 1) {
frozen = 0;
handle_time_pass ();
return 1;
}
return 0;
}
group::group (std::vector<drone*> mem, int _n) {
n = _n;
if (n) {
drones.resize (n);
for (int i = 0; i < n; ++i) drones[i] = mem[i];
}
}
std::ostream& operator<< (std::ostream& f, drone::arrowt& aw) {
f << aw.u << SPC << aw.v << SPC;
return f;
}
/*connect::connect (drone* _d1, drone* _d2) {
dirty = 1;
d1 = _d1;
d2 = _d2;
mag = magnitude (d1->cx, d1->cy, d2->cx, d2->cy);
p1.x = d1->cx; p1.y = d1->cy;
p2.x = d2->cx; p2.y = d2->cy;
align_vel ();
}
void connect::align_vel () {
unit_vector<float,float>(d1->vx, d1->vy, d1->cx, d1->cy, d2->cx, d2->cy);
//d2->vx = d1->vx;
//d2->vy = d1->vy;
}
int connect::eval (drone** ret) {
double magnew = magnitude (d1->cx, d1->cy, d2->cx, d2->cy);
if (magnew > mag) {
float ux, uy; unit_vector (ux, uy, d1->cx, d1->cy, d2->cx, d2->cy);
double lead = magnew - mag;
int d1mov = ((p1.x != d1->cx) || (p1.y != d1->cy));
int d2mov = ((p2.x != d2->cx) || (p2.y != d2->cy));
int d12mov = d1mov && d2mov;
if (d12mov) {
lead /= 2.0;
d1->set_center (d1->cx + lead * ux, d1->cy + lead * uy);
d2->set_center (d2->cx - lead * ux, d2->cy - lead * uy);
ret[0] = d1;
ret[1] = d2;
} else {
if (d1mov) {
d2->set_center (d2->cx - lead * ux, d2->cy - lead * uy);
ret[0] = d2;
ret[1] = 0;
} else if (d2mov) {
d1->set_center (d1->cx + lead * ux, d1->cy + lead * uy);
ret[0] = d1;
ret[1] = 0;
}
}
align_vel ();
p1.x = d1->cx; p1.y = d1->cy;
p2.x = d2->cx; p2.y = d2->cy;
dirty = 0;
return 1;
}
dirty = 0;
return 0;
}
void connect::draw () {
glBegin (GL_LINES);
glColor3f (d1->r, d1->g, d1->b);
glVertex2i (d1->cx, d1->cy);
glColor3f (d2->r, d2->g, d2->b);
glVertex2i (d2->cx, d2->cy);
glEnd ();
}*/