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CnC_Renegade/Code/WWMath/hermitespline.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:: /VSS_Sync/wwmath/hermitespline.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 6/13/01 2:18p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "hermitespline.h"
#include "wwmathids.h"
#include "persistfactory.h"
#include "wwhack.h"
/*
** Force-Link this module because the linker can't detect that we actually need it...
*/
DECLARE_FORCE_LINK(hermitespline);
/*
** Save-Load stuff
*/
SimplePersistFactoryClass<HermiteSpline3DClass,WWMATH_CHUNKID_HERMITESPLINE3D> _HermiteSpline3DFactory;
SimplePersistFactoryClass<HermiteSpline1DClass,WWMATH_CHUNKID_HERMITESPLINE1D> _HermiteSpline1DFactory;
enum
{
// ID's used by HermiteSpline3D
HERMITE3D_CHUNK_CURVE3D = 0x00020727,
HERMITE3D_CHUNK_TANGENTS,
// ID's used by HermiteSpline1D
HERMITE1D_CHUNK_CURVE1D = 0x00020729,
HERMITE1D_CHUNK_TANGENTS,
};
/*
** Hermite Spline
*/
const HermiteSpline3DClass &HermiteSpline3DClass::operator= (const HermiteSpline3DClass &that)
{
//
// This is included for completeness only, it basically
// implements the default bitwise copy operator.
//
TangentsDirty = that.TangentsDirty;
Tangents = that.Tangents;
Curve3DClass::operator= (that);
return (*this);
}
void HermiteSpline3DClass::Set_Looping(bool onoff)
{
if (onoff != IsLooping) {
Curve3DClass::Set_Looping(onoff);
TangentsDirty = true;
}
}
void HermiteSpline3DClass::Evaluate(float time,Vector3 * set_val)
{
// if we're outside the range, return the start or end...
if (time < Keys[0].Time) {
*set_val = Keys[0].Point;
return;
}
if (time > Keys[Keys.Count() - 1].Time) {
*set_val = Keys[Keys.Count() - 1].Point;
return;
}
// if the tangents are marked dirty, give derived classes a chance to recompute them
if (TangentsDirty) {
Update_Tangents();
}
// ok find the segment
int i0,i1;
float t;
Find_Interval(time,&i0,&i1,&t);
float t2 = t*t;
float t3 = t2*t;
// hermite basis functions:
float h0 = 2*t3 - 3*t2 + 1;
float h1 = -2*t3 + 3*t2;
float h2 = t3 - 2*t2 + t;
float h3 = t3 - t2;
set_val->X = h0*Keys[i0].Point.X + h1*Keys[i1].Point.X +
h2*Tangents[i0].OutTangent.X + h3*Tangents[i1].InTangent.X;
set_val->Y = h0*Keys[i0].Point.Y + h1*Keys[i1].Point.Y +
h2*Tangents[i0].OutTangent.Y + h3*Tangents[i1].InTangent.Y;
set_val->Z = h0*Keys[i0].Point.Z + h1*Keys[i1].Point.Z +
h2*Tangents[i0].OutTangent.Z + h3*Tangents[i1].InTangent.Z;
}
void HermiteSpline3DClass::Evaluate_Derivative(float time,Vector3 * set_val)
{
// if we're outside the range, return the value for the start or end...
float min_time = Keys[0].Time;
float max_time = Keys[Keys.Count() - 1].Time;
time = MAX(time, min_time);
time = MIN(time, max_time);
// if the tangents are marked dirty, give derived classes a chance to recompute them
if (TangentsDirty) {
Update_Tangents();
}
// ok find the segment
int i0,i1;
float t;
Find_Interval(time,&i0,&i1,&t);
float t2 = t*t;
// derivatives of hermite basis functions:
float dh0 = 6*t2 - 6*t;
float dh1 = -6*t2 + 6*t;
float dh2 = 3*t2 - 4*t + 1;
float dh3 = 3*t2 - 2*t;
set_val->X = dh0*Keys[i0].Point.X + dh1*Keys[i1].Point.X +
dh2*Tangents[i0].OutTangent.X + dh3*Tangents[i1].InTangent.X;
set_val->Y = dh0*Keys[i0].Point.Y + dh1*Keys[i1].Point.Y +
dh2*Tangents[i0].OutTangent.Y + dh3*Tangents[i1].InTangent.Y;
set_val->Z = dh0*Keys[i0].Point.Z + dh1*Keys[i1].Point.Z +
dh2*Tangents[i0].OutTangent.Z + dh3*Tangents[i1].InTangent.Z;
}
void HermiteSpline3DClass::Set_Key(int i,const Vector3 & point)
{
Curve3DClass::Set_Key(i,point);
TangentsDirty = true;
}
int HermiteSpline3DClass::Add_Key(const Vector3 & point,float t)
{
int index = Curve3DClass::Add_Key(point,t);
TangentsDirty = true;
TangentsClass tan;
tan.InTangent.Set(0,0,0);
tan.OutTangent.Set(0,0,0);
Tangents.Insert(index,tan);
return index;
}
void HermiteSpline3DClass::Remove_Key(int i)
{
Tangents.Delete(i);
Curve3DClass::Remove_Key(i);
TangentsDirty = true;
}
void HermiteSpline3DClass::Clear_Keys(void)
{
Tangents.Clear();
Curve3DClass::Clear_Keys();
TangentsDirty = true;
}
void HermiteSpline3DClass::Set_Tangents(int i,const Vector3 & in_tan,const Vector3 & out_tan)
{
assert(i>=0);
assert(i<Keys.Count());
Tangents[i].InTangent = in_tan;
Tangents[i].OutTangent = out_tan;
}
void HermiteSpline3DClass::Get_Tangents(int i,Vector3 * set_in,Vector3 * set_out)
{
assert(i>=0);
assert(i<Keys.Count());
*set_in = Tangents[i].InTangent;
*set_out = Tangents[i].OutTangent;
}
const PersistFactoryClass & HermiteSpline3DClass::Get_Factory(void) const
{
return _HermiteSpline3DFactory;
}
bool HermiteSpline3DClass::Save(ChunkSaveClass &csave)
{
csave.Begin_Chunk(HERMITE3D_CHUNK_CURVE3D);
Curve3DClass::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(HERMITE3D_CHUNK_TANGENTS);
for (int i=0; i<Tangents.Count(); i++) {
csave.Write(&(Tangents[i].InTangent),sizeof(Tangents[i].InTangent));
csave.Write(&(Tangents[i].OutTangent),sizeof(Tangents[i].OutTangent));
}
csave.End_Chunk();
return true;
}
bool HermiteSpline3DClass::Load(ChunkLoadClass &cload)
{
int i;
TangentsClass newtangent;
// reset the array of tangents
Tangents.Delete_All();
// read in the chunks
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case HERMITE3D_CHUNK_CURVE3D:
Curve3DClass::Load(cload);
break;
case HERMITE3D_CHUNK_TANGENTS:
for (i=0; i<Keys.Count(); i++) {
cload.Read(&(newtangent.InTangent),sizeof(newtangent.InTangent));
cload.Read(&(newtangent.OutTangent),sizeof(newtangent.OutTangent));
Tangents.Add(newtangent);
}
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
WWASSERT(Keys.Count() == Tangents.Count());
return true;
}
/*
** 1-Dimensional Hermite Spline
*/
void HermiteSpline1DClass::Set_Looping(bool onoff)
{
if (onoff != IsLooping) {
Curve1DClass::Set_Looping(onoff);
TangentsDirty = true;
}
}
void HermiteSpline1DClass::Evaluate(float time,float * set_val)
{
if (Keys.Count() == 1)
{
*set_val = Keys[0].Point;
return;
}
if (!IsLooping)
{
// if we're outside the range, return the start or end...
if (time < Keys[0].Time) {
*set_val = Keys[0].Point;
return;
}
if (time > Keys[Keys.Count() - 1].Time) {
*set_val = Keys[Keys.Count() - 1].Point;
return;
}
}
// if the tangents are marked dirty, give derived classes a chance to recompute them
if (TangentsDirty) {
Update_Tangents();
}
// ok find the segment
int i0,i1;
float t;
Find_Interval(time,&i0,&i1,&t);
float t2 = t*t;
float t3 = t2*t;
// hermite basis functions:
float h0 = 2*t3 - 3*t2 + 1;
float h1 = -2*t3 + 3*t2;
float h2 = t3 - 2*t2 + t;
float h3 = t3 - t2;
*set_val = h0*Keys[i0].Point + h1*Keys[i1].Point +
h2*Tangents[i0].OutTangent + h3*Tangents[i1].InTangent;
}
void HermiteSpline1DClass::Set_Key(int i,float point,unsigned int extra)
{
Curve1DClass::Set_Key(i,point,extra);
TangentsDirty = true;
}
int HermiteSpline1DClass::Add_Key(float point,float t,unsigned int extra)
{
int index = Curve1DClass::Add_Key(point,t,extra);
TangentsDirty = true;
TangentsClass tan;
tan.InTangent = 0.0f;
tan.OutTangent = 0.0f;
Tangents.Insert(index,tan);
return index;
}
void HermiteSpline1DClass::Remove_Key(int i)
{
Tangents.Delete(i);
Curve1DClass::Remove_Key(i);
TangentsDirty = true;
}
void HermiteSpline1DClass::Clear_Keys(void)
{
Tangents.Clear();
Curve1DClass::Clear_Keys();
TangentsDirty = true;
}
void HermiteSpline1DClass::Set_Tangents(int i,float in_tan,float out_tan)
{
assert(i>=0);
assert(i<Keys.Count());
Tangents[i].InTangent = in_tan;
Tangents[i].OutTangent = out_tan;
}
void HermiteSpline1DClass::Get_Tangents(int i,float * set_in,float * set_out)
{
assert(i>=0);
assert(i<Keys.Count());
*set_in = Tangents[i].InTangent;
*set_out = Tangents[i].OutTangent;
}
const PersistFactoryClass & HermiteSpline1DClass::Get_Factory(void) const
{
return _HermiteSpline1DFactory;
}
bool HermiteSpline1DClass::Save(ChunkSaveClass &csave)
{
if (TangentsDirty) {
Update_Tangents();
}
csave.Begin_Chunk(HERMITE1D_CHUNK_CURVE1D);
Curve1DClass::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(HERMITE1D_CHUNK_TANGENTS);
for (int i=0; i<Tangents.Count(); i++) {
csave.Write(&(Tangents[i].InTangent),sizeof(Tangents[i].InTangent));
csave.Write(&(Tangents[i].OutTangent),sizeof(Tangents[i].OutTangent));
}
csave.End_Chunk();
return true;
}
bool HermiteSpline1DClass::Load(ChunkLoadClass &cload)
{
int i;
TangentsClass newtangent;
// reset the tangents array
Tangents.Delete_All();
// read in the chunks
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case HERMITE1D_CHUNK_CURVE1D:
Curve1DClass::Load(cload);
break;
case HERMITE1D_CHUNK_TANGENTS:
for (i=0; i<Keys.Count(); i++) {
cload.Read(&(newtangent.InTangent),sizeof(newtangent.InTangent));
cload.Read(&(newtangent.OutTangent),sizeof(newtangent.OutTangent));
Tangents.Add(newtangent);
}
TangentsDirty = false;
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
WWASSERT(Keys.Count() == Tangents.Count());
return true;
}