Ykkrosh
609f1643d5
Cast to smaller integer types explicitly. Generally avoid platform-dependent types (size_t) in simulation code. Use float versions of math.h functions, not double. This was SVN commit r10017.
256 lines
8.2 KiB
C++
256 lines
8.2 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Render.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "graphics/Overlay.h"
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#include "graphics/Terrain.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector2D.h"
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#include "ps/Profile.h"
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void SimRender::ConstructLineOnGround(const CSimContext& context, const std::vector<float>& xz,
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SOverlayLine& overlay, bool floating, float heightOffset)
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{
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PROFILE("ConstructLineOnGround");
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overlay.m_Coords.clear();
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CmpPtr<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
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if (cmpTerrain.null())
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return;
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if (xz.size() < 2)
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return;
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float water = 0.f;
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if (floating)
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{
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CmpPtr<ICmpWaterManager> cmpWaterMan(context, SYSTEM_ENTITY);
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if (!cmpWaterMan.null())
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water = cmpWaterMan->GetExactWaterLevel(xz[0], xz[1]);
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}
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overlay.m_Coords.reserve(xz.size()/2 * 3);
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for (size_t i = 0; i < xz.size(); i += 2)
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{
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float px = xz[i];
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float pz = xz[i+1];
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float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
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overlay.m_Coords.push_back(px);
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overlay.m_Coords.push_back(py);
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overlay.m_Coords.push_back(pz);
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}
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}
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void SimRender::ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius,
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SOverlayLine& overlay, bool floating, float heightOffset)
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{
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overlay.m_Coords.clear();
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CmpPtr<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
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if (cmpTerrain.null())
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return;
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float water = 0.f;
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if (floating)
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{
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CmpPtr<ICmpWaterManager> cmpWaterMan(context, SYSTEM_ENTITY);
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if (!cmpWaterMan.null())
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water = cmpWaterMan->GetExactWaterLevel(x, z);
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}
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// Adapt the circle resolution to look reasonable for small and largeish radiuses
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size_t numPoints = clamp((size_t)(radius*4.0f), (size_t)12, (size_t)48);
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overlay.m_Coords.reserve((numPoints + 1) * 3);
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for (size_t i = 0; i <= numPoints; ++i) // use '<=' so it's a closed loop
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{
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float a = (float)i * 2 * (float)M_PI / (float)numPoints;
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float px = x + radius * sinf(a);
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float pz = z + radius * cosf(a);
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float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
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overlay.m_Coords.push_back(px);
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overlay.m_Coords.push_back(py);
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overlay.m_Coords.push_back(pz);
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}
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}
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// This method splits up a straight line into a number of line segments each having a length ~= CELL_SIZE
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static void SplitLine(std::vector<std::pair<float, float> >& coords, float x1, float y1, float x2, float y2)
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{
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float length = sqrtf(SQR(x1 - x2) + SQR(y1 - y2));
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size_t pieces = ((int)length) / CELL_SIZE;
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if (pieces > 0)
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{
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float xPieceLength = (x1 - x2) / (float)pieces;
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float yPieceLength = (y1 - y2) / (float)pieces;
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for (size_t i = 1; i <= (pieces - 1); ++i)
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{
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coords.push_back(std::make_pair(x1 - (xPieceLength * (float)i), y1 - (yPieceLength * (float)i)));
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}
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}
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coords.push_back(std::make_pair(x2, y2));
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}
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void SimRender::ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a,
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SOverlayLine& overlay, bool floating, float heightOffset)
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{
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overlay.m_Coords.clear();
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CmpPtr<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
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if (cmpTerrain.null())
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return;
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float water = 0.f;
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if (floating)
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{
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CmpPtr<ICmpWaterManager> cmpWaterMan(context, SYSTEM_ENTITY);
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if (!cmpWaterMan.null())
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water = cmpWaterMan->GetExactWaterLevel(x, z);
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}
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float c = cosf(a);
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float s = sinf(a);
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std::vector<std::pair<float, float> > coords;
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// Add the first vertex, since SplitLine will be adding only the second end-point of the each line to
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// the coordinates list. We don't have to worry about the other lines, since the end-point of one line
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// will be the starting point of the next
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coords.push_back(std::make_pair(x - w/2*c + h/2*s, z + w/2*s + h/2*c));
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SplitLine(coords, x - w/2*c + h/2*s, z + w/2*s + h/2*c, x - w/2*c - h/2*s, z + w/2*s - h/2*c);
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SplitLine(coords, x - w/2*c - h/2*s, z + w/2*s - h/2*c, x + w/2*c - h/2*s, z - w/2*s - h/2*c);
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SplitLine(coords, x + w/2*c - h/2*s, z - w/2*s - h/2*c, x + w/2*c + h/2*s, z - w/2*s + h/2*c);
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SplitLine(coords, x + w/2*c + h/2*s, z - w/2*s + h/2*c, x - w/2*c + h/2*s, z + w/2*s + h/2*c);
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overlay.m_Coords.reserve(coords.size() * 3);
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for (size_t i = 0; i < coords.size(); ++i)
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{
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float px = coords[i].first;
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float pz = coords[i].second;
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float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
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overlay.m_Coords.push_back(px);
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overlay.m_Coords.push_back(py);
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overlay.m_Coords.push_back(pz);
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}
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}
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void SimRender::SmoothPointsAverage(std::vector<CVector2D>& points, bool closed)
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{
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PROFILE("SmoothPointsAverage");
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size_t n = points.size();
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if (n < 2)
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return; // avoid out-of-bounds array accesses, and leave the points unchanged
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std::vector<CVector2D> newPoints;
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newPoints.resize(points.size());
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// Handle the end points appropriately
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if (closed)
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{
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newPoints[0] = (points[n-1] + points[0] + points[1]) / 3.f;
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newPoints[n-1] = (points[n-2] + points[n-1] + points[0]) / 3.f;
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}
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else
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{
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newPoints[0] = points[0];
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newPoints[n-1] = points[n-1];
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}
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// Average all the intermediate points
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for (size_t i = 1; i < n-1; ++i)
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newPoints[i] = (points[i-1] + points[i] + points[i+1]) / 3.f;
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points.swap(newPoints);
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}
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static CVector2D EvaluateSpline(float t, CVector2D a0, CVector2D a1, CVector2D a2, CVector2D a3, float offset)
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{
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// Compute position on spline
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CVector2D p = a0*(t*t*t) + a1*(t*t) + a2*t + a3;
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// Compute unit-vector direction of spline
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CVector2D dp = (a0*(3*t*t) + a1*(2*t) + a2).Normalized();
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// Offset position perpendicularly
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return p + CVector2D(dp.Y*-offset, dp.X*offset);
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}
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void SimRender::InterpolatePointsRNS(std::vector<CVector2D>& points, bool closed, float offset)
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{
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PROFILE("InterpolatePointsRNS");
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std::vector<CVector2D> newPoints;
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// (This does some redundant computations for adjacent vertices,
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// but it's fairly fast (<1ms typically) so we don't worry about it yet)
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// TODO: Instead of doing a fixed number of line segments between each
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// control point, it should probably be somewhat adaptive to get a nicer
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// curve with fewer points
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size_t n = points.size();
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if (n < 1)
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return; // can't do anything unless we have two points
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size_t imax = closed ? n : n-1; // TODO: we probably need to do a bit more to handle non-closed paths
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newPoints.reserve(imax*4);
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for (size_t i = 0; i < imax; ++i)
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{
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// Get the relevant points for this spline segment
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CVector2D p0 = points[(i-1+n)%n];
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CVector2D p1 = points[i];
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CVector2D p2 = points[(i+1)%n];
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CVector2D p3 = points[(i+2)%n];
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// Do the RNS computation (based on GPG4 "Nonuniform Splines")
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float l1 = (p2 - p1).Length(); // length of spline segment (i)..(i+1)
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CVector2D s0 = (p1 - p0).Normalized(); // unit vector of spline segment (i-1)..(i)
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CVector2D s1 = (p2 - p1).Normalized(); // unit vector of spline segment (i)..(i+1)
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CVector2D s2 = (p3 - p2).Normalized(); // unit vector of spline segment (i+1)..(i+2)
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CVector2D v1 = (s0 + s1).Normalized() * l1; // spline velocity at i
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CVector2D v2 = (s1 + s2).Normalized() * l1; // spline velocity at i+1
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// Compute standard cubic spline parameters
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CVector2D a0 = p1*2 + p2*-2 + v1 + v2;
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CVector2D a1 = p1*-3 + p2*3 + v1*-2 + v2*-1;
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CVector2D a2 = v1;
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CVector2D a3 = p1;
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// Interpolate at various points
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newPoints.push_back(EvaluateSpline(0.f, a0, a1, a2, a3, offset));
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newPoints.push_back(EvaluateSpline(1.f/4.f, a0, a1, a2, a3, offset));
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newPoints.push_back(EvaluateSpline(2.f/4.f, a0, a1, a2, a3, offset));
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newPoints.push_back(EvaluateSpline(3.f/4.f, a0, a1, a2, a3, offset));
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}
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points.swap(newPoints);
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}
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