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 | |
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26 | |
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27 | |
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28 | /** |
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29 | \brief adds a new Node to the bezier Curve |
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30 | \param newNode a Vector to the position of the new node |
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31 | */ |
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32 | void Curve::addNode(const Vector& newNode) |
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33 | { |
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34 | if (nodeCount != 0 ) |
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35 | { |
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36 | currentNode = currentNode->next = new PathNode; |
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37 | } |
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38 | currentNode->position = newNode; |
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39 | currentNode->next = 0; // not sure if this really points to NULL!! |
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40 | currentNode->number = (++nodeCount); |
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41 | return; |
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42 | } |
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43 | |
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44 | |
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45 | /** |
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46 | \brief Creates a new BezierCurve |
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47 | */ |
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48 | BezierCurve::BezierCurve (void) |
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49 | { |
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50 | nodeCount = 0; |
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51 | firstNode = new PathNode; |
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52 | currentNode = firstNode; |
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53 | |
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54 | firstNode->position = Vector (.0, .0, .0); |
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55 | firstNode->number = 0; |
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56 | firstNode->next = 0; // not sure if this really points to NULL!! |
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57 | |
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58 | return; |
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59 | } |
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60 | |
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61 | /** |
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62 | \brief Deletes a BezierCurve. |
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63 | |
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64 | It does this by freeing all the space taken over from the nodes |
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65 | */ |
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66 | BezierCurve::~BezierCurve (void) |
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67 | { |
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68 | PathNode* tmpNode; |
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69 | currentNode = firstNode; |
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70 | while (tmpNode != 0) |
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71 | { |
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72 | tmpNode = currentNode; |
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73 | currentNode = currentNode->next; |
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74 | delete tmpNode; |
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75 | } |
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76 | } |
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77 | |
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78 | /** |
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79 | \brief calculates the Position on the curve |
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80 | \param t The position on the Curve (0<=t<=1) |
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81 | \return the Position on the Path |
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82 | */ |
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83 | Vector BezierCurve::calcPos(float t) |
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84 | { |
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85 | if (nodeCount <=4) |
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86 | { |
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87 | // if (verbose >= 1) |
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88 | // printf ("Please define at least 4 nodes, until now you have only defined %i.\n", nodeCount); |
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89 | return Vector(0,0,0); |
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90 | } |
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91 | PathNode* tmpNode = firstNode; |
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92 | |
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93 | Vector ret = Vector(0.0,0.0,0.0); |
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94 | double factor; |
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95 | int k=0; |
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96 | while(tmpNode!=0) |
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97 | { |
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98 | k++; |
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99 | factor = ncr (nodeCount, k); |
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100 | |
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101 | for (int j=0; j<nodeCount-k; j++) |
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102 | factor*=(1-t); |
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103 | for (int j=0; j<k; j++) |
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104 | factor*=t; |
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105 | ret.x += factor * tmpNode->position.x; |
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106 | ret.y += factor * tmpNode->position.y; |
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107 | ret.z += factor * tmpNode->position.z; |
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108 | |
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109 | tmpNode = tmpNode->next; |
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110 | |
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111 | } |
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112 | return ret; |
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113 | } |
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114 | |
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115 | /** |
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116 | \brief Calulates the direction of the Curve at time t. |
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117 | \param The time at which to evaluate the curve. |
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118 | \returns The vvaluated Vector. |
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119 | */ |
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120 | Vector BezierCurve::calcDir (float t) |
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121 | { |
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122 | PathNode* tmpNode = firstNode; |
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123 | BezierCurve* tmpCurve = new BezierCurve(); |
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124 | Vector ret; |
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125 | Vector tmpVector; |
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126 | |
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127 | while (tmpNode->next != 0) |
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128 | { |
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129 | tmpVector = (tmpNode->next->position)- (tmpNode->position); |
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130 | tmpVector.x*=(float)nodeCount; |
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131 | tmpVector.y*=(float)nodeCount; |
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132 | tmpVector.z*=(float)nodeCount; |
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133 | |
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134 | tmpCurve->addNode(tmpVector); |
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135 | tmpNode = tmpNode->next; |
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136 | } |
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137 | ret = tmpCurve->calcPos(t); |
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138 | ret.normalize(); |
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139 | |
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140 | return ret; |
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141 | } |
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142 | |
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143 | /** |
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144 | \brief Calculates the Quaternion needed for our rotations |
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145 | \param t The time at which to evaluate the cuve. |
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146 | \returns The evaluated Quaternion. |
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147 | */ |
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148 | Quaternion BezierCurve::calcQuat (float t) |
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149 | { |
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150 | return Quaternion (calcDir(t), Vector(0,0,1)); |
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151 | } |
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152 | |
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153 | |
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154 | /** |
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155 | \brief returns the Position of the point calculated on the Curve |
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156 | \return a Vector to the calculated position |
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157 | */ |
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158 | Vector BezierCurve::getPos() const |
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159 | { |
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160 | return curvePoint; |
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161 | } |
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162 | |
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163 | /** |
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164 | \brief ncr-calculator, did not find an other method |
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165 | \todo a c++ variante to do this |
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166 | */ |
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167 | int ncr(int n, int i) |
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168 | { |
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169 | int ret = 1; |
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170 | for (int k=1; k<=n; k++) |
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171 | ret*=k; |
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172 | for (int k=1; k<=i; k++) |
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173 | ret/=k; |
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174 | for (int k=1; k<=n-i; k++) |
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175 | ret/=k; |
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176 | |
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177 | return ret; |
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178 | } |
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179 | |
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