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source: orxonox.OLD/orxonox/branches/parenting/src/curve.cc @ 3323

Last change on this file since 3323 was 3322, checked in by bensch, 20 years ago

orxonox/branches/updater: just made some functions Virtual. (also to test the integrity of our repository)

File size: 4.2 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: Patrick Boenzli
14
15   ADD: Patrick Boenzli           B-Spline
16
17
18   TODO:
19     local-Time implementation
20     NURBS
21     
22*/
23
24#include "curve.h"
25
26#include <math.h>
27#include <stdio.h>
28
29/**
30   \brief adds a new Node to the bezier Curve
31   \param newNode a Vector to the position of the new node
32*/
33void Curve::addNode(const Vector& newNode)
34{
35  if (nodeCount != 0 )
36    {
37      currentNode = currentNode->next = new PathNode;
38    }
39  currentNode->position = newNode;
40  currentNode->next = 0; // not sure if this really points to NULL!!
41  currentNode->number = (++nodeCount);
42  this->rebuild();
43  return;
44}
45
46
47/**
48   \brief Creates a new BezierCurve
49*/
50BezierCurve::BezierCurve (void)
51{
52  this->derivation = 0;
53  dirCurve = new BezierCurve(1);
54  this->init();
55}
56
57/**
58   \brief Creates a new BezierCurve-Derivation-Curve
59*/
60BezierCurve::BezierCurve (int derivation)
61{
62  this->derivation = derivation;
63  dirCurve=NULL;
64  this->init();
65}
66
67/**
68   \brief Deletes a BezierCurve.
69
70   It does this by freeing all the space taken over from the nodes
71*/
72BezierCurve::~BezierCurve (void)
73{
74  PathNode* tmpNode;
75  currentNode = firstNode;
76  while (tmpNode != 0)
77    {
78      tmpNode = currentNode;
79      currentNode = currentNode->next;
80      delete tmpNode;
81    }
82  if (dirCurve)
83    delete dirCurve;
84}
85
86/**
87   \brief Initializes a BezierCurve
88*/
89void BezierCurve::init(void)
90{
91  nodeCount = 0;
92  firstNode = new PathNode;
93  currentNode = firstNode;
94
95  firstNode->position = Vector (.0, .0, .0);
96  firstNode->number = 0;
97  firstNode->next = 0; // not sure if this really points to NULL!!
98
99  return;
100}
101
102/**
103   \brief Rebuilds a Curve
104*/
105void BezierCurve::rebuild(void)
106{
107  PathNode* tmpNode = firstNode;
108
109  // rebuilding the Curve itself
110  int k=0;
111  int binCoef = 1;
112  while(tmpNode)
113    {
114      if (k+1 < nodeCount-k)
115        binCoef *=(nodeCount-k)/(k+1);
116      else
117        binCoef /= (k+1)/(nodeCount-k);
118      ++k;
119      tmpNode->factor = binCoef;
120      tmpNode = tmpNode->next;
121    }
122
123  // rebuilding the Derivation curve
124  if(this->derivation == 0)
125    {
126      tmpNode = firstNode;
127      delete dirCurve;
128      dirCurve = new BezierCurve(1);
129      while(tmpNode->next)
130        {
131          Vector tmpVector = (tmpNode->next->position)- (tmpNode->position);
132          tmpVector.x*=(float)nodeCount;
133          tmpVector.y*=(float)nodeCount;
134          tmpVector.z*=(float)nodeCount;
135          tmpVector.normalize();
136          this->dirCurve->addNode(tmpVector);
137          tmpNode = tmpNode->next;
138        }
139    }
140}
141
142/**
143   \brief calculates the Position on the curve
144   \param t The position on the Curve (0<=t<=1)
145   \return the Position on the Path
146*/
147Vector BezierCurve::calcPos(float t) 
148{
149  if (nodeCount <=4)
150    {
151      //    if (verbose >= 1)
152      //      printf ("Please define at least 4 nodes, until now you have only defined %i.\n", nodeCount);
153      return Vector(0,0,0);
154    }
155  PathNode* tmpNode = firstNode;
156  Vector ret = Vector(0.0,0.0,0.0);
157  float factor = 1.0*pow(1.0-t,nodeCount);
158  while(tmpNode)
159    {
160      factor *= t/(1.0-t); // same as pow but much faster.
161      ret.x += tmpNode->factor * factor * tmpNode->position.x;
162      ret.y += tmpNode->factor * factor * tmpNode->position.y;
163      ret.z += tmpNode->factor * factor * tmpNode->position.z;
164
165      tmpNode = tmpNode->next;
166    }
167  return ret;
168}
169
170/**
171   \brief Calulates the direction of the Curve at time t.
172   \param The time at which to evaluate the curve.
173   \returns The vvaluated Vector.
174*/
175Vector BezierCurve::calcDir (float t)
176{
177  return dirCurve->calcPos(t);
178}
179
180/**
181   \brief Calculates the Quaternion needed for our rotations
182   \param t The time at which to evaluate the cuve.
183   \returns The evaluated Quaternion.
184*/
185Quaternion BezierCurve::calcQuat (float t)
186{
187  return Quaternion (calcDir(t), Vector(0,0,1));
188}
189
190
191/**
192  \brief returns the Position of the point calculated on the Curve
193  \return a Vector to the calculated position
194*/
195Vector BezierCurve::getPos(void) const
196{
197  return curvePoint;
198}
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