forked from 0ad/0ad
108 lines
2.7 KiB
C++
108 lines
2.7 KiB
C++
/* Copyright (C) 2016 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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/**
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* Contains classes for smooth splines
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* Borrowed from Game Programming Gems 4. (Slightly changed to better suit our purposes
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* and compatability. Any references to external material can be found there.
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*/
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#ifndef INCLUDED_NUSPLINE
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#define INCLUDED_NUSPLINE
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#define MAX_SPLINE_NODES 128
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#include "FixedVector3D.h"
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#include "Vector3D.h"
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/**
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* Describes a node of the spline
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*/
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struct SplineData
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{
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// Should be fixed, because used in the simulation
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CFixedVector3D Position;
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CVector3D Velocity;
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// TODO: make rotation as other spline
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CFixedVector3D Rotation;
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// Time interval to the previous node, should be 0 for the first node
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fixed Distance;
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};
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/**
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* Rounded Nonuniform Spline for describing spatial curves or paths with constant speed
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*/
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class RNSpline
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{
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public:
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RNSpline();
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virtual ~RNSpline();
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void AddNode(const CFixedVector3D& pos);
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void BuildSpline();
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CVector3D GetPosition(float time) const;
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CVector3D GetRotation(float time) const;
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const std::vector<SplineData>& GetAllNodes() const;
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fixed MaxDistance;
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int NodeCount;
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protected:
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std::vector<SplineData> Node;
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CVector3D GetStartVelocity(int index);
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CVector3D GetEndVelocity(int index);
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};
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/**
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* Smooth Nonuniform Spline for describing paths with smooth acceleration and deceleration,
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* but without turning
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*/
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class SNSpline : public RNSpline
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{
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public:
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virtual ~SNSpline();
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void BuildSpline();
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void Smooth();
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};
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/**
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* Timed Nonuniform Spline for paths with different time intervals between nodes
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*/
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class TNSpline : public SNSpline
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{
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public:
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virtual ~TNSpline();
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void AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod);
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void InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod);
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void RemoveNode(const int index);
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void UpdateNodePos(const int index, const CFixedVector3D& pos);
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void UpdateNodeTime(const int index, fixed time);
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void BuildSpline();
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void Smooth();
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void Constrain();
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};
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#endif // INCLUDED_NUSPLINE
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