437 lines
11 KiB
C++
437 lines
11 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /VSS_Sync/wwmath/hermitespline.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 6/13/01 2:18p $*
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* *
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* $Revision:: 11 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "hermitespline.h"
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#include "wwmathids.h"
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#include "persistfactory.h"
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#include "wwhack.h"
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/*
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** Force-Link this module because the linker can't detect that we actually need it...
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*/
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DECLARE_FORCE_LINK(hermitespline);
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/*
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** Save-Load stuff
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*/
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SimplePersistFactoryClass<HermiteSpline3DClass,WWMATH_CHUNKID_HERMITESPLINE3D> _HermiteSpline3DFactory;
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SimplePersistFactoryClass<HermiteSpline1DClass,WWMATH_CHUNKID_HERMITESPLINE1D> _HermiteSpline1DFactory;
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enum
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{
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// ID's used by HermiteSpline3D
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HERMITE3D_CHUNK_CURVE3D = 0x00020727,
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HERMITE3D_CHUNK_TANGENTS,
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// ID's used by HermiteSpline1D
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HERMITE1D_CHUNK_CURVE1D = 0x00020729,
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HERMITE1D_CHUNK_TANGENTS,
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};
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/*
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** Hermite Spline
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*/
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const HermiteSpline3DClass &HermiteSpline3DClass::operator= (const HermiteSpline3DClass &that)
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{
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//
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// This is included for completeness only, it basically
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// implements the default bitwise copy operator.
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//
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TangentsDirty = that.TangentsDirty;
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Tangents = that.Tangents;
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Curve3DClass::operator= (that);
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return (*this);
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}
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void HermiteSpline3DClass::Set_Looping(bool onoff)
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{
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if (onoff != IsLooping) {
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Curve3DClass::Set_Looping(onoff);
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TangentsDirty = true;
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}
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}
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void HermiteSpline3DClass::Evaluate(float time,Vector3 * set_val)
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{
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// if we're outside the range, return the start or end...
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if (time < Keys[0].Time) {
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*set_val = Keys[0].Point;
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return;
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}
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if (time > Keys[Keys.Count() - 1].Time) {
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*set_val = Keys[Keys.Count() - 1].Point;
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return;
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}
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// if the tangents are marked dirty, give derived classes a chance to recompute them
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if (TangentsDirty) {
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Update_Tangents();
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}
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// ok find the segment
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int i0,i1;
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float t;
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Find_Interval(time,&i0,&i1,&t);
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float t2 = t*t;
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float t3 = t2*t;
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// hermite basis functions:
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float h0 = 2*t3 - 3*t2 + 1;
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float h1 = -2*t3 + 3*t2;
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float h2 = t3 - 2*t2 + t;
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float h3 = t3 - t2;
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set_val->X = h0*Keys[i0].Point.X + h1*Keys[i1].Point.X +
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h2*Tangents[i0].OutTangent.X + h3*Tangents[i1].InTangent.X;
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set_val->Y = h0*Keys[i0].Point.Y + h1*Keys[i1].Point.Y +
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h2*Tangents[i0].OutTangent.Y + h3*Tangents[i1].InTangent.Y;
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set_val->Z = h0*Keys[i0].Point.Z + h1*Keys[i1].Point.Z +
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h2*Tangents[i0].OutTangent.Z + h3*Tangents[i1].InTangent.Z;
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}
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void HermiteSpline3DClass::Evaluate_Derivative(float time,Vector3 * set_val)
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{
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// if we're outside the range, return the value for the start or end...
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float min_time = Keys[0].Time;
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float max_time = Keys[Keys.Count() - 1].Time;
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time = MAX(time, min_time);
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time = MIN(time, max_time);
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// if the tangents are marked dirty, give derived classes a chance to recompute them
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if (TangentsDirty) {
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Update_Tangents();
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}
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// ok find the segment
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int i0,i1;
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float t;
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Find_Interval(time,&i0,&i1,&t);
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float t2 = t*t;
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// derivatives of hermite basis functions:
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float dh0 = 6*t2 - 6*t;
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float dh1 = -6*t2 + 6*t;
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float dh2 = 3*t2 - 4*t + 1;
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float dh3 = 3*t2 - 2*t;
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set_val->X = dh0*Keys[i0].Point.X + dh1*Keys[i1].Point.X +
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dh2*Tangents[i0].OutTangent.X + dh3*Tangents[i1].InTangent.X;
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set_val->Y = dh0*Keys[i0].Point.Y + dh1*Keys[i1].Point.Y +
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dh2*Tangents[i0].OutTangent.Y + dh3*Tangents[i1].InTangent.Y;
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set_val->Z = dh0*Keys[i0].Point.Z + dh1*Keys[i1].Point.Z +
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dh2*Tangents[i0].OutTangent.Z + dh3*Tangents[i1].InTangent.Z;
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}
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void HermiteSpline3DClass::Set_Key(int i,const Vector3 & point)
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{
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Curve3DClass::Set_Key(i,point);
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TangentsDirty = true;
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}
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int HermiteSpline3DClass::Add_Key(const Vector3 & point,float t)
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{
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int index = Curve3DClass::Add_Key(point,t);
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TangentsDirty = true;
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TangentsClass tan;
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tan.InTangent.Set(0,0,0);
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tan.OutTangent.Set(0,0,0);
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Tangents.Insert(index,tan);
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return index;
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}
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void HermiteSpline3DClass::Remove_Key(int i)
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{
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Tangents.Delete(i);
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Curve3DClass::Remove_Key(i);
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TangentsDirty = true;
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}
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void HermiteSpline3DClass::Clear_Keys(void)
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{
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Tangents.Clear();
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Curve3DClass::Clear_Keys();
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TangentsDirty = true;
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}
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void HermiteSpline3DClass::Set_Tangents(int i,const Vector3 & in_tan,const Vector3 & out_tan)
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{
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assert(i>=0);
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assert(i<Keys.Count());
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Tangents[i].InTangent = in_tan;
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Tangents[i].OutTangent = out_tan;
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}
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void HermiteSpline3DClass::Get_Tangents(int i,Vector3 * set_in,Vector3 * set_out)
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{
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assert(i>=0);
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assert(i<Keys.Count());
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*set_in = Tangents[i].InTangent;
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*set_out = Tangents[i].OutTangent;
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}
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const PersistFactoryClass & HermiteSpline3DClass::Get_Factory(void) const
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{
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return _HermiteSpline3DFactory;
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}
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bool HermiteSpline3DClass::Save(ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(HERMITE3D_CHUNK_CURVE3D);
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Curve3DClass::Save(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(HERMITE3D_CHUNK_TANGENTS);
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for (int i=0; i<Tangents.Count(); i++) {
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csave.Write(&(Tangents[i].InTangent),sizeof(Tangents[i].InTangent));
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csave.Write(&(Tangents[i].OutTangent),sizeof(Tangents[i].OutTangent));
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}
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csave.End_Chunk();
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return true;
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}
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bool HermiteSpline3DClass::Load(ChunkLoadClass &cload)
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{
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int i;
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TangentsClass newtangent;
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// reset the array of tangents
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Tangents.Delete_All();
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// read in the chunks
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case HERMITE3D_CHUNK_CURVE3D:
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Curve3DClass::Load(cload);
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break;
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case HERMITE3D_CHUNK_TANGENTS:
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for (i=0; i<Keys.Count(); i++) {
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cload.Read(&(newtangent.InTangent),sizeof(newtangent.InTangent));
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cload.Read(&(newtangent.OutTangent),sizeof(newtangent.OutTangent));
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Tangents.Add(newtangent);
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}
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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WWASSERT(Keys.Count() == Tangents.Count());
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return true;
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}
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/*
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** 1-Dimensional Hermite Spline
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*/
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void HermiteSpline1DClass::Set_Looping(bool onoff)
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{
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if (onoff != IsLooping) {
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Curve1DClass::Set_Looping(onoff);
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TangentsDirty = true;
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}
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}
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void HermiteSpline1DClass::Evaluate(float time,float * set_val)
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{
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if (Keys.Count() == 1)
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{
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*set_val = Keys[0].Point;
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return;
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}
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if (!IsLooping)
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{
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// if we're outside the range, return the start or end...
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if (time < Keys[0].Time) {
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*set_val = Keys[0].Point;
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return;
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}
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if (time > Keys[Keys.Count() - 1].Time) {
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*set_val = Keys[Keys.Count() - 1].Point;
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return;
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}
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}
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// if the tangents are marked dirty, give derived classes a chance to recompute them
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if (TangentsDirty) {
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Update_Tangents();
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}
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// ok find the segment
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int i0,i1;
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float t;
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Find_Interval(time,&i0,&i1,&t);
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float t2 = t*t;
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float t3 = t2*t;
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// hermite basis functions:
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float h0 = 2*t3 - 3*t2 + 1;
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float h1 = -2*t3 + 3*t2;
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float h2 = t3 - 2*t2 + t;
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float h3 = t3 - t2;
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*set_val = h0*Keys[i0].Point + h1*Keys[i1].Point +
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h2*Tangents[i0].OutTangent + h3*Tangents[i1].InTangent;
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}
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void HermiteSpline1DClass::Set_Key(int i,float point,unsigned int extra)
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{
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Curve1DClass::Set_Key(i,point,extra);
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TangentsDirty = true;
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}
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int HermiteSpline1DClass::Add_Key(float point,float t,unsigned int extra)
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{
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int index = Curve1DClass::Add_Key(point,t,extra);
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TangentsDirty = true;
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TangentsClass tan;
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tan.InTangent = 0.0f;
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tan.OutTangent = 0.0f;
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Tangents.Insert(index,tan);
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return index;
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}
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void HermiteSpline1DClass::Remove_Key(int i)
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{
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Tangents.Delete(i);
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Curve1DClass::Remove_Key(i);
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TangentsDirty = true;
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}
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void HermiteSpline1DClass::Clear_Keys(void)
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{
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Tangents.Clear();
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Curve1DClass::Clear_Keys();
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TangentsDirty = true;
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}
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void HermiteSpline1DClass::Set_Tangents(int i,float in_tan,float out_tan)
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{
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assert(i>=0);
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assert(i<Keys.Count());
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Tangents[i].InTangent = in_tan;
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Tangents[i].OutTangent = out_tan;
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}
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void HermiteSpline1DClass::Get_Tangents(int i,float * set_in,float * set_out)
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{
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assert(i>=0);
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assert(i<Keys.Count());
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*set_in = Tangents[i].InTangent;
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*set_out = Tangents[i].OutTangent;
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}
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const PersistFactoryClass & HermiteSpline1DClass::Get_Factory(void) const
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{
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return _HermiteSpline1DFactory;
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}
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bool HermiteSpline1DClass::Save(ChunkSaveClass &csave)
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{
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if (TangentsDirty) {
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Update_Tangents();
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}
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csave.Begin_Chunk(HERMITE1D_CHUNK_CURVE1D);
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Curve1DClass::Save(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(HERMITE1D_CHUNK_TANGENTS);
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for (int i=0; i<Tangents.Count(); i++) {
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csave.Write(&(Tangents[i].InTangent),sizeof(Tangents[i].InTangent));
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csave.Write(&(Tangents[i].OutTangent),sizeof(Tangents[i].OutTangent));
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}
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csave.End_Chunk();
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return true;
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}
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bool HermiteSpline1DClass::Load(ChunkLoadClass &cload)
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{
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int i;
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TangentsClass newtangent;
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// reset the tangents array
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Tangents.Delete_All();
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// read in the chunks
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case HERMITE1D_CHUNK_CURVE1D:
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Curve1DClass::Load(cload);
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break;
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case HERMITE1D_CHUNK_TANGENTS:
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for (i=0; i<Keys.Count(); i++) {
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cload.Read(&(newtangent.InTangent),sizeof(newtangent.InTangent));
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cload.Read(&(newtangent.OutTangent),sizeof(newtangent.OutTangent));
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Tangents.Add(newtangent);
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}
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TangentsDirty = false;
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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WWASSERT(Keys.Count() == Tangents.Count());
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return true;
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}
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