1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84
|
/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
//Desc: Contains classes for smooth splines
//Borrowed from Game Programming Gems4. (Slightly changed to better suit our purposes
//(and compatability). Any references to external material can be found there
#ifndef INCLUDED_NUSPLINE
#define INCLUDED_NUSPLINE
#define MAX_SPLINE_NODES 40
#include <stdlib.h>
#include "Vector3D.h"
struct SplineData
{
CVector3D Position;
CVector3D Velocity;
CVector3D Rotation;
float Distance/*, DistanceOffset*/; //DistanceOffset is to keep track of how far into the spline this node is
};
class RNSpline
{
public:
RNSpline() { NodeCount = 0; }
virtual ~RNSpline() {}
void AddNode(const CVector3D &pos);
void BuildSpline();
CVector3D GetPosition(float time) const;
CVector3D GetRotation(float time) const;
const std::vector<SplineData>& GetAllNodes() const { return Node; }
float MaxDistance;
int NodeCount;
protected:
std::vector<SplineData> Node;
CVector3D GetStartVelocity(int index);
CVector3D GetEndVelocity(int index);
};
class SNSpline : public RNSpline
{
public:
virtual ~SNSpline() {}
void BuildSpline(){ RNSpline::BuildSpline(); Smooth(); Smooth(); Smooth(); }
void Smooth();
};
class TNSpline : public SNSpline
{
public:
virtual ~TNSpline() {}
void AddNode(const CVector3D& pos, const CVector3D& rotation, float timePeriod);
void PushNode() { Node.push_back( SplineData() ); }
void InsertNode(const int index, const CVector3D &pos, const CVector3D& rotation, float timePeriod);
void RemoveNode(const int index);
void UpdateNodeTime(const int index, float time);
void UpdateNodePos(const int index, const CVector3D &pos);
void BuildSpline(){ RNSpline::BuildSpline(); Smooth(); Smooth(); Smooth(); }
void Smooth(){ for( int x=0; x<3; x++ ) { SNSpline::Smooth(); Constrain(); } }
void Constrain();
};
#endif // INCLUDED_NUSPLINE
|