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CnC_Renegade/Code/WWMath/cardinalspline.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWMath *
* *
* $Archive:: /Commando/Code/wwmath/cardinalspline.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 9/16/01 4:07p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "cardinalspline.h"
#include "wwdebug.h"
#include "persistfactory.h"
#include "wwmathids.h"
#include "wwhack.h"
/*
** Force-Link this module because the linker can't detect that we actually need it...
*/
DECLARE_FORCE_LINK(cardinalspline);
/*
** Save-Load stuff
*/
SimplePersistFactoryClass<CardinalSpline3DClass,WWMATH_CHUNKID_CARDINALSPLINE3D> _CardinalSpline3DFactory;
SimplePersistFactoryClass<CardinalSpline1DClass,WWMATH_CHUNKID_CARDINALSPLINE1D> _CardinalSpline1DFactory;
enum
{
// ID's used by CardinalSpline3D
CARDINAL3D_CHUNK_HERMITE3D = 0x02070957,
CARDINAL3D_CHUNK_TIGHTNESSKEYS,
// ID's used by CardinalSpline1D
CARDINAL1D_CHUNK_HERMITE1D = 0x02070959,
CARDINAL1D_CHUNK_TIGHTNESSKEYS
};
/*
** CardinalSpline3DClass Implementation
*/
int CardinalSpline3DClass::Add_Key(const Vector3 & point,float t)
{
int index = HermiteSpline3DClass::Add_Key(point,t);
float tightness = 0.5f;
Tightness.Insert(index,tightness);
return index;
}
void CardinalSpline3DClass::Remove_Key(int i)
{
Tightness.Delete(i);
HermiteSpline3DClass::Remove_Key(i);
}
void CardinalSpline3DClass::Clear_Keys(void)
{
Tightness.Clear();
HermiteSpline3DClass::Clear_Keys();
}
void CardinalSpline3DClass::Set_Tightness(int i,float tightness)
{
WWASSERT(i >= 0);
WWASSERT(i < Tightness.Count());
Tightness[i] = tightness;
TangentsDirty = true;
}
float CardinalSpline3DClass::Get_Tightness(int i)
{
return Tightness[i];
}
void CardinalSpline3DClass::Update_Tangents(void)
{
if (Keys.Count() < 2) {
for (int i=0; i<Keys.Count(); i++) {
Tangents[0].InTangent.Set(0,0,0);
Tangents[0].OutTangent.Set(0,0,0);
}
return;
}
// First and Last Key:
// Only need to compute the OutTangent for key[0] and the InTangent for key[end]
int end = Keys.Count() - 1;
Tangents[0].InTangent.Set(0,0,0);
Tangents[end].OutTangent.Set(0,0,0);
if (IsLooping) {
// This really only works if the start and end points have the same position...
Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[end-1].Point.X);
Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[end-1].Point.Y);
Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[end-1].Point.Z);
Tangents[end].InTangent = Tangents[0].OutTangent;
} else {
Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[0].Point.X);
Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[0].Point.Y);
Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[0].Point.Z);
Tangents[end].InTangent.X = (1.0f - Tightness[0])*(Keys[end].Point.X - Keys[end-1].Point.X);
Tangents[end].InTangent.Y = (1.0f - Tightness[0])*(Keys[end].Point.Y - Keys[end-1].Point.Y);
Tangents[end].InTangent.Z = (1.0f - Tightness[0])*(Keys[end].Point.Z - Keys[end-1].Point.Z);
}
float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
Tangents[end].InTangent *= in_factor;
Tangents[0].OutTangent *= out_factor;
// inner knots
for (int i=1; i<Keys.Count()-1; i++) {
Tangents[i].InTangent.X = (1.0f - Tightness[i])*(Keys[i+1].Point.X - Keys[i-1].Point.X);
Tangents[i].InTangent.Y = (1.0f - Tightness[i])*(Keys[i+1].Point.Y - Keys[i-1].Point.Y);
Tangents[i].InTangent.Z = (1.0f - Tightness[i])*(Keys[i+1].Point.Z - Keys[i-1].Point.Z);
Tangents[i].OutTangent = Tangents[i].InTangent;
float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
Tangents[i].OutTangent *= out_factor;
}
TangentsDirty = false;
}
const PersistFactoryClass & CardinalSpline3DClass::Get_Factory(void) const
{
return _CardinalSpline3DFactory;
}
bool CardinalSpline3DClass::Save(ChunkSaveClass &csave)
{
csave.Begin_Chunk(CARDINAL3D_CHUNK_HERMITE3D);
HermiteSpline3DClass::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(CARDINAL3D_CHUNK_TIGHTNESSKEYS);
for (int i=0; i<Tightness.Count(); i++) {
float tightness = Tightness[i];
csave.Write(&(tightness),sizeof(tightness));
}
csave.End_Chunk();
return true;
}
bool CardinalSpline3DClass::Load(ChunkLoadClass &cload)
{
int i;
float tightness;
// reset the array of tightness keys
Tightness.Delete_All();
// read in the chunks
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case CARDINAL3D_CHUNK_HERMITE3D:
HermiteSpline3DClass::Load(cload);
break;
case CARDINAL3D_CHUNK_TIGHTNESSKEYS:
for (i=0; i<Keys.Count(); i++) {
cload.Read(&(tightness),sizeof(tightness));
Tightness.Add(tightness);
}
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
/*
** CardinalSpline1DClass Implementation
*/
int CardinalSpline1DClass::Add_Key(float point,float t)
{
int index = HermiteSpline1DClass::Add_Key(point,t);
float tightness = 0.5f;
Tightness.Insert(index,tightness);
return index;
}
void CardinalSpline1DClass::Remove_Key(int i)
{
Tightness.Delete(i);
HermiteSpline1DClass::Remove_Key(i);
}
void CardinalSpline1DClass::Clear_Keys(void)
{
Tightness.Clear();
HermiteSpline1DClass::Clear_Keys();
}
void CardinalSpline1DClass::Set_Tightness(int i,float tightness)
{
WWASSERT(i >= 0);
WWASSERT(i < Tightness.Count());
Tightness[i] = tightness;
TangentsDirty = true;
}
float CardinalSpline1DClass::Get_Tightness(int i)
{
return Tightness[i];
}
void CardinalSpline1DClass::Update_Tangents(void)
{
if (Keys.Count() < 2) {
for (int i=0; i<Keys.Count(); i++) {
Tangents[0].InTangent = 0;
Tangents[0].OutTangent = 0;
}
}
// First and Last Key:
// Only need to compute the OutTangent for key[0] and the InTangent for key[end]
int end = Keys.Count() - 1;
Tangents[0].InTangent = 0;
Tangents[end].OutTangent = 0;
if (IsLooping) {
// This really only works if the start and end points have the same position...
Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[end-1].Point);
Tangents[end].InTangent = Tangents[0].OutTangent;
} else {
Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[0].Point);
Tangents[end].InTangent = (1.0f - Tightness[0])*(Keys[end].Point - Keys[end-1].Point);
}
float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
Tangents[end].InTangent *= in_factor;
Tangents[0].OutTangent *= out_factor;
// inner knots
for (int i=1; i<Keys.Count()-1; i++) {
Tangents[i].InTangent = (1.0f - Tightness[i])*(Keys[i+1].Point - Keys[i-1].Point);
Tangents[i].OutTangent = Tangents[i].InTangent;
float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
Tangents[i].OutTangent *= out_factor;
}
TangentsDirty = false;
}
const PersistFactoryClass & CardinalSpline1DClass::Get_Factory(void) const
{
return _CardinalSpline1DFactory;
}
bool CardinalSpline1DClass::Save(ChunkSaveClass &csave)
{
csave.Begin_Chunk(CARDINAL1D_CHUNK_HERMITE1D);
HermiteSpline1DClass::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(CARDINAL1D_CHUNK_TIGHTNESSKEYS);
for (int i=0; i<Tightness.Count(); i++) {
float tightness = Tightness[i];
csave.Write(&(tightness),sizeof(tightness));
}
csave.End_Chunk();
return true;
}
bool CardinalSpline1DClass::Load(ChunkLoadClass &cload)
{
int i;
float tightness;
// reset the array of tangents
Tightness.Delete_All();
// read in the chunks
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case CARDINAL1D_CHUNK_HERMITE1D:
HermiteSpline1DClass::Load(cload);
break;
case CARDINAL1D_CHUNK_TIGHTNESSKEYS:
for (i=0; i<Keys.Count(); i++) {
cload.Read(&(tightness),sizeof(tightness));
Tightness.Add(tightness);
}
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}