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- /*
- ** Command & Conquer Generals Zero Hour(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) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h"
- #include "Common/BezFwdIterator.h"
- //-------------------------------------------------------------------------------------------------
- BezFwdIterator::BezFwdIterator(): mStep(0), mStepsDesired(0)
- {
- // Added by Sadullah Nader
- mCurrPoint.zero();
- mDDDq.zero();
- mDDq.zero();
- mDq.zero();
- }
- //-------------------------------------------------------------------------------------------------
- BezFwdIterator::BezFwdIterator(Int stepsDesired, const BezierSegment *bezSeg)
- {
- // Added by Sadullah Nader
- mCurrPoint.zero();
- mDDDq.zero();
- mDDq.zero();
- mDq.zero();
- //
- mStepsDesired = stepsDesired;
- mBezSeg = (*bezSeg);
- }
- //-------------------------------------------------------------------------------------------------
- void BezFwdIterator::start(void)
- {
- mStep = 0;
- if (mStepsDesired <= 1)
- return;
- float d = 1.0f / (mStepsDesired - 1);
- float d2 = d * d;
- float d3 = d * d2;
- D3DXVECTOR4 px(mBezSeg.m_controlPoints[0].x, mBezSeg.m_controlPoints[1].x, mBezSeg.m_controlPoints[2].x, mBezSeg.m_controlPoints[3].x);
- D3DXVECTOR4 py(mBezSeg.m_controlPoints[0].y, mBezSeg.m_controlPoints[1].y, mBezSeg.m_controlPoints[2].y, mBezSeg.m_controlPoints[3].y);
- D3DXVECTOR4 pz(mBezSeg.m_controlPoints[0].z, mBezSeg.m_controlPoints[1].z, mBezSeg.m_controlPoints[2].z, mBezSeg.m_controlPoints[3].z);
- D3DXVECTOR4 cVec[3];
- D3DXVec4Transform(&cVec[0], &px, &BezierSegment::s_bezBasisMatrix);
- D3DXVec4Transform(&cVec[1], &py, &BezierSegment::s_bezBasisMatrix);
- D3DXVec4Transform(&cVec[2], &pz, &BezierSegment::s_bezBasisMatrix);
- mCurrPoint = mBezSeg.m_controlPoints[0];
- int i = 3;
- while (i--) {
- float a = cVec[i].x;
- float b = cVec[i].y;
- float c = cVec[i].z;
- float *pD, *pDD, *pDDD;
- if (i == 2) {
- pD = &mDq.z;
- pDD = &mDDq.z;
- pDDD = &mDDDq.z;
- } else if (i == 1) {
- pD = &mDq.y;
- pDD = &mDDq.y;
- pDDD = &mDDDq.y;
- } else if (i == 0) {
- pD = &mDq.x;
- pDD = &mDDq.x;
- pDDD = &mDDDq.x;
- }
- (*pD) = a * d3 + b * d2 + c * d;
- (*pDD) = 6 * a * d3 + 2 * b * d2;
- (*pDDD) = 6 * a * d3;
- }
- }
- //-------------------------------------------------------------------------------------------------
- Bool BezFwdIterator::done(void)
- {
- return (mStep >= mStepsDesired);
- }
- //-------------------------------------------------------------------------------------------------
- const Coord3D& BezFwdIterator::getCurrent(void) const
- {
- return mCurrPoint;
- }
- //-------------------------------------------------------------------------------------------------
- void BezFwdIterator::next(void)
- {
- mCurrPoint.add(&mDq);
- mDq.add(&mDDq);
- mDDq.add(&mDDDq);
- ++mStep;
- }
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