1 | /********************************************************************** <BR>
|
---|
2 | This file is part of Crack dot Com's free source code release of
|
---|
3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
|
---|
4 | information about compiling & licensing issues visit this URL</a>
|
---|
5 | <PRE> If that doesn't help, contact Jonathan Clark at
|
---|
6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
|
---|
7 | ***********************************************************************/
|
---|
8 |
|
---|
9 | #include "math/spline.hh"
|
---|
10 | #include "memory/lalloc.hh"
|
---|
11 | #include "math/matrix.hh"
|
---|
12 | #include "error/error.hh"
|
---|
13 | #include "file/file.hh"
|
---|
14 |
|
---|
15 | i4_linear_allocator *i4_spline_class::p_alloc=0;
|
---|
16 | w32 i4_spline_class::point_refs=0;
|
---|
17 |
|
---|
18 | void i4_spline_class::move(i4_float x_add, i4_float y_add, i4_float z_add)
|
---|
19 | {
|
---|
20 | for (point *p=points; p; p=p->next)
|
---|
21 | {
|
---|
22 | p->x+=x_add;
|
---|
23 | p->y+=y_add;
|
---|
24 | p->z+=z_add;
|
---|
25 | }
|
---|
26 | }
|
---|
27 |
|
---|
28 | void i4_spline_class::save(i4_file_class *fp)
|
---|
29 | {
|
---|
30 | fp->write_32(t_points);
|
---|
31 | for (point *p=points; p; p=p->next)
|
---|
32 | {
|
---|
33 | fp->write_32(p->frame);
|
---|
34 | fp->write_8(p->selected);
|
---|
35 | fp->write_float(p->x);
|
---|
36 | fp->write_float(p->y);
|
---|
37 | fp->write_float(p->z);
|
---|
38 | }
|
---|
39 | }
|
---|
40 |
|
---|
41 | void i4_spline_class::load(i4_file_class *fp)
|
---|
42 | {
|
---|
43 | cleanup();
|
---|
44 | t_points=fp->read_32();
|
---|
45 | point *last=0;
|
---|
46 |
|
---|
47 | for (w32 i=0; i<t_points; i++)
|
---|
48 | {
|
---|
49 | point *p=(point *)p_alloc->alloc();
|
---|
50 | p->frame=fp->read_32();
|
---|
51 | p->selected=fp->read_8();
|
---|
52 | p->x=fp->read_float();
|
---|
53 | p->y=fp->read_float();
|
---|
54 | p->z=fp->read_float();
|
---|
55 | p->next=0;
|
---|
56 |
|
---|
57 | if (last)
|
---|
58 | last->next=p;
|
---|
59 | else points=p;
|
---|
60 | last=p;
|
---|
61 | }
|
---|
62 | }
|
---|
63 |
|
---|
64 | class i4_1x4_vector
|
---|
65 | {
|
---|
66 | public:
|
---|
67 | i4_float x,y,z,t;
|
---|
68 | i4_1x4_vector() { ; }
|
---|
69 | i4_1x4_vector(i4_float x, i4_float y, i4_float z, i4_float t) : x(x), y(y), z(z), t(t) { ; }
|
---|
70 | i4_float dot(const i4_1x4_vector &b) { return b.x*x + b.y*y + b.z*z + b.t*t; }
|
---|
71 | i4_1x4_vector& operator*=(i4_float b)
|
---|
72 | {
|
---|
73 | x *= b;
|
---|
74 | y *= b;
|
---|
75 | z *= b;
|
---|
76 | t *= b;
|
---|
77 | return *this;
|
---|
78 | }
|
---|
79 | };
|
---|
80 |
|
---|
81 | class i4_bspline_basis : public i4_4x4_matrix_class
|
---|
82 | {
|
---|
83 | public:
|
---|
84 | i4_bspline_basis()
|
---|
85 | {
|
---|
86 | sw16 b[16]= { -1,3,-3,1,3,-6,3,0,-3,0,3,0,1,4,1,0};
|
---|
87 | for (w32 i=0; i<16; i++)
|
---|
88 | elt[i]=(i4_float)b[i];
|
---|
89 | }
|
---|
90 |
|
---|
91 | void transform(i4_1x4_vector &b, i4_1x4_vector &result)
|
---|
92 | {
|
---|
93 | i4_float vx,vy,vz,vt;
|
---|
94 | vx=b.x;
|
---|
95 | vy=b.y;
|
---|
96 | vz=b.z;
|
---|
97 | vt=b.t;
|
---|
98 |
|
---|
99 | result.x = vx*elt[0] + vy*elt[1] + vz*elt[2] + vt*elt[3];
|
---|
100 | result.y = vx*elt[4] + vy*elt[5] + vz*elt[6] + vt*elt[7];
|
---|
101 | result.z = vx*elt[8] + vy*elt[9] + vz*elt[10] + vt*elt[11];
|
---|
102 | result.t = vx*elt[12] + vy*elt[13] + vz*elt[14] + vt*elt[15];
|
---|
103 | }
|
---|
104 |
|
---|
105 | };
|
---|
106 |
|
---|
107 | void i4_spline_class::delete_selected()
|
---|
108 | {
|
---|
109 | point *p,*last=0;
|
---|
110 | for (p=points; p; )
|
---|
111 | {
|
---|
112 | if (p->selected)
|
---|
113 | {
|
---|
114 | if (last)
|
---|
115 | last->next=p->next;
|
---|
116 | else points=p->next;
|
---|
117 | point *q=p;
|
---|
118 | p=p->next;
|
---|
119 |
|
---|
120 | p_alloc->free(q);
|
---|
121 |
|
---|
122 | t_points--;
|
---|
123 | }
|
---|
124 | else
|
---|
125 | {
|
---|
126 | last=p;
|
---|
127 | p=p->next;
|
---|
128 | }
|
---|
129 | }
|
---|
130 | }
|
---|
131 |
|
---|
132 | i4_spline_class::i4_spline_class()
|
---|
133 | {
|
---|
134 | if (!p_alloc)
|
---|
135 | p_alloc=new i4_linear_allocator(sizeof(point), 512, 512, "spline point allocator");
|
---|
136 |
|
---|
137 | point_refs++;
|
---|
138 | points=0;
|
---|
139 | t_points=0;
|
---|
140 | }
|
---|
141 |
|
---|
142 | void i4_spline_class::cleanup()
|
---|
143 | {
|
---|
144 | while (points)
|
---|
145 | {
|
---|
146 | point *q=points;
|
---|
147 | points=points->next;
|
---|
148 |
|
---|
149 | t_points--;
|
---|
150 | p_alloc->free(q);
|
---|
151 | }
|
---|
152 | }
|
---|
153 |
|
---|
154 | i4_spline_class::~i4_spline_class()
|
---|
155 | {
|
---|
156 | cleanup();
|
---|
157 |
|
---|
158 | point_refs--;
|
---|
159 | if (point_refs==0)
|
---|
160 | {
|
---|
161 | delete p_alloc;
|
---|
162 | p_alloc=0;
|
---|
163 | }
|
---|
164 | }
|
---|
165 |
|
---|
166 | i4_spline_class::point *i4_spline_class::add_control_point(i4_float x,
|
---|
167 | i4_float y,
|
---|
168 | i4_float z,
|
---|
169 | w32 frame)
|
---|
170 | {
|
---|
171 | point *p=points,*last=0;
|
---|
172 | while (p && p->frame<=frame)
|
---|
173 | {
|
---|
174 | last=p;
|
---|
175 | p=p->next;
|
---|
176 | }
|
---|
177 |
|
---|
178 | if (last && last->frame==frame) // you can't add two different points at the same time
|
---|
179 | {
|
---|
180 | last->x=x;
|
---|
181 | last->y=y;
|
---|
182 | last->z=z;
|
---|
183 | return last;
|
---|
184 | }
|
---|
185 |
|
---|
186 |
|
---|
187 | point *n=(point *)p_alloc->alloc();
|
---|
188 | n->x=x;
|
---|
189 | n->y=y;
|
---|
190 | n->z=z;
|
---|
191 | n->frame=frame;
|
---|
192 | n->selected=i4_F;
|
---|
193 |
|
---|
194 | if (last)
|
---|
195 | {
|
---|
196 | n->next=last->next;
|
---|
197 | last->next=n;
|
---|
198 | }
|
---|
199 | else
|
---|
200 | {
|
---|
201 | n->next=points;
|
---|
202 | points=n;
|
---|
203 | }
|
---|
204 | t_points++;
|
---|
205 |
|
---|
206 | return n;
|
---|
207 | }
|
---|
208 |
|
---|
209 | i4_spline_class::point *i4_spline_class::get_control_point(w32 p)
|
---|
210 | {
|
---|
211 | point *q=points;
|
---|
212 | while (p && q)
|
---|
213 | {
|
---|
214 | p--;
|
---|
215 | q=q->next;
|
---|
216 | }
|
---|
217 | return q;
|
---|
218 | }
|
---|
219 |
|
---|
220 | i4_bool i4_spline_class::get_point(w32 frame, i4_float &x, i4_float &y, i4_float &z)
|
---|
221 | {
|
---|
222 | if (!points || points->frame>frame)
|
---|
223 | return i4_F;
|
---|
224 |
|
---|
225 | if (!points->next)
|
---|
226 | {
|
---|
227 | x=points->x;
|
---|
228 | y=points->y;
|
---|
229 | z=points->z;
|
---|
230 | return i4_T;
|
---|
231 | }
|
---|
232 |
|
---|
233 | point *l1=points, *l2=points, *l3=points, *l4=points;
|
---|
234 | while (l4->next && l2->frame<=frame)
|
---|
235 | {
|
---|
236 | l4=l3;
|
---|
237 | l3=l2;
|
---|
238 | l2=l1;
|
---|
239 | if (l1->next)
|
---|
240 | l1=l1->next;
|
---|
241 | }
|
---|
242 |
|
---|
243 | i4_bspline_basis b;
|
---|
244 | i4_float u;
|
---|
245 |
|
---|
246 | if (l2->frame==l3->frame)
|
---|
247 | u=0;
|
---|
248 | else
|
---|
249 | u=(frame-l3->frame)/(i4_float)(l2->frame-l3->frame);
|
---|
250 |
|
---|
251 | i4_1x4_vector px=i4_1x4_vector(l4->x, l3->x, l2->x, l1->x),rx;
|
---|
252 | i4_1x4_vector py=i4_1x4_vector(l4->y, l3->y, l2->y, l1->y),ry;
|
---|
253 | i4_1x4_vector pz=i4_1x4_vector(l4->z, l3->z, l2->z, l1->z),rz;
|
---|
254 |
|
---|
255 | i4_1x4_vector u_vector=i4_1x4_vector(u*u*u, u*u, u, 1);
|
---|
256 |
|
---|
257 | b.transform(px,rx);
|
---|
258 | b.transform(py,ry);
|
---|
259 | b.transform(pz,rz);
|
---|
260 |
|
---|
261 | rx*=1/6.0;
|
---|
262 | ry*=1/6.0;
|
---|
263 | rz*=1/6.0;
|
---|
264 |
|
---|
265 | x=u_vector.dot(rx);
|
---|
266 | y=u_vector.dot(ry);
|
---|
267 | z=u_vector.dot(rz);
|
---|
268 |
|
---|
269 | return i4_T;
|
---|
270 | }
|
---|
271 |
|
---|
272 |
|
---|
273 | w32 i4_spline_class::last_frame()
|
---|
274 | {
|
---|
275 | if (!points) return 0;
|
---|
276 | point *p;
|
---|
277 |
|
---|
278 | for (p=points; p->next; p=p->next);
|
---|
279 | return p->frame;
|
---|
280 | }
|
---|
281 |
|
---|
282 |
|
---|
283 | void i4_spline_class::insert_control_points()
|
---|
284 | {
|
---|
285 | for (point *p=points; p; p=p->next)
|
---|
286 | {
|
---|
287 | if (p->selected && p->next && p->next->frame>p->frame+1)
|
---|
288 | {
|
---|
289 | point *n=(point *)p_alloc->alloc();
|
---|
290 | n->x=(p->x + p->next->x)/2.0;
|
---|
291 | n->y=(p->y + p->next->y)/2.0;
|
---|
292 | n->z=(p->z + p->next->z)/2.0;
|
---|
293 |
|
---|
294 | n->frame=(p->frame + p->next->frame)/2;
|
---|
295 | n->selected=i4_F;
|
---|
296 | n->next=p->next;
|
---|
297 | p->next=n;
|
---|
298 | p=p->next;
|
---|
299 | t_points++;
|
---|
300 | }
|
---|
301 | }
|
---|
302 | }
|
---|
303 |
|
---|
304 | i4_spline_class::point *i4_spline_class::get_control_point_previous_to_frame(w32 frame)
|
---|
305 | {
|
---|
306 | point *p=points;
|
---|
307 | for (; p && p->frame<frame; p=p->next);
|
---|
308 | return p;
|
---|
309 | }
|
---|
310 |
|
---|
311 |
|
---|