cardinalspline.cpp 11 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWMath *
  23. * *
  24. * $Archive:: /VSS_Sync/wwmath/cardinalspline.cpp $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 6/13/01 2:18p $*
  29. * *
  30. * $Revision:: 5 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "cardinalspline.h"
  36. #include "wwdebug.h"
  37. #include "persistfactory.h"
  38. #include "wwmathids.h"
  39. #include "wwhack.h"
  40. /*
  41. ** Force-Link this module because the linker can't detect that we actually need it...
  42. */
  43. DECLARE_FORCE_LINK(cardinalspline);
  44. /*
  45. ** Save-Load stuff
  46. */
  47. SimplePersistFactoryClass<CardinalSpline3DClass,WWMATH_CHUNKID_CARDINALSPLINE3D> _CardinalSpline3DFactory;
  48. SimplePersistFactoryClass<CardinalSpline1DClass,WWMATH_CHUNKID_CARDINALSPLINE1D> _CardinalSpline1DFactory;
  49. enum
  50. {
  51. // ID's used by CardinalSpline3D
  52. CARDINAL3D_CHUNK_HERMITE3D = 0x02070957,
  53. CARDINAL3D_CHUNK_TIGHTNESSKEYS,
  54. // ID's used by CardinalSpline1D
  55. CARDINAL1D_CHUNK_HERMITE1D = 0x02070959,
  56. CARDINAL1D_CHUNK_TIGHTNESSKEYS
  57. };
  58. /*
  59. ** CardinalSpline3DClass Implementation
  60. */
  61. int CardinalSpline3DClass::Add_Key(const Vector3 & point,float t)
  62. {
  63. int index = HermiteSpline3DClass::Add_Key(point,t);
  64. float tightness = 0.5f;
  65. Tightness.Insert(index,tightness);
  66. return index;
  67. }
  68. void CardinalSpline3DClass::Remove_Key(int i)
  69. {
  70. Tightness.Delete(i);
  71. HermiteSpline3DClass::Remove_Key(i);
  72. }
  73. void CardinalSpline3DClass::Clear_Keys(void)
  74. {
  75. Tightness.Clear();
  76. HermiteSpline3DClass::Clear_Keys();
  77. }
  78. void CardinalSpline3DClass::Set_Tightness(int i,float tightness)
  79. {
  80. WWASSERT(i >= 0);
  81. WWASSERT(i < Tightness.Count());
  82. Tightness[i] = tightness;
  83. TangentsDirty = true;
  84. }
  85. float CardinalSpline3DClass::Get_Tightness(int i)
  86. {
  87. return Tightness[i];
  88. }
  89. void CardinalSpline3DClass::Update_Tangents(void)
  90. {
  91. if (Keys.Count() < 2) {
  92. for (int i=0; i<Keys.Count(); i++) {
  93. Tangents[0].InTangent.Set(0,0,0);
  94. Tangents[0].OutTangent.Set(0,0,0);
  95. }
  96. }
  97. // First and Last Key:
  98. // Only need to compute the OutTangent for key[0] and the InTangent for key[end]
  99. int end = Keys.Count() - 1;
  100. Tangents[0].InTangent.Set(0,0,0);
  101. Tangents[end].OutTangent.Set(0,0,0);
  102. if (IsLooping) {
  103. // This really only works if the start and end points have the same position...
  104. Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[end-1].Point.X);
  105. Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[end-1].Point.Y);
  106. Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[end-1].Point.Z);
  107. Tangents[end].InTangent = Tangents[0].OutTangent;
  108. } else {
  109. Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[0].Point.X);
  110. Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[0].Point.Y);
  111. Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[0].Point.Z);
  112. Tangents[end].InTangent.X = (1.0f - Tightness[0])*(Keys[end].Point.X - Keys[end-1].Point.X);
  113. Tangents[end].InTangent.Y = (1.0f - Tightness[0])*(Keys[end].Point.Y - Keys[end-1].Point.Y);
  114. Tangents[end].InTangent.Z = (1.0f - Tightness[0])*(Keys[end].Point.Z - Keys[end-1].Point.Z);
  115. }
  116. float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
  117. float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
  118. float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
  119. Tangents[end].InTangent *= in_factor;
  120. Tangents[0].OutTangent *= out_factor;
  121. // inner knots
  122. for (int i=1; i<Keys.Count()-1; i++) {
  123. Tangents[i].InTangent.X = (1.0f - Tightness[i])*(Keys[i+1].Point.X - Keys[i-1].Point.X);
  124. Tangents[i].InTangent.Y = (1.0f - Tightness[i])*(Keys[i+1].Point.Y - Keys[i-1].Point.Y);
  125. Tangents[i].InTangent.Z = (1.0f - Tightness[i])*(Keys[i+1].Point.Z - Keys[i-1].Point.Z);
  126. Tangents[i].OutTangent = Tangents[i].InTangent;
  127. float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  128. float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  129. Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
  130. Tangents[i].OutTangent *= out_factor;
  131. }
  132. TangentsDirty = false;
  133. }
  134. const PersistFactoryClass & CardinalSpline3DClass::Get_Factory(void) const
  135. {
  136. return _CardinalSpline3DFactory;
  137. }
  138. bool CardinalSpline3DClass::Save(ChunkSaveClass &csave)
  139. {
  140. csave.Begin_Chunk(CARDINAL3D_CHUNK_HERMITE3D);
  141. HermiteSpline3DClass::Save(csave);
  142. csave.End_Chunk();
  143. csave.Begin_Chunk(CARDINAL3D_CHUNK_TIGHTNESSKEYS);
  144. for (int i=0; i<Tightness.Count(); i++) {
  145. float tightness = Tightness[i];
  146. csave.Write(&(tightness),sizeof(tightness));
  147. }
  148. csave.End_Chunk();
  149. return true;
  150. }
  151. bool CardinalSpline3DClass::Load(ChunkLoadClass &cload)
  152. {
  153. int i;
  154. float tightness;
  155. // reset the array of tightness keys
  156. Tightness.Delete_All();
  157. // read in the chunks
  158. while (cload.Open_Chunk()) {
  159. switch(cload.Cur_Chunk_ID())
  160. {
  161. case CARDINAL3D_CHUNK_HERMITE3D:
  162. HermiteSpline3DClass::Load(cload);
  163. break;
  164. case CARDINAL3D_CHUNK_TIGHTNESSKEYS:
  165. for (i=0; i<Keys.Count(); i++) {
  166. cload.Read(&(tightness),sizeof(tightness));
  167. Tightness.Add(tightness);
  168. }
  169. break;
  170. default:
  171. WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
  172. break;
  173. }
  174. cload.Close_Chunk();
  175. }
  176. return true;
  177. }
  178. /*
  179. ** CardinalSpline1DClass Implementation
  180. */
  181. int CardinalSpline1DClass::Add_Key(float point,float t)
  182. {
  183. int index = HermiteSpline1DClass::Add_Key(point,t);
  184. float tightness = 0.5f;
  185. Tightness.Insert(index,tightness);
  186. return index;
  187. }
  188. void CardinalSpline1DClass::Remove_Key(int i)
  189. {
  190. Tightness.Delete(i);
  191. HermiteSpline1DClass::Remove_Key(i);
  192. }
  193. void CardinalSpline1DClass::Clear_Keys(void)
  194. {
  195. Tightness.Clear();
  196. HermiteSpline1DClass::Clear_Keys();
  197. }
  198. void CardinalSpline1DClass::Set_Tightness(int i,float tightness)
  199. {
  200. WWASSERT(i >= 0);
  201. WWASSERT(i < Tightness.Count());
  202. Tightness[i] = tightness;
  203. TangentsDirty = true;
  204. }
  205. float CardinalSpline1DClass::Get_Tightness(int i)
  206. {
  207. return Tightness[i];
  208. }
  209. void CardinalSpline1DClass::Update_Tangents(void)
  210. {
  211. if (Keys.Count() < 2) {
  212. for (int i=0; i<Keys.Count(); i++) {
  213. Tangents[0].InTangent = 0;
  214. Tangents[0].OutTangent = 0;
  215. }
  216. }
  217. // First and Last Key:
  218. // Only need to compute the OutTangent for key[0] and the InTangent for key[end]
  219. int end = Keys.Count() - 1;
  220. Tangents[0].InTangent = 0;
  221. Tangents[end].OutTangent = 0;
  222. if (IsLooping) {
  223. // This really only works if the start and end points have the same position...
  224. Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[end-1].Point);
  225. Tangents[end].InTangent = Tangents[0].OutTangent;
  226. } else {
  227. Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[0].Point);
  228. Tangents[end].InTangent = (1.0f - Tightness[0])*(Keys[end].Point - Keys[end-1].Point);
  229. }
  230. float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
  231. float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
  232. float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
  233. Tangents[end].InTangent *= in_factor;
  234. Tangents[0].OutTangent *= out_factor;
  235. // inner knots
  236. for (int i=1; i<Keys.Count()-1; i++) {
  237. Tangents[i].InTangent = (1.0f - Tightness[i])*(Keys[i+1].Point - Keys[i-1].Point);
  238. Tangents[i].OutTangent = Tangents[i].InTangent;
  239. float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  240. float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  241. Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
  242. Tangents[i].OutTangent *= out_factor;
  243. }
  244. TangentsDirty = false;
  245. }
  246. const PersistFactoryClass & CardinalSpline1DClass::Get_Factory(void) const
  247. {
  248. return _CardinalSpline1DFactory;
  249. }
  250. bool CardinalSpline1DClass::Save(ChunkSaveClass &csave)
  251. {
  252. csave.Begin_Chunk(CARDINAL1D_CHUNK_HERMITE1D);
  253. HermiteSpline1DClass::Save(csave);
  254. csave.End_Chunk();
  255. csave.Begin_Chunk(CARDINAL1D_CHUNK_TIGHTNESSKEYS);
  256. for (int i=0; i<Tightness.Count(); i++) {
  257. float tightness = Tightness[i];
  258. csave.Write(&(tightness),sizeof(tightness));
  259. }
  260. csave.End_Chunk();
  261. return true;
  262. }
  263. bool CardinalSpline1DClass::Load(ChunkLoadClass &cload)
  264. {
  265. int i;
  266. float tightness;
  267. // reset the array of tangents
  268. Tightness.Delete_All();
  269. // read in the chunks
  270. while (cload.Open_Chunk()) {
  271. switch(cload.Cur_Chunk_ID())
  272. {
  273. case CARDINAL1D_CHUNK_HERMITE1D:
  274. HermiteSpline1DClass::Load(cload);
  275. break;
  276. case CARDINAL1D_CHUNK_TIGHTNESSKEYS:
  277. for (i=0; i<Keys.Count(); i++) {
  278. cload.Read(&(tightness),sizeof(tightness));
  279. Tightness.Add(tightness);
  280. }
  281. break;
  282. default:
  283. WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
  284. break;
  285. }
  286. cload.Close_Chunk();
  287. }
  288. return true;
  289. }