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CnC_Renegade/Code/WWMath/tcbspline.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/tcbspline.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 6/13/01 2:18p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "tcbspline.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(tcbspline);
/*
** Save-Load stuff
*/
SimplePersistFactoryClass<TCBSpline3DClass,WWMATH_CHUNKID_TCBSPLINE3D> _TCBSpline3DFactory;
enum
{
// ID's used by TCBSpline3D
TCB3D_CHUNK_HERMITE3D = 0x02071009,
TCB3D_CHUNK_PARAMS,
};
/*
** TCBSpline3DClass Implemenation
*/
int TCBSpline3DClass::Add_Key(const Vector3 & point,float t)
{
int index;
index = HermiteSpline3DClass::Add_Key(point,t);
TCBClass params;
params.Tension = 0.0f;
params.Continuity = 0.0f;
params.Bias = 0.0f;
Params.Insert(index,params);
return index;
}
void TCBSpline3DClass::Remove_Key(int i)
{
HermiteSpline3DClass::Remove_Key(i);
Params.Delete(i);
}
void TCBSpline3DClass::Clear_Keys(void)
{
HermiteSpline3DClass::Clear_Keys();
Params.Clear();
}
void TCBSpline3DClass::Set_TCB_Params(int i,float tension,float continuity,float bias)
{
WWASSERT(i >= 0);
WWASSERT(i < Params.Count());
Params[i].Tension = tension;
Params[i].Continuity = continuity;
Params[i].Bias = bias;
TangentsDirty = true;
}
void TCBSpline3DClass::Get_TCB_Params(int i,float *tension,float *continuity,float *bias)
{
if (tension) *tension = Params[i].Tension;
if (continuity) *continuity = Params[i].Continuity;
if (bias) *bias = Params[i].Bias;
}
void TCBSpline3DClass::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);
}
}
// 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...
// Also just using the TCB params from p0 for both
float k0 = 0.5f * ((1-Params[0].Tension) * (1-Params[0].Continuity) * (1-Params[0].Bias));
float k1 = 0.5f * ((1-Params[0].Tension) * (1+Params[0].Continuity) * (1+Params[0].Bias));
float k2 = 0.5f * ((1-Params[0].Tension) * (1+Params[0].Continuity) * (1-Params[0].Bias));
float k3 = 0.5f * ((1-Params[0].Tension) * (1-Params[0].Continuity) * (1+Params[0].Bias));
Vector3 dp_in;
Vector3 dp_out;
Vector3::Subtract(Keys[0].Point,Keys[end-1].Point,&dp_in);
Vector3::Subtract(Keys[1].Point,Keys[0].Point,&dp_out);
Vector3::Add(k0*dp_in, k1*dp_out, &Tangents[end].InTangent);
Vector3::Add(k2*dp_out, k3*dp_in, &Tangents[0].OutTangent);
} else {
float k2 = 0.25f * ((1-Params[0].Tension) * (1+Params[0].Continuity) * (1-Params[0].Bias));
float k3 = 0.25f * ((1-Params[0].Tension) * (1-Params[0].Continuity) * (1+Params[0].Bias));
Vector3 dp_in;
Vector3 dp_out;
Vector3::Subtract(Keys[1].Point,Keys[0].Point,&dp_out);
dp_in = dp_out;
Vector3::Add(k2*dp_out, k3*dp_in, &Tangents[0].OutTangent);
float k0 = 0.25f * ((1-Params[0].Tension) * (1-Params[0].Continuity) * (1-Params[0].Bias));
float k1 = 0.25f * ((1-Params[0].Tension) * (1+Params[0].Continuity) * (1+Params[0].Bias));
Vector3::Subtract(Keys[end].Point,Keys[end-1].Point,&dp_in);
dp_out = dp_in;
Vector3::Add(k0*dp_out, k1*dp_in, &Tangents[end].InTangent);
}
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;
// Now compute the tangents of all of the normal keys...
for (int pi=1;pi<Keys.Count() - 1; pi++) {
float k0 = 0.5f * ((1-Params[pi].Tension) * (1-Params[pi].Continuity) * (1-Params[pi].Bias));
float k1 = 0.5f * ((1-Params[pi].Tension) * (1+Params[pi].Continuity) * (1+Params[pi].Bias));
float k2 = 0.5f * ((1-Params[pi].Tension) * (1+Params[pi].Continuity) * (1-Params[pi].Bias));
float k3 = 0.5f * ((1-Params[pi].Tension) * (1-Params[pi].Continuity) * (1+Params[pi].Bias));
Vector3 dp_in;
Vector3 dp_out;
Vector3::Subtract(Keys[pi].Point,Keys[pi-1].Point,&dp_in);
Vector3::Subtract(Keys[pi+1].Point,Keys[pi].Point,&dp_out);
Vector3::Add(k0*dp_out, k1*dp_in, &Tangents[pi].InTangent);
Vector3::Add(k2*dp_out, k3*dp_in, &Tangents[pi].OutTangent);
float total_time = (Keys[pi+1].Time - Keys[pi-1].Time);
float in_factor = 2.0f * (Keys[pi].Time - Keys[pi-1].Time) / total_time;
float out_factor = 2.0f * (Keys[pi+1].Time - Keys[pi].Time) / total_time;
Tangents[pi].InTangent *= in_factor; // compensating for un-even keys
Tangents[pi].OutTangent *= out_factor;
}
TangentsDirty = false;
}
const PersistFactoryClass & TCBSpline3DClass::Get_Factory(void) const
{
return _TCBSpline3DFactory;
}
bool TCBSpline3DClass::Save(ChunkSaveClass &csave)
{
csave.Begin_Chunk(TCB3D_CHUNK_HERMITE3D);
HermiteSpline3DClass::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(TCB3D_CHUNK_PARAMS);
for (int i=0; i<Params.Count(); i++) {
csave.Write(&(Params[i].Tension),sizeof(Params[i].Tension));
csave.Write(&(Params[i].Continuity),sizeof(Params[i].Continuity));
csave.Write(&(Params[i].Bias),sizeof(Params[i].Bias));
}
csave.End_Chunk();
return true;
}
bool TCBSpline3DClass::Load(ChunkLoadClass &cload)
{
int i;
TCBClass param;
// reset the keys
Params.Delete_All();
// read in the chunks
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case TCB3D_CHUNK_HERMITE3D:
HermiteSpline3DClass::Load(cload);
break;
case TCB3D_CHUNK_PARAMS:
for (i=0; i<Keys.Count(); i++) {
cload.Read(&(param.Tension),sizeof(param.Tension));
cload.Read(&(param.Continuity),sizeof(param.Continuity));
cload.Read(&(param.Bias),sizeof(param.Bias));
Params.Add(param);
}
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}