Files
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00

83 lines
2.0 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.
*
*/
#ifndef __FS2_SPLINE_HEADER_FILE
#define __FS2_SPLINE_HEADER_FILE
#include "math/vecmat.h"
// -------------------------------------------------------------------------------------------------
// SPLINE DEFINES/VARS
//
struct color;
// max bezier degree - note the # of points directly corresponds to the degree (degree == n_points - 1).
// more points means more expensive!
#define MAX_BEZ_PTS 3
// bezier class. whee
class bez_spline {
public :
vec3d pts[MAX_BEZ_PTS];
int num_pts;
public :
// constructor
bez_spline();
bez_spline(int _num_pts, vec3d *_pts[MAX_BEZ_PTS]);
// set the points
void bez_set_points(int _num_pts, vec3d *_pts[MAX_BEZ_PTS]);
// bezier blend function
float BEZ(int k, int n, float u);
// get a point on the bez curve. u goes from 0.0 to 1.0
void bez_get_point(vec3d *out, float u);
// render a bezier
void bez_render(int divs, color *c);
};
// hermite splines. cool cubic stuff
#define MAX_HERM_PTS 3
class herm_spline {
public :
vec3d pts[MAX_HERM_PTS]; // control points
vec3d d_pts[MAX_HERM_PTS]; // derivative of control points (think of as velocity)
int num_pts;
public :
// constructor
herm_spline();
herm_spline(int _num_pts, vec3d *_pts[MAX_HERM_PTS], vec3d *_d_pts[MAX_HERM_PTS]);
// set the points
void herm_set_points(int _num_pts, vec3d *_pts[MAX_HERM_PTS], vec3d *_d_pts[MAX_HERM_PTS]);
// get a point on the hermite curve.
void herm_get_point(vec3d *out, float u, int k);
// the derivative of a point on the hermite curve
void herm_get_deriv(vec3d *deriv, float u, int k);
// render a bezier
void herm_render(int divs, color *c);
};
// -------------------------------------------------------------------------------------------------
// SPLINE FUNCTIONS
//
#endif