mirror of https://github.com/axmolengine/axmol.git
239 lines
6.7 KiB
C++
239 lines
6.7 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCPUSimpleSpline.h"
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#include "base/ccMacros.h"
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NS_AX_BEGIN
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//---------------------------------------------------------------------
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PUSimpleSpline::PUSimpleSpline()
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{
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// Set up matrix
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// Hermite polynomial
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_coeffs.m[0] = 2;
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_coeffs.m[1] = -2;
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_coeffs.m[2] = 1;
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_coeffs.m[3] = 1;
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_coeffs.m[4] = -3;
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_coeffs.m[5] = 3;
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_coeffs.m[6] = -2;
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_coeffs.m[7] = -1;
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_coeffs.m[8] = 0;
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_coeffs.m[9] = 0;
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_coeffs.m[10] = 1;
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_coeffs.m[11] = 0;
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_coeffs.m[12] = 1;
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_coeffs.m[13] = 0;
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_coeffs.m[14] = 0;
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_coeffs.m[15] = 0;
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_autoCalc = true;
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}
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//---------------------------------------------------------------------
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PUSimpleSpline::~PUSimpleSpline() {}
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//---------------------------------------------------------------------
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void PUSimpleSpline::addPoint(const Vec3& p)
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{
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_points.emplace_back(p);
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if (_autoCalc)
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{
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recalcTangents();
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}
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}
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//---------------------------------------------------------------------
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Vec3 PUSimpleSpline::interpolate(float t) const
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{
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// Currently assumes points are evenly spaced, will cause velocity
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// change where this is not the case
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// TODO: base on arclength?
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// Work out which segment this is in
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float fSeg = t * (_points.size() - 1);
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unsigned int segIdx = (unsigned int)fSeg;
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// Apportion t
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t = fSeg - segIdx;
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return interpolate(segIdx, t);
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}
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//---------------------------------------------------------------------
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Vec3 PUSimpleSpline::interpolate(unsigned int fromIndex, float t) const
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{
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// Bounds check
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AXASSERT(fromIndex < _points.size(), "fromIndex out of bounds");
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if ((fromIndex + 1) == _points.size())
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{
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// Duff request, cannot blend to nothing
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// Just return source
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return _points[fromIndex];
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}
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// Fast special cases
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if (t == 0.0f)
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{
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return _points[fromIndex];
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}
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else if (t == 1.0f)
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{
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return _points[fromIndex + 1];
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}
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// Real interpolation
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// Form a vector of powers of t
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float t2, t3;
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t2 = t * t;
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t3 = t2 * t;
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Vec4 powers(t3, t2, t, 1);
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// Algorithm is ret = powers * mCoeffs * Matrix4(point1, point2, tangent1, tangent2)
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const Vec3& point1 = _points[fromIndex];
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const Vec3& point2 = _points[fromIndex + 1];
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const Vec3& tan1 = _tangents[fromIndex];
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const Vec3& tan2 = _tangents[fromIndex + 1];
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Mat4 pt;
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pt.m[0] = point1.x;
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pt.m[1] = point1.y;
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pt.m[2] = point1.z;
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pt.m[3] = 1.0f;
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pt.m[4] = point2.x;
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pt.m[5] = point2.y;
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pt.m[6] = point2.z;
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pt.m[7] = 1.0f;
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pt.m[8] = tan1.x;
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pt.m[9] = tan1.y;
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pt.m[10] = tan1.z;
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pt.m[11] = 1.0f;
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pt.m[12] = tan2.x;
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pt.m[13] = tan2.y;
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pt.m[14] = tan2.z;
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pt.m[15] = 1.0f;
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Vec4 ret = pt * _coeffs * powers;
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return Vec3(ret.x, ret.y, ret.z);
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}
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//---------------------------------------------------------------------
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void PUSimpleSpline::recalcTangents()
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{
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// Catmull-Rom approach
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//
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// tangent[i] = 0.5 * (point[i+1] - point[i-1])
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//
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// Assume endpoint tangents are parallel with line with neighbour
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size_t i, numPoints;
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bool isClosed;
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numPoints = _points.size();
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if (numPoints < 2)
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{
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// Can't do anything yet
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return;
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}
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// Closed or open?
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if (_points[0] == _points[numPoints - 1])
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{
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isClosed = true;
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}
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else
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{
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isClosed = false;
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}
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_tangents.resize(numPoints);
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for (i = 0; i < numPoints; ++i)
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{
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if (i == 0)
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{
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// Special case start
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if (isClosed)
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{
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// Use numPoints-2 since numPoints-1 is the last point and == [0]
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_tangents[i] = 0.5 * (_points[1] - _points[numPoints - 2]);
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}
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else
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{
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_tangents[i] = 0.5 * (_points[1] - _points[0]);
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}
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}
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else if (i == numPoints - 1)
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{
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// Special case end
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if (isClosed)
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{
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// Use same tangent as already calculated for [0]
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_tangents[i] = _tangents[0];
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}
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else
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{
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_tangents[i] = 0.5 * (_points[i] - _points[i - 1]);
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}
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}
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else
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{
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_tangents[i] = 0.5 * (_points[i + 1] - _points[i - 1]);
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}
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}
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}
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//---------------------------------------------------------------------
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const Vec3& PUSimpleSpline::getPoint(unsigned short index) const
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{
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AXASSERT(index < _points.size(), "Point index is out of bounds!!");
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return _points[index];
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}
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//---------------------------------------------------------------------
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unsigned short PUSimpleSpline::getNumPoints() const
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{
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return (unsigned short)_points.size();
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}
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//---------------------------------------------------------------------
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void PUSimpleSpline::clear()
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{
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_points.clear();
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_tangents.clear();
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}
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//---------------------------------------------------------------------
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void PUSimpleSpline::updatePoint(unsigned short index, const Vec3& value)
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{
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AXASSERT(index < _points.size(), "Point index is out of bounds!!");
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_points[index] = value;
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if (_autoCalc)
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{
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recalcTangents();
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}
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}
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//---------------------------------------------------------------------
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void PUSimpleSpline::setAutoCalculate(bool autoCalc)
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{
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_autoCalc = autoCalc;
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}
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NS_AX_END
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