/*
** 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 .
*/
/***********************************************************************************************
*** 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.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 6/13/01 2:18p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef HERMITE_H
#define HERMITE_H
#include "curve.h"
/*
** HermiteSpline3DClass
** 3-Dimensional hermite spline interpolation
** Hermite splines require you to input all of the tangents...
*/
class HermiteSpline3DClass : public Curve3DClass
{
public:
HermiteSpline3DClass(void)
: TangentsDirty (true) { }
HermiteSpline3DClass(const HermiteSpline3DClass &that)
: TangentsDirty (true) { (*this) = that; }
const HermiteSpline3DClass &operator= (const HermiteSpline3DClass &that);
virtual void Evaluate(float time,Vector3 * set_val);
virtual void Evaluate_Derivative(float time,Vector3 * set_val);
virtual void Set_Looping(bool onoff);
virtual void Set_Key(int i,const Vector3 & point);
virtual int Add_Key(const Vector3 & point,float t);
virtual void Remove_Key(int i);
virtual void Clear_Keys(void);
virtual void Set_Tangents(int i,const Vector3 & in_tan,const Vector3 & out_tan);
virtual void Get_Tangents(int i,Vector3 * set_in,Vector3 * set_out);
virtual void Update_Tangents(void) { TangentsDirty = false; }
// save-load support
virtual const PersistFactoryClass & Get_Factory(void) const;
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
protected:
class TangentsClass
{
public:
Vector3 InTangent;
Vector3 OutTangent;
bool operator == (const TangentsClass & that) { return ((InTangent == that.InTangent) && (OutTangent == that.OutTangent)); }
bool operator != (const TangentsClass & that) { return !TangentsClass::operator == (that); }
};
bool TangentsDirty;
DynamicVectorClass Tangents;
};
/*
** HermiteSpline1DClass
** 1-Dimensional hermite spline interpolation
** Hermite splines require you to input all of the tangents...
*/
class HermiteSpline1DClass : public Curve1DClass
{
public:
HermiteSpline1DClass (void)
: TangentsDirty (true) { }
virtual void Evaluate(float time,float * set_val);
virtual void Set_Looping(bool onoff);
virtual void Set_Key(int i,float point,unsigned int extra=0);
virtual int Add_Key(float point,float t,unsigned int extra=0);
virtual void Remove_Key(int i);
virtual void Clear_Keys(void);
virtual void Set_Tangents(int i,float in_tan,float out_tan);
virtual void Get_Tangents(int i,float * set_in,float * set_out);
// save-load support
virtual const PersistFactoryClass & Get_Factory(void) const;
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
protected:
class TangentsClass
{
public:
float InTangent;
float OutTangent;
bool operator == (const TangentsClass & that) { return ((InTangent == that.InTangent) && (OutTangent == that.OutTangent)); }
bool operator != (const TangentsClass & that) { return !TangentsClass::operator == (that); }
};
virtual void Update_Tangents(void) { TangentsDirty = false; }
bool TangentsDirty;
DynamicVectorClass Tangents;
};
#endif