2020-08-04 12:31:33 +08:00
# include "GPath.h"
NS_FGUI_BEGIN
2022-07-11 17:50:21 +08:00
USING_NS_AX ;
2020-08-04 12:31:33 +08:00
2022-07-11 17:50:21 +08:00
static std : : vector < axis : : Vec3 > splinePoints ;
2020-08-04 12:31:33 +08:00
GPathPoint : : GPathPoint ( const Vec3 & pos )
{
this - > pos = pos ;
this - > control1 = Vec3 : : ZERO ;
this - > control2 = Vec3 : : ZERO ;
this - > curveType = CurveType : : CRSpline ;
}
GPathPoint : : GPathPoint ( const Vec3 & pos , const Vec3 & control )
{
this - > pos = pos ;
this - > control1 = control ;
this - > control2 = Vec3 : : ZERO ;
this - > curveType = CurveType : : Bezier ;
}
GPathPoint : : GPathPoint ( const Vec3 & pos , const Vec3 & control1 , const Vec3 & control2 )
{
this - > pos = pos ;
this - > control1 = control1 ;
this - > control2 = control2 ;
this - > curveType = CurveType : : CubicBezier ;
}
GPathPoint : : GPathPoint ( const Vec3 & pos , CurveType curveType )
{
this - > pos = pos ;
this - > control1 = Vec3 : : ZERO ;
this - > control2 = Vec3 : : ZERO ;
this - > curveType = curveType ;
}
GPath : : GPath ( )
: _fullLength ( 0 )
{
}
void GPath : : create ( GPathPoint * points , int count )
{
_segments . clear ( ) ;
_points . clear ( ) ;
splinePoints . clear ( ) ;
_fullLength = 0 ;
if ( count = = 0 )
return ;
const GPathPoint * prev = points ;
if ( prev - > curveType = = GPathPoint : : CurveType : : CRSpline )
splinePoints . push_back ( prev - > pos ) ;
for ( int i = 1 ; i < count ; i + + )
{
const GPathPoint * current = points + i ;
if ( prev - > curveType ! = GPathPoint : : CurveType : : CRSpline )
{
Segment seg ;
seg . type = prev - > curveType ;
seg . ptStart = ( int ) _points . size ( ) ;
if ( prev - > curveType = = GPathPoint : : CurveType : : Straight )
{
seg . ptCount = 2 ;
_points . push_back ( prev - > pos ) ;
_points . push_back ( current - > pos ) ;
}
else if ( prev - > curveType = = GPathPoint : : CurveType : : Bezier )
{
seg . ptCount = 3 ;
_points . push_back ( prev - > pos ) ;
_points . push_back ( current - > pos ) ;
_points . push_back ( prev - > control1 ) ;
}
else if ( prev - > curveType = = GPathPoint : : CurveType : : CubicBezier )
{
seg . ptCount = 4 ;
_points . push_back ( prev - > pos ) ;
_points . push_back ( current - > pos ) ;
_points . push_back ( prev - > control1 ) ;
_points . push_back ( prev - > control2 ) ;
}
seg . length = prev - > pos . distance ( current - > pos ) ;
_fullLength + = seg . length ;
_segments . push_back ( seg ) ;
}
if ( current - > curveType ! = GPathPoint : : CurveType : : CRSpline )
{
if ( splinePoints . size ( ) > 0 )
{
splinePoints . push_back ( current - > pos ) ;
createSplineSegment ( ) ;
}
}
else
splinePoints . push_back ( current - > pos ) ;
prev = current ;
}
if ( splinePoints . size ( ) > 1 )
createSplineSegment ( ) ;
}
void GPath : : createSplineSegment ( )
{
int cnt = ( int ) splinePoints . size ( ) ;
splinePoints . insert ( splinePoints . begin ( ) , splinePoints [ 0 ] ) ;
splinePoints . push_back ( splinePoints [ cnt ] ) ;
splinePoints . push_back ( splinePoints [ cnt ] ) ;
cnt + = 3 ;
Segment seg ;
seg . type = GPathPoint : : CurveType : : CRSpline ;
seg . ptStart = ( int ) _points . size ( ) ;
seg . ptCount = cnt ;
for ( auto & it : splinePoints )
_points . push_back ( it ) ;
seg . length = 0 ;
for ( int i = 1 ; i < cnt ; i + + )
seg . length + = splinePoints [ i - 1 ] . distance ( splinePoints [ i ] ) ;
_fullLength + = seg . length ;
_segments . push_back ( seg ) ;
splinePoints . clear ( ) ;
}
void GPath : : clear ( )
{
_segments . clear ( ) ;
_points . clear ( ) ;
}
Vec3 GPath : : getPointAt ( float t )
{
t = clampf ( t , 0 , 1 ) ;
int cnt = ( int ) _segments . size ( ) ;
if ( cnt = = 0 )
return Vec3 : : ZERO ;
Segment seg ;
if ( t = = 1 )
{
seg = _segments [ cnt - 1 ] ;
if ( seg . type = = GPathPoint : : CurveType : : Straight )
return _points [ seg . ptStart ] . lerp ( _points [ seg . ptStart + 1 ] , t ) ;
else if ( seg . type = = GPathPoint : : CurveType : : Bezier | | seg . type = = GPathPoint : : CurveType : : CubicBezier )
return onBezierCurve ( seg . ptStart , seg . ptCount , t ) ;
else
return onCRSplineCurve ( seg . ptStart , seg . ptCount , t ) ;
}
float len = t * _fullLength ;
Vec3 pt ;
for ( int i = 0 ; i < cnt ; i + + )
{
seg = _segments [ i ] ;
len - = seg . length ;
if ( len < 0 )
{
t = 1 + len / seg . length ;
if ( seg . type = = GPathPoint : : CurveType : : Straight )
pt = _points [ seg . ptStart ] . lerp ( _points [ seg . ptStart + 1 ] , t ) ;
else if ( seg . type = = GPathPoint : : CurveType : : Bezier | | seg . type = = GPathPoint : : CurveType : : CubicBezier )
pt = onBezierCurve ( seg . ptStart , seg . ptCount , t ) ;
else
pt = onCRSplineCurve ( seg . ptStart , seg . ptCount , t ) ;
break ;
}
}
return pt ;
}
float GPath : : getSegmentLength ( int segmentIndex )
{
return _segments [ segmentIndex ] . length ;
}
void GPath : : getPointsInSegment ( int segmentIndex , float t0 , float t1 ,
2022-07-11 17:50:21 +08:00
std : : vector < axis : : Vec3 > & points , std : : vector < float > * ts , float pointDensity )
2020-08-04 12:31:33 +08:00
{
if ( ts ! = nullptr )
ts - > push_back ( t0 ) ;
Segment seg = _segments [ segmentIndex ] ;
if ( seg . type = = GPathPoint : : CurveType : : Straight )
{
points . push_back ( _points [ seg . ptStart ] . lerp ( _points [ seg . ptStart + 1 ] , t0 ) ) ;
points . push_back ( _points [ seg . ptStart ] . lerp ( _points [ seg . ptStart + 1 ] , t1 ) ) ;
}
else if ( seg . type = = GPathPoint : : CurveType : : Bezier | | seg . type = = GPathPoint : : CurveType : : CubicBezier )
{
points . push_back ( onBezierCurve ( seg . ptStart , seg . ptCount , t0 ) ) ;
int SmoothAmount = ( int ) MIN ( seg . length * pointDensity , 50 ) ;
for ( int j = 0 ; j < = SmoothAmount ; j + + )
{
float t = ( float ) j / SmoothAmount ;
if ( t > t0 & & t < t1 )
{
points . push_back ( onBezierCurve ( seg . ptStart , seg . ptCount , t ) ) ;
if ( ts ! = nullptr )
ts - > push_back ( t ) ;
}
}
points . push_back ( onBezierCurve ( seg . ptStart , seg . ptCount , t1 ) ) ;
}
else
{
points . push_back ( onCRSplineCurve ( seg . ptStart , seg . ptCount , t0 ) ) ;
int SmoothAmount = ( int ) MIN ( seg . length * pointDensity , 50 ) ;
for ( int j = 0 ; j < = SmoothAmount ; j + + )
{
float t = ( float ) j / SmoothAmount ;
if ( t > t0 & & t < t1 )
{
points . push_back ( onCRSplineCurve ( seg . ptStart , seg . ptCount , t ) ) ;
if ( ts ! = nullptr )
ts - > push_back ( t ) ;
}
}
points . push_back ( onCRSplineCurve ( seg . ptStart , seg . ptCount , t1 ) ) ;
}
if ( ts ! = nullptr )
ts - > push_back ( t1 ) ;
}
2022-07-11 17:50:21 +08:00
void GPath : : getAllPoints ( std : : vector < axis : : Vec3 > & points , float pointDensity )
2020-08-04 12:31:33 +08:00
{
int cnt = ( int ) _segments . size ( ) ;
for ( int i = 0 ; i < cnt ; i + + )
getPointsInSegment ( i , 0 , 1 , points , nullptr , pointDensity ) ;
}
static float repeat ( float t , float length )
{
return t - floor ( t / length ) * length ;
}
Vec3 GPath : : onCRSplineCurve ( int ptStart , int ptCount , float t )
{
int adjustedIndex = floor ( t * ( ptCount - 4 ) ) + ptStart ; //Since the equation works with 4 points, we adjust the starting point depending on t to return a point on the specific segment
Vec3 result ;
Vec3 p0 = _points [ adjustedIndex ] ;
Vec3 p1 = _points [ adjustedIndex + 1 ] ;
Vec3 p2 = _points [ adjustedIndex + 2 ] ;
Vec3 p3 = _points [ adjustedIndex + 3 ] ;
float adjustedT = ( t = = 1.f ) ? 1.f : repeat ( t * ( ptCount - 4 ) , 1.f ) ; // Then we adjust t to be that value on that new piece of segment... for t == 1f don't use repeat (that would return 0f);
float t0 = ( ( - adjustedT + 2.f ) * adjustedT - 1.f ) * adjustedT * 0.5f ;
float t1 = ( ( ( 3.f * adjustedT - 5.f ) * adjustedT ) * adjustedT + 2.f ) * 0.5f ;
float t2 = ( ( - 3.f * adjustedT + 4.f ) * adjustedT + 1.f ) * adjustedT * 0.5f ;
float t3 = ( ( adjustedT - 1.f ) * adjustedT * adjustedT ) * 0.5f ;
result . x = p0 . x * t0 + p1 . x * t1 + p2 . x * t2 + p3 . x * t3 ;
result . y = p0 . y * t0 + p1 . y * t1 + p2 . y * t2 + p3 . y * t3 ;
result . z = p0 . z * t0 + p1 . z * t1 + p2 . z * t2 + p3 . z * t3 ;
return result ;
}
Vec3 GPath : : onBezierCurve ( int ptStart , int ptCount , float t )
{
float t2 = 1.0f - t ;
Vec3 p0 = _points [ ptStart ] ;
Vec3 p1 = _points [ ptStart + 1 ] ;
Vec3 cp0 = _points [ ptStart + 2 ] ;
if ( ptCount = = 4 )
{
Vec3 cp1 = _points [ ptStart + 3 ] ;
return t2 * t2 * t2 * p0 + 3.f * t2 * t2 * t * cp0 + 3.f * t2 * t * t * cp1 + t * t * t * p1 ;
}
else
return t2 * t2 * p0 + 2.f * t2 * t * cp0 + t * t * p1 ;
}
NS_FGUI_END