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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
367 lines
11 KiB
C++
367 lines
11 KiB
C++
/**
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@file Spline.h
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@author Morgan McGuire, http://graphics.cs.williams.edu
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*/
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#ifndef G3D_SPLINE_H
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#define G3D_SPLINE_H
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#include "G3D/platform.h"
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#include "G3D/Array.h"
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#include "G3D/g3dmath.h"
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#include "G3D/Matrix4.h"
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#include "G3D/Vector4.h"
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namespace G3D {
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/** Common implementation code for all G3D::Spline template parameters */
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class SplineBase {
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public:
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/** Times at which control points occur. Must have the same
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number of elements as Spline::control. */
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Array<float> time;
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/** If cyclic, then the control points will be assumed to wrap around.
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If not cyclic, then the tangents at the ends of the spline
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point to the final control points.*/
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bool cyclic;
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/** For a cyclic spline, this is the time elapsed between the last
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control point and the first. If less than or equal to zero this is
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assumed to be:
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(time[0] - time[1] + .
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time[time.size() - 1] - time[time.size() - 2]) / 2.
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*/
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float finalInterval;
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SplineBase() : cyclic(true), finalInterval(-1) {}
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virtual ~SplineBase() {}
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/** See specification for Spline::finalInterval; this handles the
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non-positive case. Returns 0 if not cyclic. */
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float getFinalInterval() const;
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/** Returns the amount of time covered by this spline in one
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period. For a cyclic spline, this contains the final
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interval.*/
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float duration() const;
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/** Computes the derivative spline basis from the control point version. */
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static Matrix4 computeBasis();
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protected:
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/** Assumes that t0 <= s < tn. called by computeIndex. */
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void computeIndexInBounds(float s, int& i, float& u) const;
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public:
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/**
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Given a time @a s, finds @a i and 0 <= @a u < 1 such that
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@a s = time[@a i] * @a u + time[@a i + 1] * (1 - @a u). Note that
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@a i may be outside the bounds of the time and control arrays;
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use getControl to handle wraparound and extrapolation issues.
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This function takes expected O(1) time for control points with
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uniform time sampled control points or for uniformly
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distributed random time samples, but may take O( log time.size() ) time
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in the worst case.
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Called from evaluate().
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*/
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void computeIndex(float s, int& i, float& u) const;
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};
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/**
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Smooth parameteric curve implemented using a piecewise 3rd-order
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Catmull-Rom spline curve. The spline is considered infinite and may
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either continue linearly from the specified control points or cycle
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through them. Control points are spaced uniformly in time at unit
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intervals by default, but irregular spacing may be explicitly
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specified.
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The dimension of the spline can be set by varying the Control
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template parameter. For a 1D function, use Spline<float>. For a
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curve in the plane, Spline<Vector2>. Note that <i>any</i> template
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parameter that supports operator+(Control) and operator*(float) can
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be used; you can make splines out of G3D::Vector4, G3D::Matrix3, or
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your own classes.
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To provide shortest-path interpolation, subclass G3D::Spline and
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override ensureShortestPath(). To provide normalization of
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interpolated points (e.g., projecting Quats onto the unit
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hypersphere) override correct().
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See Real Time Rendering, 2nd edition, ch 12 for a general discussion
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of splines and their properties.
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@sa G3D::UprightSpline, G3D::QuatSpline
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*/
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template<typename Control>
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class Spline : public SplineBase {
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protected:
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/** The additive identity control point. */
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Control zero;
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public:
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/** Control points. Must have the same number of elements as
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Spline::time.*/
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Array<Control> control;
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Spline() {
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static Control x;
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// Hide the fact from C++ that we are using an
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// uninitialized variable here by pointer arithmetic.
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// This is ok because any type that is a legal control
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// point also supports multiplication by float.
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zero = *(&x) * 0.0f;
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}
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/** Appends a control point at a specific time that must be
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greater than that of the previous point. */
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void append(float t, const Control& c) {
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debugAssertM((time.size() == 0) || (t > time.last()),
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"Control points must have monotonically increasing times.");
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time.append(t);
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control.append(c);
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debugAssert(control.size() == time.size());
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}
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/** Appends control point spaced in time based on the previous
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control point, or spaced at unit intervals if this is the
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first control point. */
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void append(const Control& c) {
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switch (time.size()) {
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case 0:
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append(0, c);
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break;
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case 1:
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if (time[0] == 0) {
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append(1, c);
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} else {
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append(time[0], c);
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}
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break;
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default:
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append(2 * time[time.size() - 1] - time[time.size() - 2], c);
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}
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debugAssert(control.size() == time.size());
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}
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/** Erases all control points and times, but retains the state of
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cyclic and finalInterval.
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*/
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void clear() {
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control.clear();
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time.clear();
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}
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/** Number of control points */
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int size() const {
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debugAssert(time.size() == control.size());
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return control.size();
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}
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/** Returns the requested control point and time sample based on
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array index. If the array index is out of bounds, wraps (for
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a cyclic spline) or linearly extrapolates (for a non-cyclic
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spline), assuming time intervals follow the first or last
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sample recorded.
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Calls correct() on the control point if it was extrapolated.
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Returns 0 if there are no control points.
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@sa Spline::control and Spline::time for the underlying
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control point array; Spline::computeIndex to find the index
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given a time.
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*/
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void getControl(int i, float& t, Control& c) const {
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int N = control.size();
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if (N == 0) {
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c = zero;
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t = 0;
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} else if (cyclic) {
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c = control[iWrap(i, N)];
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if (i < 0) {
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// Wrapped around bottom
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// Number of times we wrapped around the cyclic array
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int wraps = (N + 1 - i) / N;
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int j = (i + wraps * N) % N;
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t = time[j] - wraps * duration();
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} else if (i < N) {
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t = time[i];
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} else {
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// Wrapped around top
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// Number of times we wrapped around the cyclic array
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int wraps = i / N;
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int j = i % N;
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t = time[j] + wraps * duration();
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}
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} else if (i < 0) {
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// Are there enough points to extrapolate?
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if (N >= 2) {
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// Step away from control point 0
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float dt = time[1] - time[0];
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// Extrapolate (note; i is negative)
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c = control[1] * float(i) + control[0] * float(1 - i);
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correct(c);
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t = dt * i + time[0];
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} else {
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// Just clamp
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c = control[0];
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// Only 1 time; assume 1s intervals
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t = time[0] + i;
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}
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} else if (i >= N) {
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if (N >= 2) {
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float dt = time[N - 1] - time[N - 2];
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// Extrapolate
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c = control[N - 1] * float(i - N + 2) + control[N - 2] * -float(i - N + 1);
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correct(c);
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t = time[N - 1] + dt * (i - N + 1);
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} else {
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// Return the last, clamping
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c = control.last();
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// Only 1 time; assume 1s intervals
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t = time[0] + i;
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}
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} else {
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// In bounds
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c = control[i];
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t = time[i];
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}
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}
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protected:
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/** Returns a series of N control points and times, fixing
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boundary issues. The indices may be assumed to be treated
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cyclically. */
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void getControls(int i, float* T, Control* A, int N) const {
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for (int j = 0; j < N; ++j) {
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getControl(i + j, T[j], A[j]);
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}
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ensureShortestPath(A, N);
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}
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/**
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Mutates the array of N control points. It is useful to override this
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method by one that wraps the values if they are angles or quaternions
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for which "shortest path" interpolation is significant.
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*/
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virtual void ensureShortestPath(Control* A, int N) const { (void)A; (void) N;}
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/** Normalize or otherwise adjust this interpolated Control. */
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virtual void correct(Control& A) const { (void)A; }
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public:
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/**
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Return the position at time s. The spline is defined outside
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of the time samples by extrapolation or cycling.
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*/
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Control evaluate(float s) const {
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debugAssertM(control.size() == time.size(), "Corrupt spline: wrong number of control points.");
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/*
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@cite http://www.gamedev.net/reference/articles/article1497.asp
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Derivation of basis matrix follows.
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Given control points with positions p[i] at times t[i], 0 <= i <= 3, find the position
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at time t[1] <= s <= t[2].
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Let u = s - t[0]
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Let U = [u^0 u^1 u^2 u^3] = [1 u u^2 u^3]
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Let dt0 = t[0] - t[-1]
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Let dt1 = t[1] - t[0]
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Let dt2 = t[2] - t[1]
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*/
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// Index of the first control point (i.e., the u = 0 point)
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int i = 0;
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// Fractional part of the time
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float u = 0;
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computeIndex(s, i, u);
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Control p[4];
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float t[4];
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getControls(i - 1, t, p, 4);
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float dt0 = t[1] - t[0];
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float dt1 = t[2] - t[1];
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float dt2 = t[3] - t[2];
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static const Matrix4 basis = computeBasis();
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// Powers of u
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Vector4 uvec((float)(u*u*u), (float)(u*u), (float)u, 1.0f);
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// Compute the weights on each of the control points.
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const Vector4& weights = uvec * basis;
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// Compute the weighted sum of the neighboring control points.
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Control sum;
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const Control& p0 = p[0];
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const Control& p1 = p[1];
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const Control& p2 = p[2];
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const Control& p3 = p[3];
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const Control& dp0 = p1 + (p0*-1.0f);
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const Control& dp1 = p2 + (p1*-1.0f);
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const Control& dp2 = p3 + (p2*-1.0f);
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// The factor of 1/2 from averaging two time intervals is
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// already factored into the basis
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// tan1 = (dp0 / dt0 + dp1 / dt1) * ((dt0 + dt1) * 0.5);
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// The last term normalizes for unequal time intervals
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float x = (dt0 + dt1) * 0.5f;
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float n0 = x / dt0;
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float n1 = x / dt1;
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float n2 = x / dt2;
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const Control& dp1n1 = dp1 * n1;
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const Control& tan1 = dp0 * n0 + dp1n1;
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const Control& tan2 = dp1n1 + dp2 * n2;
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sum =
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tan1 * weights[0]+
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p1 * weights[1] +
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p2 * weights[2] +
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tan2 * weights[3];
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correct(sum);
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return sum;
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}
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};
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}
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#endif
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