cardinalspline.cpp 11 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(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:: /Commando/Code/wwmath/cardinalspline.cpp $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 9/16/01 4:07p $*
  29. * *
  30. * $Revision:: 6 $*
  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. return;
  97. }
  98. // First and Last Key:
  99. // Only need to compute the OutTangent for key[0] and the InTangent for key[end]
  100. int end = Keys.Count() - 1;
  101. Tangents[0].InTangent.Set(0,0,0);
  102. Tangents[end].OutTangent.Set(0,0,0);
  103. if (IsLooping) {
  104. // This really only works if the start and end points have the same position...
  105. Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[end-1].Point.X);
  106. Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[end-1].Point.Y);
  107. Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[end-1].Point.Z);
  108. Tangents[end].InTangent = Tangents[0].OutTangent;
  109. } else {
  110. Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[0].Point.X);
  111. Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[0].Point.Y);
  112. Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[0].Point.Z);
  113. Tangents[end].InTangent.X = (1.0f - Tightness[0])*(Keys[end].Point.X - Keys[end-1].Point.X);
  114. Tangents[end].InTangent.Y = (1.0f - Tightness[0])*(Keys[end].Point.Y - Keys[end-1].Point.Y);
  115. Tangents[end].InTangent.Z = (1.0f - Tightness[0])*(Keys[end].Point.Z - Keys[end-1].Point.Z);
  116. }
  117. float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
  118. float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
  119. float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
  120. Tangents[end].InTangent *= in_factor;
  121. Tangents[0].OutTangent *= out_factor;
  122. // inner knots
  123. for (int i=1; i<Keys.Count()-1; i++) {
  124. Tangents[i].InTangent.X = (1.0f - Tightness[i])*(Keys[i+1].Point.X - Keys[i-1].Point.X);
  125. Tangents[i].InTangent.Y = (1.0f - Tightness[i])*(Keys[i+1].Point.Y - Keys[i-1].Point.Y);
  126. Tangents[i].InTangent.Z = (1.0f - Tightness[i])*(Keys[i+1].Point.Z - Keys[i-1].Point.Z);
  127. Tangents[i].OutTangent = Tangents[i].InTangent;
  128. float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  129. float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  130. Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
  131. Tangents[i].OutTangent *= out_factor;
  132. }
  133. TangentsDirty = false;
  134. }
  135. const PersistFactoryClass & CardinalSpline3DClass::Get_Factory(void) const
  136. {
  137. return _CardinalSpline3DFactory;
  138. }
  139. bool CardinalSpline3DClass::Save(ChunkSaveClass &csave)
  140. {
  141. csave.Begin_Chunk(CARDINAL3D_CHUNK_HERMITE3D);
  142. HermiteSpline3DClass::Save(csave);
  143. csave.End_Chunk();
  144. csave.Begin_Chunk(CARDINAL3D_CHUNK_TIGHTNESSKEYS);
  145. for (int i=0; i<Tightness.Count(); i++) {
  146. float tightness = Tightness[i];
  147. csave.Write(&(tightness),sizeof(tightness));
  148. }
  149. csave.End_Chunk();
  150. return true;
  151. }
  152. bool CardinalSpline3DClass::Load(ChunkLoadClass &cload)
  153. {
  154. int i;
  155. float tightness;
  156. // reset the array of tightness keys
  157. Tightness.Delete_All();
  158. // read in the chunks
  159. while (cload.Open_Chunk()) {
  160. switch(cload.Cur_Chunk_ID())
  161. {
  162. case CARDINAL3D_CHUNK_HERMITE3D:
  163. HermiteSpline3DClass::Load(cload);
  164. break;
  165. case CARDINAL3D_CHUNK_TIGHTNESSKEYS:
  166. for (i=0; i<Keys.Count(); i++) {
  167. cload.Read(&(tightness),sizeof(tightness));
  168. Tightness.Add(tightness);
  169. }
  170. break;
  171. default:
  172. WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
  173. break;
  174. }
  175. cload.Close_Chunk();
  176. }
  177. return true;
  178. }
  179. /*
  180. ** CardinalSpline1DClass Implementation
  181. */
  182. int CardinalSpline1DClass::Add_Key(float point,float t)
  183. {
  184. int index = HermiteSpline1DClass::Add_Key(point,t);
  185. float tightness = 0.5f;
  186. Tightness.Insert(index,tightness);
  187. return index;
  188. }
  189. void CardinalSpline1DClass::Remove_Key(int i)
  190. {
  191. Tightness.Delete(i);
  192. HermiteSpline1DClass::Remove_Key(i);
  193. }
  194. void CardinalSpline1DClass::Clear_Keys(void)
  195. {
  196. Tightness.Clear();
  197. HermiteSpline1DClass::Clear_Keys();
  198. }
  199. void CardinalSpline1DClass::Set_Tightness(int i,float tightness)
  200. {
  201. WWASSERT(i >= 0);
  202. WWASSERT(i < Tightness.Count());
  203. Tightness[i] = tightness;
  204. TangentsDirty = true;
  205. }
  206. float CardinalSpline1DClass::Get_Tightness(int i)
  207. {
  208. return Tightness[i];
  209. }
  210. void CardinalSpline1DClass::Update_Tangents(void)
  211. {
  212. if (Keys.Count() < 2) {
  213. for (int i=0; i<Keys.Count(); i++) {
  214. Tangents[0].InTangent = 0;
  215. Tangents[0].OutTangent = 0;
  216. }
  217. }
  218. // First and Last Key:
  219. // Only need to compute the OutTangent for key[0] and the InTangent for key[end]
  220. int end = Keys.Count() - 1;
  221. Tangents[0].InTangent = 0;
  222. Tangents[end].OutTangent = 0;
  223. if (IsLooping) {
  224. // This really only works if the start and end points have the same position...
  225. Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[end-1].Point);
  226. Tangents[end].InTangent = Tangents[0].OutTangent;
  227. } else {
  228. Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[0].Point);
  229. Tangents[end].InTangent = (1.0f - Tightness[0])*(Keys[end].Point - Keys[end-1].Point);
  230. }
  231. float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
  232. float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
  233. float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
  234. Tangents[end].InTangent *= in_factor;
  235. Tangents[0].OutTangent *= out_factor;
  236. // inner knots
  237. for (int i=1; i<Keys.Count()-1; i++) {
  238. Tangents[i].InTangent = (1.0f - Tightness[i])*(Keys[i+1].Point - Keys[i-1].Point);
  239. Tangents[i].OutTangent = Tangents[i].InTangent;
  240. float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  241. float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
  242. Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
  243. Tangents[i].OutTangent *= out_factor;
  244. }
  245. TangentsDirty = false;
  246. }
  247. const PersistFactoryClass & CardinalSpline1DClass::Get_Factory(void) const
  248. {
  249. return _CardinalSpline1DFactory;
  250. }
  251. bool CardinalSpline1DClass::Save(ChunkSaveClass &csave)
  252. {
  253. csave.Begin_Chunk(CARDINAL1D_CHUNK_HERMITE1D);
  254. HermiteSpline1DClass::Save(csave);
  255. csave.End_Chunk();
  256. csave.Begin_Chunk(CARDINAL1D_CHUNK_TIGHTNESSKEYS);
  257. for (int i=0; i<Tightness.Count(); i++) {
  258. float tightness = Tightness[i];
  259. csave.Write(&(tightness),sizeof(tightness));
  260. }
  261. csave.End_Chunk();
  262. return true;
  263. }
  264. bool CardinalSpline1DClass::Load(ChunkLoadClass &cload)
  265. {
  266. int i;
  267. float tightness;
  268. // reset the array of tangents
  269. Tightness.Delete_All();
  270. // read in the chunks
  271. while (cload.Open_Chunk()) {
  272. switch(cload.Cur_Chunk_ID())
  273. {
  274. case CARDINAL1D_CHUNK_HERMITE1D:
  275. HermiteSpline1DClass::Load(cload);
  276. break;
  277. case CARDINAL1D_CHUNK_TIGHTNESSKEYS:
  278. for (i=0; i<Keys.Count(); i++) {
  279. cload.Read(&(tightness),sizeof(tightness));
  280. Tightness.Add(tightness);
  281. }
  282. break;
  283. default:
  284. WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
  285. break;
  286. }
  287. cload.Close_Chunk();
  288. }
  289. return true;
  290. }