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0ad/source/maths/NUSpline.cpp

298 lines
7.8 KiB
C++

/* Copyright (C) 2017 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/>.
*/
#include "precompiled.h"
#include <algorithm>
#include "NUSpline.h"
#include "Matrix3D.h"
//Note: column major order! Each set of 4 constitutes a column.
CMatrix3D HermiteSpline(2.f, -3.f, 0.f, 1.f,
-2.f, 3.f, 0.f, 0.f,
1.f, -2.f, 1.f, 0.f,
1.f, -1.f, 0.f, 0.f); // Matrix H in article
// cubic curve defined by 2 positions and 2 velocities
CVector3D GetPositionOnCubic(const CVector3D& startPos, const CVector3D& startVel, const CVector3D& endPos, const CVector3D& endVel, float time)
{
CMatrix3D m(startPos.X, endPos.X, startVel.X, endVel.X,
startPos.Y, endPos.Y, startVel.Y, endVel.Y,
startPos.Z, endPos.Z, startVel.Z, endVel.Z,
0.0f, 0.0f, 0.0f, 1.0f);
m = m * HermiteSpline; // multiply by the mixer
CVector3D TimeVector(time*time*time, time*time, time);
CVector3D Result;
m.Transform(TimeVector, Result);
return Result;
}
/*********************************** R N S **************************************************/
RNSpline::RNSpline()
: NodeCount(0)
{
}
RNSpline::~RNSpline() = default;
// adds node and updates segment length
void RNSpline::AddNode(const CFixedVector3D& pos)
{
if (NodeCount >= MAX_SPLINE_NODES)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
else
{
Node[NodeCount-1].Distance = (Node[NodeCount-1].Position - pos).Length();
MaxDistance += Node[NodeCount-1].Distance;
}
SplineData temp;
temp.Position = pos;
Node.push_back(temp);
++NodeCount;
}
// called after all nodes added. This function calculates the node velocities
void RNSpline::BuildSpline()
{
if (NodeCount == 2)
{
Node[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
return;
}
else if (NodeCount < 2)
return;
for (int i = 1; i < NodeCount-1; ++i)
{
CVector3D Next = Node[i+1].Position - Node[i].Position;
CVector3D Previous = Node[i-1].Position - Node[i].Position;
Next.Normalize();
Previous.Normalize();
// split the angle (figure 4)
Node[i].Velocity = Next - Previous;
Node[i].Velocity.Normalize();
}
// calculate start and end velocities
Node[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
}
// spline access function. time is 0 -> 1
CVector3D RNSpline::GetPosition(float time) const
{
if (NodeCount < 2)
return CVector3D(0.0f, 0.0f, 0.0f);
if (time < 0.0f)
time = 0.0f;
if (time > 1.0f)
time = 1.0f;
float Distance = time * MaxDistance.ToFloat();
float CurrentDistance = 0.f;
int i = 0;
// Find which node we're on
while (CurrentDistance + Node[i].Distance.ToFloat() < Distance && i < NodeCount - 2)
{
CurrentDistance += Node[i].Distance.ToFloat();
++i;
}
ENSURE(i < NodeCount - 1);
float t = Distance - CurrentDistance;
// TODO: reimplement CVector3D comparator (float comparing is bad without EPS)
if (Node[i].Position == Node[i+1].Position || Node[i].Distance.ToFloat() < 1e-7) // distance too small or zero
{
return Node[i+1].Position;
}
t /= Node[i].Distance.ToFloat(); // scale t in range 0 - 1
CVector3D startVel = Node[i].Velocity * Node[i].Distance.ToFloat();
CVector3D endVel = Node[i+1].Velocity * Node[i].Distance.ToFloat();
return GetPositionOnCubic(Node[i].Position, startVel,
Node[i+1].Position, endVel, t);
}
const std::vector<SplineData>& RNSpline::GetAllNodes() const
{
return Node;
}
// internal. Based on Equation 14
CVector3D RNSpline::GetStartVelocity(int index)
{
if (index >= NodeCount - 1 || index < 0)
return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index+1].Position - Node[index].Position) * 3.0f * (1.0f / Node[index].Distance.ToFloat());
return (temp - Node[index+1].Velocity)*0.5f;
}
// internal. Based on Equation 15
CVector3D RNSpline::GetEndVelocity(int index)
{
if (index >= NodeCount || index < 1)
return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index].Position - Node[index-1].Position) * 3.0f * (1.0f / Node[index-1].Distance.ToFloat());
return (temp - Node[index-1].Velocity) * 0.5f;
}
/*********************************** S N S **************************************************/
SNSpline::~SNSpline() = default;
void SNSpline::BuildSpline()
{
RNSpline::BuildSpline();
for (int i = 0; i < 3; ++i)
Smooth();
}
// smoothing filter.
void SNSpline::Smooth()
{
if (NodeCount < 3)
return;
CVector3D newVel;
CVector3D oldVel = GetStartVelocity(0);
for (int i = 1; i < NodeCount-1; ++i)
{
// Equation 12
newVel = GetEndVelocity(i) * Node[i].Distance.ToFloat() + GetStartVelocity(i) * Node[i-1].Distance.ToFloat();
newVel = newVel * (1 / (Node[i-1].Distance + Node[i].Distance).ToFloat());
Node[i-1].Velocity = oldVel;
oldVel = newVel;
}
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
Node[NodeCount-2].Velocity = oldVel;
}
/*********************************** T N S **************************************************/
TNSpline::~TNSpline() = default;
// as with RNSpline but use timePeriod in place of actual node spacing
// ie time period is time from last node to this node
void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod)
{
if (NodeCount >= MAX_SPLINE_NODES)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
else
{
Node[NodeCount-1].Distance = timePeriod;
MaxDistance += Node[NodeCount-1].Distance;
}
SplineData temp;
temp.Position = pos;
//make sure we don't end up using undefined numbers...
temp.Distance = fixed::Zero();
temp.Velocity = CVector3D(0.0f, 0.0f, 0.0f);
temp.Rotation = rotation;
Node.push_back(temp);
++NodeCount;
}
//Inserts node before position
void TNSpline::InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& UNUSED(rotation), fixed timePeriod)
{
if (NodeCount >= MAX_SPLINE_NODES || index < 0 || index > NodeCount)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
else
MaxDistance += timePeriod;
SplineData temp;
temp.Position = pos;
temp.Distance = timePeriod;
Node.insert(Node.begin() + index, temp);
if (index > 0)
std::swap(Node[index].Distance, Node[index - 1].Distance);
++NodeCount;
}
//Removes node at index
void TNSpline::RemoveNode(const int index)
{
if (NodeCount == 0 || index > NodeCount - 1)
return;
MaxDistance -= Node[index].Distance;
Node.erase(Node.begin() + index);
--NodeCount;
}
void TNSpline::UpdateNodeTime(const int index, fixed time)
{
if (NodeCount == 0 || index > NodeCount - 1)
return;
Node[index].Distance = time;
}
void TNSpline::UpdateNodePos(const int index, const CFixedVector3D& pos)
{
if (NodeCount == 0 || index > NodeCount - 1)
return;
Node[index].Position = pos;
}
void TNSpline::BuildSpline()
{
RNSpline::BuildSpline();
for (int i = 0; i < 3; ++i)
Smooth();
}
void TNSpline::Smooth()
{
for (int i = 0; i < 3; ++i)
{
SNSpline::Smooth();
Constrain();
}
}
void TNSpline::Constrain()
{
if (NodeCount < 3)
return;
for (int i = 1; i < NodeCount-1; ++i)
{
// Equation 13
float r0 = (Node[i].Position - Node[i - 1].Position).Length().ToFloat() / Node[i-1].Distance.ToFloat();
float r1 = (Node[i+1].Position - Node[i].Position).Length().ToFloat() / Node[i].Distance.ToFloat();
Node[i].Velocity *= 4.0f*r0*r1 / ((r0 + r1)*(r0 + r1));
}
}