1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: Patrick Boenzli |
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14 | |
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15 | ADD: Patrick Boenzli B-Spline |
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16 | |
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17 | |
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18 | TODO: |
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19 | local-Time implementation |
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20 | NURBS |
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21 | |
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22 | */ |
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23 | |
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24 | #include "curve.h" |
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25 | #include "matrix.h" |
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26 | |
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27 | #include <math.h> |
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28 | #include <stdio.h> |
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29 | |
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30 | /** |
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31 | \brief adds a new Node to the bezier Curve |
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32 | \param newNode a Vector to the position of the new node |
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33 | */ |
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34 | void Curve::addNode(const Vector& newNode) |
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35 | { |
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36 | if (nodeCount != 0 ) |
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37 | { |
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38 | currentNode = currentNode->next = new PathNode; |
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39 | } |
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40 | currentNode->position = newNode; |
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41 | currentNode->next = 0; // not sure if this really points to NULL!! |
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42 | currentNode->number = (++nodeCount); |
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43 | this->rebuild(); |
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44 | return; |
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45 | } |
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46 | |
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47 | |
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48 | /////////////////////////////////// |
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49 | /// Bezier Curve ////////////////// |
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50 | /////////////////////////////////// |
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51 | |
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52 | /** |
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53 | \brief Creates a new BezierCurve |
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54 | */ |
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55 | BezierCurve::BezierCurve (void) |
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56 | { |
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57 | this->derivation = 0; |
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58 | dirCurve = new BezierCurve(1); |
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59 | this->init(); |
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60 | } |
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61 | |
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62 | /** |
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63 | \brief Creates a new BezierCurve-Derivation-Curve |
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64 | */ |
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65 | BezierCurve::BezierCurve (int derivation) |
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66 | { |
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67 | this->derivation = derivation; |
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68 | dirCurve=NULL; |
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69 | this->init(); |
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70 | } |
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71 | |
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72 | /** |
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73 | \brief Deletes a BezierCurve. |
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74 | |
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75 | It does this by freeing all the space taken over from the nodes |
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76 | */ |
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77 | BezierCurve::~BezierCurve(void) |
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78 | { |
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79 | PathNode* tmpNode; |
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80 | currentNode = firstNode; |
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81 | while (tmpNode != 0) |
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82 | { |
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83 | tmpNode = currentNode; |
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84 | currentNode = currentNode->next; |
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85 | delete tmpNode; |
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86 | } |
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87 | if (dirCurve) |
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88 | delete dirCurve; |
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89 | } |
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90 | |
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91 | /** |
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92 | \brief Initializes a BezierCurve |
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93 | */ |
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94 | void BezierCurve::init(void) |
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95 | { |
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96 | nodeCount = 0; |
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97 | firstNode = new PathNode; |
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98 | currentNode = firstNode; |
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99 | |
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100 | firstNode->position = Vector (.0, .0, .0); |
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101 | firstNode->number = 0; |
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102 | firstNode->next = 0; // not sure if this really points to NULL!! |
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103 | |
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104 | return; |
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105 | } |
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106 | |
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107 | /** |
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108 | \brief Rebuilds a Curve |
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109 | */ |
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110 | void BezierCurve::rebuild(void) |
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111 | { |
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112 | PathNode* tmpNode = firstNode; |
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113 | |
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114 | // rebuilding the Curve itself |
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115 | int k=0; |
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116 | int binCoef = 1; |
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117 | while(tmpNode) |
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118 | { |
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119 | if (k+1 < nodeCount-k) |
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120 | binCoef *=(nodeCount-k)/(k+1); |
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121 | else |
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122 | binCoef /= (k+1)/(nodeCount-k); |
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123 | ++k; |
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124 | tmpNode->factor = binCoef; |
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125 | tmpNode = tmpNode->next; |
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126 | } |
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127 | |
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128 | // rebuilding the Derivation curve |
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129 | if(this->derivation == 0) |
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130 | { |
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131 | tmpNode = firstNode; |
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132 | delete dirCurve; |
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133 | dirCurve = new BezierCurve(1); |
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134 | while(tmpNode->next) |
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135 | { |
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136 | Vector tmpVector = (tmpNode->next->position)- (tmpNode->position); |
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137 | tmpVector.x*=(float)nodeCount; |
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138 | tmpVector.y*=(float)nodeCount; |
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139 | tmpVector.z*=(float)nodeCount; |
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140 | tmpVector.normalize(); |
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141 | this->dirCurve->addNode(tmpVector); |
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142 | tmpNode = tmpNode->next; |
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143 | } |
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144 | } |
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145 | } |
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146 | |
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147 | /** |
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148 | \brief calculates the Position on the curve |
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149 | \param t The position on the Curve (0<=t<=1) |
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150 | \return the Position on the Path |
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151 | */ |
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152 | Vector BezierCurve::calcPos(float t) |
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153 | { |
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154 | if (nodeCount <=4) |
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155 | { |
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156 | // if (verbose >= 1) |
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157 | // printf ("Please define at least 4 nodes, until now you have only defined %i.\n", nodeCount); |
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158 | return Vector(0,0,0); |
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159 | } |
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160 | PathNode* tmpNode = firstNode; |
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161 | Vector ret = Vector(0.0,0.0,0.0); |
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162 | float factor = 1.0*pow(1.0-t,nodeCount); |
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163 | while(tmpNode) |
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164 | { |
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165 | factor *= t/(1.0-t); // same as pow but much faster. |
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166 | ret.x += tmpNode->factor * factor * tmpNode->position.x; |
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167 | ret.y += tmpNode->factor * factor * tmpNode->position.y; |
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168 | ret.z += tmpNode->factor * factor * tmpNode->position.z; |
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169 | |
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170 | tmpNode = tmpNode->next; |
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171 | } |
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172 | return ret; |
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173 | } |
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174 | |
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175 | /** |
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176 | \brief Calulates the direction of the Curve at time t. |
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177 | \param The time at which to evaluate the curve. |
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178 | \returns The vvaluated Vector. |
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179 | */ |
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180 | Vector BezierCurve::calcDir (float t) |
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181 | { |
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182 | return dirCurve->calcPos(t); |
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183 | } |
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184 | |
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185 | /** |
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186 | \brief Calculates the Quaternion needed for our rotations |
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187 | \param t The time at which to evaluate the cuve. |
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188 | \returns The evaluated Quaternion. |
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189 | */ |
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190 | Quaternion BezierCurve::calcQuat (float t) |
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191 | { |
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192 | return Quaternion (calcDir(t), Vector(0,0,1)); |
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193 | } |
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194 | |
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195 | |
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196 | /** |
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197 | \brief returns the Position of the point calculated on the Curve |
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198 | \return a Vector to the calculated position |
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199 | */ |
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200 | Vector BezierCurve::getPos(void) const |
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201 | { |
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202 | return curvePoint; |
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203 | } |
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204 | |
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205 | |
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206 | |
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207 | /////////////////////////////////// |
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208 | //// Uniform Point curve ///////// |
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209 | /////////////////////////////////// |
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210 | /** |
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211 | \brief Creates a new UPointCurve |
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212 | */ |
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213 | UPointCurve::UPointCurve (void) |
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214 | { |
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215 | this->derivation = 0; |
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216 | this->init(); |
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217 | } |
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218 | |
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219 | /** |
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220 | \brief Creates a new UPointCurve-Derivation-Curve of deriavation'th degree |
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221 | */ |
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222 | UPointCurve::UPointCurve (int derivation) |
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223 | { |
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224 | this->derivation = derivation; |
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225 | dirCurve=NULL; |
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226 | this->init(); |
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227 | } |
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228 | |
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229 | /** |
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230 | \brief Deletes a UPointCurve. |
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231 | |
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232 | It does this by freeing all the space taken over from the nodes |
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233 | */ |
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234 | UPointCurve::~UPointCurve(void) |
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235 | { |
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236 | PathNode* tmpNode; |
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237 | currentNode = firstNode; |
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238 | while (tmpNode != 0) |
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239 | { |
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240 | tmpNode = currentNode; |
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241 | currentNode = currentNode->next; |
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242 | delete tmpNode; |
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243 | } |
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244 | if (dirCurve) |
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245 | delete dirCurve; |
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246 | } |
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247 | |
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248 | /** |
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249 | \brief Initializes a UPointCurve |
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250 | */ |
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251 | void UPointCurve::init(void) |
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252 | { |
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253 | nodeCount = 0; |
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254 | firstNode = new PathNode; |
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255 | currentNode = firstNode; |
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256 | |
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257 | firstNode->position = Vector (.0, .0, .0); |
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258 | firstNode->number = 0; |
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259 | firstNode->next = 0; // not sure if this really points to NULL!! |
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260 | |
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261 | return; |
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262 | } |
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263 | |
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264 | /** |
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265 | \brief Rebuilds a UPointCurve |
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266 | |
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267 | \todo very bad algorithm |
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268 | */ |
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269 | void UPointCurve::rebuild(void) |
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270 | { |
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271 | // rebuilding the Curve itself |
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272 | PathNode* tmpNode = this->firstNode; |
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273 | int i=0; |
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274 | Matrix xTmpMat = Matrix(this->nodeCount, this->nodeCount); |
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275 | Matrix yTmpMat = Matrix(this->nodeCount, this->nodeCount); |
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276 | Matrix zTmpMat = Matrix(this->nodeCount, this->nodeCount); |
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277 | Matrix xValMat = Matrix(this->nodeCount, 3); |
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278 | Matrix yValMat = Matrix(this->nodeCount, 3); |
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279 | Matrix zValMat = Matrix(this->nodeCount, 3); |
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280 | while(tmpNode) |
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281 | { |
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282 | Vector fac = Vector(1,1,1); |
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283 | for (int j = 0; j < this->nodeCount; j++) |
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284 | { |
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285 | xTmpMat(i,j) = fac.x; fac.x *= (float)i/(float)this->nodeCount;//tmpNode->position.x; |
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286 | yTmpMat(i,j) = fac.y; fac.y *= (float)i/(float)this->nodeCount;//tmpNode->position.y; |
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287 | zTmpMat(i,j) = fac.z; fac.z *= (float)i/(float)this->nodeCount;//tmpNode->position.z; |
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288 | } |
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289 | xValMat(i,0) = tmpNode->position.x; |
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290 | yValMat(i,0) = tmpNode->position.y; |
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291 | zValMat(i,0) = tmpNode->position.z; |
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292 | ++i; |
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293 | tmpNode = tmpNode->next; |
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294 | } |
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295 | tmpNode = this->firstNode; |
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296 | xValMat = xTmpMat.Inv() *= xValMat; |
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297 | yValMat = yTmpMat.Inv() *= yValMat; |
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298 | zValMat = zTmpMat.Inv() *= zValMat; |
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299 | i = 0; |
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300 | while(tmpNode) |
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301 | { |
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302 | tmpNode->vFactor.x = xValMat(i,0); |
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303 | tmpNode->vFactor.y = yValMat(i,0); |
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304 | tmpNode->vFactor.z = zValMat(i,0); |
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305 | |
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306 | i++; |
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307 | tmpNode = tmpNode->next; |
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308 | } |
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309 | } |
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310 | |
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311 | /** |
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312 | \brief calculates the Position on the curve |
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313 | \param t The position on the Curve (0<=t<=1) |
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314 | \return the Position on the Path |
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315 | */ |
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316 | Vector UPointCurve::calcPos(float t) |
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317 | { |
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318 | PathNode* tmpNode = firstNode; |
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319 | Vector ret = Vector(0.0,0.0,0.0); |
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320 | float factor = 1.0; |
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321 | while(tmpNode) |
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322 | { |
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323 | ret.x += tmpNode->vFactor.x * factor; |
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324 | ret.y += tmpNode->vFactor.y * factor; |
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325 | ret.z += tmpNode->vFactor.z * factor; |
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326 | factor *= t; |
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327 | |
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328 | tmpNode = tmpNode->next; |
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329 | } |
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330 | return ret; |
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331 | } |
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332 | |
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333 | /** |
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334 | \brief Calulates the direction of the Curve at time t. |
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335 | \param The time at which to evaluate the curve. |
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336 | \returns The vvaluated Vector. |
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337 | */ |
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338 | Vector UPointCurve::calcDir (float t) |
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339 | { |
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340 | PathNode* tmpNode = firstNode; |
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341 | Vector ret = Vector(0.0,0.0,0.0); |
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342 | float factor = 1.0/t; |
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343 | int k=0; |
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344 | while(tmpNode) |
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345 | { |
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346 | ret.x += tmpNode->vFactor.x * factor *k; |
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347 | ret.y += tmpNode->vFactor.y * factor *k; |
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348 | ret.z += tmpNode->vFactor.z * factor *k; |
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349 | factor *= t; |
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350 | k++; |
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351 | tmpNode = tmpNode->next; |
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352 | } |
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353 | ret.normalize(); |
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354 | return ret; |
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355 | } |
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356 | |
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357 | /** |
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358 | \brief Calculates the Quaternion needed for our rotations |
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359 | \param t The time at which to evaluate the cuve. |
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360 | \returns The evaluated Quaternion. |
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361 | */ |
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362 | Quaternion UPointCurve::calcQuat (float t) |
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363 | { |
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364 | return Quaternion (calcDir(t), Vector(0,0,1)); |
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365 | } |
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366 | |
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367 | |
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368 | /** |
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369 | \brief returns the Position of the point calculated on the Curve |
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370 | \return a Vector to the calculated position |
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371 | */ |
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372 | Vector UPointCurve::getPos(void) const |
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373 | { |
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374 | return curvePoint; |
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375 | } |
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