// // Copyright (c) 2008-2013 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "Context.h" #include "Log.h" #include "Node.h" #include "Scene.h" #include "Spline.h" namespace Urho3D { extern const char* SCENE_CATEGORY; Spline::Spline(Context* context) : Component(context), interpolationMode_(BEZIER_CURVE), speed_(1.f), elapsedTime_(0.f), length_(0.f), traveled_(0.f), attached_(false) { } void Spline::RegisterObject(Context* context) { context->RegisterFactory(SCENE_CATEGORY); ACCESSOR_ATTRIBUTE(Spline, VAR_VARIANTVECTOR, "Control Points", GetControlPointsAttr, SetControlPointsAttr, VariantVector, Variant::emptyVariantVector, AM_FILE); ATTRIBUTE(Spline, VAR_FLOAT, "Speed", speed_, 1.f, AM_FILE); ATTRIBUTE(Spline, VAR_INT, "Interpolation Mode", interpolationMode_, BEZIER_CURVE, AM_FILE); ATTRIBUTE(Spline, VAR_FLOAT, "Traveled", traveled_, 0.f, AM_FILE | AM_NOEDIT); ATTRIBUTE(Spline, VAR_FLOAT, "Elapsed Time", elapsedTime_, 0.f, AM_FILE | AM_NOEDIT); ATTRIBUTE(Spline, VAR_FLOAT, "Length", length_, 0.f, AM_FILE | AM_NOEDIT); ATTRIBUTE(Spline, VAR_BOOL, "Attached", attached_, false, AM_FILE); } void Spline::SetControlPoints(const Vector controlPoints) { controlPoints_ = controlPoints; } void Spline::SetInterpolationMode(InterpolationMode interpolationMode) { interpolationMode_ = interpolationMode; } Vector3 Spline::GetPosition(float factor) { float t = factor; if (t < 0.f) t = 0.0f; else if (t > 1.0f) t = 1.0f; switch (interpolationMode_) { case BEZIER_CURVE: return BezierMove(controlPoints_, t); default: return Vector3::ZERO; } } void Spline::Push(const Vector3& controlPoint) { controlPoints_.Push(controlPoint); } void Spline::Pop() { controlPoints_.Pop(); } void Spline::Attach() { if (controlPoints_.Size() > 0) { CalculateLength(); switch (interpolationMode_) { case BEZIER_CURVE: if (controlPoints_.Size() < 2) { LOGERRORF("Spline on Node[%d,%s] in Beizer Curve mode attempted with less than two control points.", GetNode()->GetID(), GetNode()->GetName().CString()); return; } GetNode()->SetPosition(BezierMove(controlPoints_, traveled_)); break; } attached_ = true; } } void Spline::Move(float timeStep) { if (!attached_ || traveled_ >= 1.0f || length_ <= 0.0f) return; elapsedTime_ += timeStep; float distanceCovered = elapsedTime_ * speed_; traveled_ = distanceCovered / length_; switch (interpolationMode_) { case BEZIER_CURVE: if (controlPoints_.Size() < 2) { LOGERRORF("Spline on Node[%d,%s] in Beizer Curve mode attempted with less than two control points.", GetNode()->GetID(), GetNode()->GetName().CString()); return; } GetNode()->SetPosition(BezierMove(controlPoints_,traveled_)); break; } } void Spline::Detach() { attached_ = false; } void Spline::Reset() { attached_ = false; traveled_ = 0.f; elapsedTime_ = 0.f; } Urho3D::VariantVector Spline::GetControlPointsAttr() const { VariantVector ret; for (unsigned i = 0; i < controlPoints_.Size(); i++) ret.Push(controlPoints_[i]); return ret; } void Spline::SetControlPointsAttr(VariantVector value) { for (unsigned i = 0; i < value.Size(); i++) controlPoints_.Push(value[i].GetVector3()); } void Spline::CalculateLength() { length_ = 0.f; if (controlPoints_.Size() <= 0) { return; } switch (interpolationMode_) { case BEZIER_CURVE: Vector3 a = controlPoints_[0]; for (float f = 0.000f; f <= 1.000f; f += 0.001f) { Vector3 b = BezierMove(controlPoints_, f); length_ += Abs((a - b).Length()); a = b; } break; } } Vector3 Spline::BezierMove(Vector& controlPoints, float t) { if (controlPoints.Size() == 2) { return controlPoints[0].Lerp(controlPoints[1], t); } else { Vector newControlPoints; for (unsigned i = 1; i < controlPoints.Size(); i++) { newControlPoints.Push(controlPoints[i - 1].Lerp(controlPoints[i], t)); } return BezierMove(newControlPoints, t); } } }