Files
2015-08-19 00:05:02 -04:00

309 lines
6.0 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "globalincs/alphacolors.h"
#include "graphics/2d.h"
#include "math/spline.h"
#include "render/3d.h"
// -------------------------------------------------------------------------------------------------
// SPLINE DEFINES/VARS
//
// -------------------------------------------------------------------------------------------------
// SPLINE FUNCTIONS
//
static float bez_fact_lookup[13] = {
1.0f, // 0!
1.0f, // 1!
2.0f, // 2!
6.0f, // 3!
24.0f, // 4!
120.0f, // 5!
720.0f, // 6!
5040.0f, // 7!
40320.0f, // 8!
362880.0f, // 9!
3628800.0f, // 10!
39916800.0f, // 11!
479001600.0f, // 12!
};
// Limited Factorial
static float bez_fact(int n)
{
Assert((n >= 0) && (n <= 12));
return bez_fact_lookup[n];
}
// bez constructor
bez_spline::bez_spline()
{
int idx;
// zero all points
for(idx=0; idx<MAX_BEZ_PTS; idx++){
pts[idx] = vmd_zero_vector;
}
num_pts = 0;
}
// bez constructor
bez_spline::bez_spline(int _num_pts, vec3d *_pts[MAX_BEZ_PTS])
{
bez_set_points(_num_pts, _pts);
}
// set control points
void bez_spline::bez_set_points(int _num_pts, vec3d *_pts[MAX_BEZ_PTS])
{
int idx;
// store the points
num_pts = _num_pts;
for(idx=0; idx<_num_pts; idx++){
Assert(_pts[idx] != NULL);
if(_pts[idx] != NULL){
pts[idx] = *_pts[idx];
}
}
}
// blend function
#define COMB(_n, _k) (bez_fact(_n) / (bez_fact(_k) * bez_fact(_n - _k)))
float bez_spline::BEZ(int k, int n, float u)
{
float a = (float)COMB(n, k);
float b = (float)pow(u, (float)k);
float c = (float)pow(1.0f - u, (float)(n - k));
return a * b * c;
}
// get a point on the curve
void bez_spline::bez_get_point(vec3d *out, float u)
{
int idx;
float bez_val;
Assert(out != NULL);
if(out == NULL){
return;
}
// calc
out->xyz.x = 0.0f;
out->xyz.y = 0.0f;
out->xyz.z = 0.0f;
for(idx=0; idx<num_pts; idx++){
// bez val
bez_val = BEZ(idx, num_pts-1, u);
// x component
out->xyz.x += pts[idx].xyz.x * bez_val;
// y component
out->xyz.y += pts[idx].xyz.y * bez_val;
// z component
out->xyz.z += pts[idx].xyz.z * bez_val;
}
}
// render a bezier
void bez_spline::bez_render(int divs, color *c)
{
float inc;
int idx;
vertex a, b;
vec3d pt;
// bleh
if(divs <= 0){
return;
}
inc = 1.0f / (float)divs;
// draw in red
gr_set_color_fast(c);
// draw that many divisions
bez_get_point(&pt, 0.0f);
g3_rotate_vertex(&a, &pt);
for(idx=1; idx<=divs; idx++){
// second point
bez_get_point(&pt, (float)idx * inc);
g3_rotate_vertex(&b, &pt);
// draw the line
g3_draw_line(&a, &b);
// store b
a = b;
}
// draw the control points
gr_set_color_fast(&Color_bright_green);
for(idx=0; idx<num_pts; idx++){
g3_draw_sphere_ez(&pts[idx], 0.75f);
}
}
// --------------------------------------------------------------------------
// HERMITE splines
// constructor
herm_spline::herm_spline()
{
int idx;
// zero all points
for(idx=0; idx<MAX_HERM_PTS; idx++){
pts[idx] = vmd_zero_vector;
d_pts[idx] = vmd_zero_vector;
}
num_pts = 0;
}
// constructor
herm_spline::herm_spline(int _num_pts, vec3d *_pts[MAX_HERM_PTS], vec3d *_d_pts[MAX_HERM_PTS])
{
herm_set_points(_num_pts, _pts, _d_pts);
}
// set the points
void herm_spline::herm_set_points(int _num_pts, vec3d *_pts[MAX_HERM_PTS], vec3d *_d_pts[MAX_HERM_PTS])
{
int idx;
// store the points
num_pts = _num_pts;
for(idx=0; idx<_num_pts; idx++){
Assert(_pts[idx] != NULL);
if(_pts[idx] != NULL){
pts[idx] = *_pts[idx];
}
Assert(_d_pts[idx] != NULL);
if(_d_pts[idx] != NULL){
d_pts[idx] = *_d_pts[idx];
}
}
}
// get a point on the hermite curve.
void herm_spline::herm_get_point(vec3d *out, float u, int k)
{
float a = ( (2.0f * u * u * u) - (3.0f * u * u) + 1 );
float b = ( (-2.0f * u * u * u) + (3.0f * u * u) );
float c = ( (u * u * u) - (2.0f * u * u) + u );
float d = ( (u * u * u) - (u * u) );
vec3d va;
vm_vec_copy_scale(&va, &pts[k], a);
vec3d vb;
vm_vec_copy_scale(&vb, &pts[k+1], b);
vec3d vc;
vm_vec_copy_scale(&vc, &d_pts[k], c);
vec3d vd;
vm_vec_copy_scale(&vd, &d_pts[k+1], d);
vm_vec_add(out, &va, &vb);
vm_vec_add2(out, &vc);
vm_vec_add2(out, &vd);
}
// the derivative of a point on the hermite curve
void herm_spline::herm_get_deriv(vec3d *deriv, float u, int k)
{
float a = ( (6.0f * u * u) - (6.0f * u) );
float b = ( (-6.0f * u * u) + (6.0f * u) );
float c = ( (3.0f * u * u) - (4.0f * u) + 1 );
float d = ( (3.0f * u * u) - (2.0f * u) );
vec3d va;
vm_vec_copy_scale(&va, &pts[k], a);
vec3d vb;
vm_vec_copy_scale(&vb, &pts[k+1], b);
vec3d vc;
vm_vec_copy_scale(&vc, &d_pts[k], c);
vec3d vd;
vm_vec_copy_scale(&vd, &d_pts[k+1], d);
vm_vec_add(deriv, &va, &vb);
vm_vec_add2(deriv, &vc);
vm_vec_add2(deriv, &vd);
}
// render a bezier
void herm_spline::herm_render(int divs, color *clc)
{
int idx;
int s_idx;
float inc = 1.0f / (float)divs;
vertex a, b, c;
vec3d pt, d_pt;
// draw in red
gr_set_color_fast(clc);
// render each section
for(idx=0; idx<num_pts-1; idx++){
// render this piece
herm_get_point(&pt, 0.0f, idx);
g3_rotate_vertex(&a, &pt);
// draw the deriv
herm_get_deriv(&d_pt, 0.0f, idx);
vm_vec_add2(&d_pt, &pt);
g3_rotate_vertex(&c, &d_pt);
g3_draw_line(&a, &c);
for(s_idx=1; s_idx<divs * 2; s_idx++){
// second point
herm_get_point(&pt, (float)s_idx * inc, idx);
// 2nd point on the line
g3_rotate_vertex(&b, &pt);
// draw the line
g3_draw_line(&a, &b);
// draw the deriv line
herm_get_deriv(&d_pt, (float)s_idx * inc, idx);
vm_vec_add2(&d_pt, &pt);
g3_rotate_vertex(&c, &d_pt);
g3_draw_line(&b, &c);
// store b
a = b;
}
}
// draw the control points
gr_set_color_fast(&Color_bright_green);
for(idx=0; idx<num_pts; idx++){
g3_draw_sphere_ez(&pts[idx], 0.75f);
}
}