| 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 | #include "debug.h" |
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| 27 | |
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| 28 | #include <math.h> |
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| 29 | #include <stdio.h> |
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| 30 | |
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| 31 | /** |
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| 32 | \brief adds a new Node to the bezier Curve |
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| 33 | \param newNode a Vector to the position of the new node |
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| 34 | */ |
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| 35 | void Curve::addNode(const Vector& newNode) |
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| 36 | { |
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| 37 | if (nodeCount != 0 ) |
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| 38 | { |
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| 39 | currentNode = currentNode->next = new PathNode; |
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| 40 | } |
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| 41 | currentNode->position = newNode; |
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| 42 | currentNode->next = 0; // not sure if this really points to NULL!! |
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| 43 | currentNode->number = (++nodeCount); |
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| 44 | this->rebuild(); |
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| 45 | return; |
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| 46 | } |
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| 47 | |
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| 48 | /** |
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| 49 | \brief Finds a Node by its Number, and returns its Position |
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| 50 | \param nodeToFind the n'th node in the List of nodes |
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| 51 | \returns A Vector to the Position of the Node. |
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| 52 | */ |
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| 53 | Vector Curve::getNode(unsigned int nodeToFind) |
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| 54 | { |
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| 55 | if (nodeToFind > this->nodeCount) |
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| 56 | return Vector(0,0,0); |
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| 57 | PathNode* tmpNode = this->firstNode; |
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| 58 | for (int i = 1; i < nodeToFind; i++) |
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| 59 | tmpNode = tmpNode->next; |
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| 60 | return tmpNode->position; |
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| 61 | } |
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| 62 | |
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| 63 | /////////////////////////////////// |
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| 64 | /// Bezier Curve ////////////////// |
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| 65 | /////////////////////////////////// |
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| 66 | |
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| 67 | /** |
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| 68 | \brief Creates a new BezierCurve |
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| 69 | */ |
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| 70 | BezierCurve::BezierCurve (void) |
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| 71 | { |
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| 72 | this->derivation = 0; |
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| 73 | dirCurve = new BezierCurve(1); |
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| 74 | this->init(); |
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| 75 | } |
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| 76 | |
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| 77 | /** |
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| 78 | \brief Creates a new BezierCurve-Derivation-Curve |
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| 79 | */ |
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| 80 | BezierCurve::BezierCurve (int derivation) |
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| 81 | { |
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| 82 | this->derivation = derivation; |
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| 83 | dirCurve=NULL; |
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| 84 | this->init(); |
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| 85 | } |
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| 86 | |
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| 87 | /** |
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| 88 | \brief Deletes a BezierCurve. |
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| 89 | |
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| 90 | It does this by freeing all the space taken over from the nodes |
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| 91 | */ |
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| 92 | BezierCurve::~BezierCurve(void) |
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| 93 | { |
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| 94 | PathNode* tmpNode; |
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| 95 | currentNode = firstNode; |
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| 96 | while (tmpNode != 0) |
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| 97 | { |
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| 98 | tmpNode = currentNode; |
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| 99 | currentNode = currentNode->next; |
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| 100 | delete tmpNode; |
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| 101 | } |
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| 102 | if (dirCurve) |
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| 103 | delete dirCurve; |
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| 104 | } |
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| 105 | |
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| 106 | /** |
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| 107 | \brief Initializes a BezierCurve |
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| 108 | */ |
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| 109 | void BezierCurve::init(void) |
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| 110 | { |
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| 111 | nodeCount = 0; |
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| 112 | firstNode = new PathNode; |
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| 113 | currentNode = firstNode; |
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| 114 | |
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| 115 | firstNode->position = Vector (.0, .0, .0); |
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| 116 | firstNode->number = 0; |
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| 117 | firstNode->next = 0; // not sure if this really points to NULL!! |
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| 118 | |
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| 119 | return; |
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| 120 | } |
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| 121 | |
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| 122 | /** |
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| 123 | \brief Rebuilds a Curve |
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| 124 | */ |
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| 125 | void BezierCurve::rebuild(void) |
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| 126 | { |
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| 127 | PathNode* tmpNode = firstNode; |
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| 128 | |
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| 129 | // rebuilding the Curve itself |
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| 130 | float k=0; |
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| 131 | float n = nodeCount -1; |
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| 132 | float binCoef = 1; |
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| 133 | while(tmpNode) |
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| 134 | { |
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| 135 | tmpNode->factor = binCoef; |
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| 136 | if (tmpNode =tmpNode->next) |
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| 137 | { |
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| 138 | binCoef *=(n-k)/(k+1); |
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| 139 | ++k; |
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| 140 | } |
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| 141 | } |
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| 142 | |
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| 143 | // rebuilding the Derivation curve |
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| 144 | if(this->derivation == 0) |
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| 145 | { |
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| 146 | tmpNode = firstNode; |
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| 147 | delete dirCurve; |
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| 148 | dirCurve = new BezierCurve(1); |
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| 149 | while(tmpNode->next) |
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| 150 | { |
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| 151 | Vector tmpVector = (tmpNode->next->position)- (tmpNode->position); |
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| 152 | tmpVector.x*=(float)nodeCount; |
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| 153 | tmpVector.y*=(float)nodeCount; |
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| 154 | tmpVector.z*=(float)nodeCount; |
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| 155 | tmpVector.normalize(); |
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| 156 | this->dirCurve->addNode(tmpVector); |
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| 157 | tmpNode = tmpNode->next; |
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| 158 | } |
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| 159 | } |
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| 160 | } |
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| 161 | |
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| 162 | /** |
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| 163 | \brief calculates the Position on the curve |
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| 164 | \param t The position on the Curve (0<=t<=1) |
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| 165 | \return the Position on the Path |
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| 166 | */ |
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| 167 | Vector BezierCurve::calcPos(float t) |
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| 168 | { |
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| 169 | Vector ret = Vector(0.0,0.0,0.0); |
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| 170 | if (this->nodeCount >= 3) |
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| 171 | { |
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| 172 | PathNode* tmpNode = this->firstNode; |
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| 173 | double factor = pow(1.0-t,nodeCount-1); |
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| 174 | while(tmpNode) |
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| 175 | { |
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| 176 | ret.x += tmpNode->factor * factor * tmpNode->position.x; |
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| 177 | ret.y += tmpNode->factor * factor * tmpNode->position.y; |
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| 178 | ret.z += tmpNode->factor * factor * tmpNode->position.z; |
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| 179 | factor *= t/(1.0-t); // same as pow but much faster. |
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| 180 | |
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| 181 | tmpNode = tmpNode->next; |
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| 182 | } |
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| 183 | } |
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| 184 | else if (nodeCount == 2) |
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| 185 | { |
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| 186 | ret = this->firstNode->position *(1.0-t); |
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| 187 | ret = ret + this->firstNode->next->position * t; |
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| 188 | } |
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| 189 | else if (nodeCount == 1) |
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| 190 | ret = this->firstNode->position; |
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| 191 | return ret; |
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| 192 | } |
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| 193 | |
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| 194 | /** |
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| 195 | \brief Calulates the direction of the Curve at time t. |
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| 196 | \param The time at which to evaluate the curve. |
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| 197 | \returns The vvaluated Vector. |
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| 198 | */ |
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| 199 | Vector BezierCurve::calcDir (float t) |
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| 200 | { |
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| 201 | return dirCurve->calcPos(t); |
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| 202 | } |
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| 203 | |
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| 204 | /** |
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| 205 | \brief Calculates the Quaternion needed for our rotations |
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| 206 | \param t The time at which to evaluate the cuve. |
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| 207 | \returns The evaluated Quaternion. |
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| 208 | */ |
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| 209 | Quaternion BezierCurve::calcQuat (float t) |
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| 210 | { |
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| 211 | return Quaternion (calcDir(t), Vector(0,0,1)); |
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| 212 | } |
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| 213 | |
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| 214 | |
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| 215 | /** |
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| 216 | \brief returns the Position of the point calculated on the Curve |
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| 217 | \return a Vector to the calculated position |
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| 218 | */ |
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| 219 | Vector BezierCurve::getPos(void) const |
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| 220 | { |
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| 221 | return curvePoint; |
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| 222 | } |
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| 223 | |
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| 224 | |
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| 225 | |
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| 226 | /////////////////////////////////// |
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| 227 | //// Uniform Point curve ///////// |
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| 228 | /////////////////////////////////// |
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| 229 | /** |
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| 230 | \brief Creates a new UPointCurve |
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| 231 | */ |
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| 232 | UPointCurve::UPointCurve (void) |
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| 233 | { |
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| 234 | this->derivation = 0; |
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| 235 | this->init(); |
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| 236 | } |
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| 237 | |
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| 238 | /** |
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| 239 | \brief Creates a new UPointCurve-Derivation-Curve of deriavation'th degree |
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| 240 | */ |
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| 241 | UPointCurve::UPointCurve (int derivation) |
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| 242 | { |
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| 243 | this->derivation = derivation; |
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| 244 | dirCurve=NULL; |
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| 245 | this->init(); |
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| 246 | } |
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| 247 | |
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| 248 | /** |
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| 249 | \brief Deletes a UPointCurve. |
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| 250 | |
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| 251 | It does this by freeing all the space taken over from the nodes |
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| 252 | */ |
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| 253 | UPointCurve::~UPointCurve(void) |
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| 254 | { |
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| 255 | PathNode* tmpNode; |
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| 256 | currentNode = firstNode; |
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| 257 | while (tmpNode != 0) |
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| 258 | { |
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| 259 | tmpNode = currentNode; |
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| 260 | currentNode = currentNode->next; |
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| 261 | delete tmpNode; |
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| 262 | } |
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| 263 | if (dirCurve) |
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| 264 | delete dirCurve; |
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| 265 | } |
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| 266 | |
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| 267 | /** |
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| 268 | \brief Initializes a UPointCurve |
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| 269 | */ |
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| 270 | void UPointCurve::init(void) |
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| 271 | { |
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| 272 | nodeCount = 0; |
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| 273 | firstNode = new PathNode; |
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| 274 | currentNode = firstNode; |
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| 275 | |
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| 276 | firstNode->position = Vector (.0, .0, .0); |
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| 277 | firstNode->number = 0; |
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| 278 | firstNode->next = 0; // not sure if this really points to NULL!! |
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| 279 | |
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| 280 | return; |
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| 281 | } |
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| 282 | |
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| 283 | /** |
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| 284 | \brief Rebuilds a UPointCurve |
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| 285 | |
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| 286 | \todo very bad algorithm |
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| 287 | */ |
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| 288 | void UPointCurve::rebuild(void) |
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| 289 | { |
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| 290 | // rebuilding the Curve itself |
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| 291 | PathNode* tmpNode = this->firstNode; |
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| 292 | int i=0; |
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| 293 | Matrix xTmpMat = Matrix(this->nodeCount, this->nodeCount); |
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| 294 | Matrix yTmpMat = Matrix(this->nodeCount, this->nodeCount); |
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| 295 | Matrix zTmpMat = Matrix(this->nodeCount, this->nodeCount); |
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| 296 | Matrix xValMat = Matrix(this->nodeCount, 3); |
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| 297 | Matrix yValMat = Matrix(this->nodeCount, 3); |
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| 298 | Matrix zValMat = Matrix(this->nodeCount, 3); |
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| 299 | while(tmpNode) |
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| 300 | { |
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| 301 | Vector fac = Vector(1,1,1); |
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| 302 | for (int j = 0; j < this->nodeCount; j++) |
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| 303 | { |
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| 304 | xTmpMat(i,j) = fac.x; fac.x *= (float)i/(float)this->nodeCount;//tmpNode->position.x; |
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| 305 | yTmpMat(i,j) = fac.y; fac.y *= (float)i/(float)this->nodeCount;//tmpNode->position.y; |
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| 306 | zTmpMat(i,j) = fac.z; fac.z *= (float)i/(float)this->nodeCount;//tmpNode->position.z; |
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| 307 | } |
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| 308 | xValMat(i,0) = tmpNode->position.x; |
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| 309 | yValMat(i,0) = tmpNode->position.y; |
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| 310 | zValMat(i,0) = tmpNode->position.z; |
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| 311 | ++i; |
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| 312 | tmpNode = tmpNode->next; |
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| 313 | } |
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| 314 | tmpNode = this->firstNode; |
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| 315 | xValMat = xTmpMat.Inv() *= xValMat; |
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| 316 | yValMat = yTmpMat.Inv() *= yValMat; |
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| 317 | zValMat = zTmpMat.Inv() *= zValMat; |
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| 318 | i = 0; |
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| 319 | while(tmpNode) |
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| 320 | { |
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| 321 | tmpNode->vFactor.x = xValMat(i,0); |
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| 322 | tmpNode->vFactor.y = yValMat(i,0); |
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| 323 | tmpNode->vFactor.z = zValMat(i,0); |
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| 324 | |
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| 325 | i++; |
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| 326 | tmpNode = tmpNode->next; |
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| 327 | } |
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| 328 | } |
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| 329 | |
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| 330 | /** |
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| 331 | \brief calculates the Position on the curve |
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| 332 | \param t The position on the Curve (0<=t<=1) |
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| 333 | \return the Position on the Path |
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| 334 | */ |
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| 335 | Vector UPointCurve::calcPos(float t) |
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| 336 | { |
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| 337 | PathNode* tmpNode = firstNode; |
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| 338 | Vector ret = Vector(0.0,0.0,0.0); |
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| 339 | float factor = 1.0; |
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| 340 | while(tmpNode) |
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| 341 | { |
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| 342 | ret.x += tmpNode->vFactor.x * factor; |
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| 343 | ret.y += tmpNode->vFactor.y * factor; |
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| 344 | ret.z += tmpNode->vFactor.z * factor; |
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| 345 | factor *= t; |
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| 346 | |
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| 347 | tmpNode = tmpNode->next; |
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| 348 | } |
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| 349 | return ret; |
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| 350 | } |
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| 351 | |
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| 352 | /** |
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| 353 | \brief Calulates the direction of the Curve at time t. |
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| 354 | \param The time at which to evaluate the curve. |
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| 355 | \returns The vvaluated Vector. |
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| 356 | */ |
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| 357 | Vector UPointCurve::calcDir (float t) |
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| 358 | { |
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| 359 | PathNode* tmpNode = firstNode; |
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| 360 | Vector ret = Vector(0.0,0.0,0.0); |
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| 361 | float factor = 1.0/t; |
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| 362 | int k=0; |
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| 363 | while(tmpNode) |
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| 364 | { |
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| 365 | ret.x += tmpNode->vFactor.x * factor *k; |
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| 366 | ret.y += tmpNode->vFactor.y * factor *k; |
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| 367 | ret.z += tmpNode->vFactor.z * factor *k; |
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| 368 | factor *= t; |
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| 369 | k++; |
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| 370 | tmpNode = tmpNode->next; |
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| 371 | } |
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| 372 | ret.normalize(); |
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| 373 | return ret; |
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| 374 | } |
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| 375 | |
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| 376 | /** |
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| 377 | \brief Calculates the Quaternion needed for our rotations |
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| 378 | \param t The time at which to evaluate the cuve. |
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| 379 | \returns The evaluated Quaternion. |
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| 380 | */ |
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| 381 | Quaternion UPointCurve::calcQuat (float t) |
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| 382 | { |
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| 383 | return Quaternion (calcDir(t), Vector(0,0,1)); |
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| 384 | } |
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| 385 | |
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| 386 | |
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| 387 | /** |
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| 388 | \brief returns the Position of the point calculated on the Curve |
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| 389 | \return a Vector to the calculated position |
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| 390 | */ |
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| 391 | Vector UPointCurve::getPos(void) const |
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| 392 | { |
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| 393 | return curvePoint; |
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| 394 | } |
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