Curves.tbl

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Ai.tbl* /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl* /asteroid/asteroid.cpp
Autopilot.tbl* /autopilot/autopilot.cpp
Cheats.tbl* /cheats_table/cheats_table.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Curves.tbl* /math/curves.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl* /cutscene/cutscenes.cpp
Decals.tbl** /decals/decals.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl* /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl* /iff_defs/iff_defs.cpp
Keywords.tbl* Not In Codebase
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl* /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl* /stats/medals.cpp
Messages.tbl* /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl* /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Options.tbl* Not In Codebase
Particle effects(-part.tbm)** /particle/effects...
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl* /stats/scoring.cpp
Scpui.tbl* Not In Codebase
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl* /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl* /menuui/playermenu.cpp
Traitor.tbl* /stats/scoring.cpp
Tstrings.tbl* /localization/localize.cpp
Virtual_pofs.tbl* /model/modelreplace.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The curves.tbl allows for defining arbitrary mathematical functions, a mapping from an arbitrary X value to an arbitrary Y value. These can be used in a variety of different ways, and what X and Y are are specific to the particular situation which calls for a curve.

This table is one of the Modular Tables and can be extended with xxx-crv.tbm

#Curves

FS2 Open, 23.2:

This section defines the individual curve functions.

$Name:

The unique name to identify this particular curve.

$Keyframes:

  • Required once for a curve, to begin listing its keyframes with the following syntax:
(X, Y): Interpolation function, any paramters...
  • Entries like the above can be repeated as many times as necessary
  • The X values must come in ascending order
  • The last X value must be at least 1

Example:

(0, 1): Polynomial, 2, true

Interpolation functions

FS2 Open, 23.2:

Interpolation functions define how the curve should change in between keyframes. There are several basic interpolation functions, but note that any previously defined curve can itself be used as an interpolation function. The engine provides quite a few non-basic curves as well.

Constant

The simplest interpolation, the output Y value is equal to the keyframe's Y value for its entire domain.

  • No parameters.

Linear

A slightly less simple interpolation, the output Y value is a straight line between the keyframe's Y value and the next keyframe's Y value.

  • No parameters.

Polynomial

A smooth interpolation gentle at one end, harsh on the other. The output Y value is a polynomial curve of the given degree from the keyframe's Y value and the next keyframe's Y value. Parameters:

  • Float, Degree. A degree 2 polynomial is quadratic, degree 3 is cubic, etc. High degree makes the 'gentle' end even gentler and the 'harsh' end even harsher.
  • Boolean, "Ease in". Defaults to true. Whether to "ease in" or "ease out". Easing in means the slow, gentle end is first and then the function harshly goes to the next Y value. Easing out does the opposite, it harshly goes to the next Y value, and spends most of the time gradually arriving.

Circular

A smooth interpolation function which takes the form of a (possibly stretched) circular segment. Parameters:

  • Boolean, "Ease in". Defaults to true. Whether to "ease in" or "ease out". Easing in means the slow, gentle end is first and then the function harshly goes to the next Y value. Easing out does the opposite, it harshly goes to the next Y value, and spends most of the time gradually arriving.

Any other previously defined curve

Provided the curve has already been defined, another curve may next into new ones. This keyframe's X and Y values will be used as 0, 0 in the original curve, and the next keyframe's X and Y values will be uesd as 1, 1 in the original curve.

  • No parameters.

Built-in Curves

FS2 Open, 23.2:

Many functions from Easing functions are provided built-in. All of the 'Quad', 'Cubic', 'Quart', 'Quint', 'Circ' curves are avilable under the names used on the website. Additionally, all built-in curves also have 'reversed' versions which decrease from 1 to 0 instead of ascending from 0 to 1, which end in 'Rev' (such as 'easeInOutQuadRev').

Sample Entry

#Curves

$Name: test1
$KeyFrames:
(0, 1): Polynomial, 2, true
(1, 0): Constant

$Name: test2
$KeyFrames:
(0, 0): Circular
(0.5, 1): EaseInQuad
(1, 0): Constant

#End