/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: Patrick Boenzli ADD: Patrick Boenzli B-Spline TODO: local-Time implementation NURBS tList implementation */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH #include "curve.h" #include "debug.h" #include #include /** \brief default constructor for a Curve */ Curve::Curve(void) { nodeCount = 0; firstNode = new PathNode; currentNode = firstNode; firstNode->position = Vector (.0, .0, .0); firstNode->number = 0; firstNode->next = 0; // not sure if this really points to NULL!! } /** \brief adds a new Node to the bezier Curve \param newNode a Vector to the position of the new node */ void Curve::addNode(const Vector& newNode) { if (nodeCount != 0 ) { currentNode = currentNode->next = new PathNode; } currentNode->position = newNode; currentNode->next = 0; currentNode->number = (++nodeCount); this->rebuild(); return; } /** \brief adds a new Node to the bezier Curve \param newNode a Vector to the position of the new node \param insertPosition after the n-th node the new node will be inserted */ void Curve::addNode(const Vector& newNode, unsigned int insertPosition) { if (this->nodeCount == 0 || insertPosition > this->nodeCount) return addNode(newNode); if (insertPosition == 0) insertPosition = 1; PathNode* insNode = new PathNode; // relinking PathNode* tmpNode = this->firstNode; if (insertPosition > 1) { while (tmpNode->next->number != insertPosition) tmpNode= tmpNode->next; insNode->next = tmpNode->next; tmpNode->next = insNode; } else { insNode->next = this->firstNode; this->firstNode = insNode; } // renumbering insNode->number = insertPosition; tmpNode = insNode->next; while (tmpNode) { tmpNode->number++; tmpNode = tmpNode->next; } // finished insNode->position = newNode; ++nodeCount; this->rebuild(); return; } /** \brief Finds a Node by its Number, and returns its Position \param nodeToFind the n'th node in the List of nodes \returns A Vector to the Position of the Node. */ Vector Curve::getNode(unsigned int nodeToFind) { if (nodeToFind > this->nodeCount || nodeToFind < 0) return Vector(0,0,0); PathNode* tmpNode = this->firstNode; for (int i = 1; i < nodeToFind; i++) tmpNode = tmpNode->next; return tmpNode->position; } /** \brief Outputs information about the state of this Curve */ void Curve::debug(void) { printf("<<-------------------------------\n"); printf("Curve Information:\n"); printf("NodeCount: %d\n", this->nodeCount); PathNode* tmpNode = this->firstNode; while (tmpNode) { printf("node #%d: %f, %f, %f\n", tmpNode->number, tmpNode->position.x, tmpNode->position.y, tmpNode->position.z); tmpNode = tmpNode->next; } printf("------------------------------->>\n"); } /////////////////////////////////// /// Bezier Curve ////////////////// /////////////////////////////////// /** \brief Creates a new BezierCurve */ BezierCurve::BezierCurve (void) { this->derivation = 0; dirCurve = new BezierCurve(1); } /** \brief Creates a new BezierCurve-Derivation-Curve */ BezierCurve::BezierCurve (int derivation) { this->derivation = derivation; dirCurve=NULL; } /** \brief Deletes a BezierCurve. It does this by freeing all the space taken over from the nodes */ BezierCurve::~BezierCurve(void) { PathNode* tmpNode; currentNode = firstNode; while (tmpNode != 0) { tmpNode = currentNode; currentNode = currentNode->next; delete tmpNode; } if (dirCurve) delete dirCurve; } /** \brief Rebuilds a Curve */ void BezierCurve::rebuild(void) { PathNode* tmpNode = firstNode; // rebuilding the Curve itself float k=0; float n = nodeCount -1; float binCoef = 1; while(tmpNode) { tmpNode->factor = binCoef; if (tmpNode =tmpNode->next) { binCoef *=(n-k)/(k+1); ++k; } } // rebuilding the Derivation curve if(this->derivation <= 1) { tmpNode = firstNode; delete dirCurve; dirCurve = new BezierCurve(1); while(tmpNode->next) { Vector tmpVector = (tmpNode->next->position)- (tmpNode->position); tmpVector.x*=(float)nodeCount; tmpVector.y*=(float)nodeCount; tmpVector.z*=(float)nodeCount; tmpVector.normalize(); this->dirCurve->addNode(tmpVector); tmpNode = tmpNode->next; } } } /** \brief calculates the Position on the curve \param t The position on the Curve (0<=t<=1) \return the Position on the Path */ Vector BezierCurve::calcPos(float t) { Vector ret = Vector(0.0,0.0,0.0); if (this->nodeCount >= 3) { PathNode* tmpNode = this->firstNode; double factor = pow(1.0-t,nodeCount-1); while(tmpNode) { ret.x += tmpNode->factor * factor * tmpNode->position.x; ret.y += tmpNode->factor * factor * tmpNode->position.y; ret.z += tmpNode->factor * factor * tmpNode->position.z; factor *= t/(1.0-t); // same as pow but much faster. tmpNode = tmpNode->next; } } else if (nodeCount == 2) { ret = this->firstNode->position *(1.0-t); ret = ret + this->firstNode->next->position * t; } else if (nodeCount == 1) ret = this->firstNode->position; return ret; } /** \brief Calulates the direction of the Curve at time t. \param t The time at which to evaluate the curve. \returns The valuated Vector. */ Vector BezierCurve::calcDir (float t) { return this->dirCurve->calcPos(t); } /** \brief Calulates the acceleration (second derivate) of the Curve at time t. \param t The time at which to evaluate the curve. \returns The valuated Vector. */ Vector BezierCurve::calcAcc (float t) { return this->dirCurve->getDirCurve()->calcPos(t); } /** \brief Calculates the Quaternion needed for our rotations \param t The time at which to evaluate the cuve. \returns The evaluated Quaternion. */ Quaternion BezierCurve::calcQuat (float t) { return Quaternion (calcDir(t), Vector(0,0,1)); } /** \brief returns the Position of the point calculated on the Curve \return a Vector to the calculated position */ Vector BezierCurve::getPos(void) const { return curvePoint; }