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/* Copyright (C) 2020 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/>.
*/
/**
* Contains classes for smooth splines
* Borrowed from Game Programming Gems 4. (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 128
#include "FixedVector3D.h"
#include "Vector3D.h"
#include <vector>
/**
* Describes a node of the spline
*/
struct SplineData
{
// Should be fixed, because used in the simulation
CFixedVector3D Position;
CVector3D Velocity;
// TODO: make rotation as other spline
CFixedVector3D Rotation;
// Time interval to the previous node, should be 0 for the first node
fixed Distance;
};
/**
* Rounded Nonuniform Spline for describing spatial curves or paths with constant speed
*/
class RNSpline
{
public:
RNSpline();
virtual ~RNSpline();
void AddNode(const CFixedVector3D& pos);
void BuildSpline();
CVector3D GetPosition(float time) const;
CVector3D GetRotation(float time) const;
const std::vector<SplineData>& GetAllNodes() const;
fixed MaxDistance;
int NodeCount;
protected:
std::vector<SplineData> Node;
CVector3D GetStartVelocity(int index);
CVector3D GetEndVelocity(int index);
};
/**
* Smooth Nonuniform Spline for describing paths with smooth acceleration and deceleration,
* but without turning
*/
class SNSpline : public RNSpline
{
public:
virtual ~SNSpline();
void BuildSpline();
void Smooth();
};
/**
* Timed Nonuniform Spline for paths with different time intervals between nodes
*/
class TNSpline : public SNSpline
{
public:
virtual ~TNSpline();
void AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod);
void InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod);
void RemoveNode(const int index);
void UpdateNodePos(const int index, const CFixedVector3D& pos);
void UpdateNodeTime(const int index, fixed time);
void BuildSpline();
void Smooth();
void Constrain();
};
#endif // INCLUDED_NUSPLINE
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