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