/* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /** * Contains classes for smooth splines * Borrowed from Game Programming Gems 4. (Slightly changed to better suit our purposes * and compatability. Any references to external material can be found there. */ #ifndef INCLUDED_NUSPLINE #define INCLUDED_NUSPLINE #define MAX_SPLINE_NODES 128 #include "FixedVector3D.h" #include "Vector3D.h" #include /** * Describes a node of the spline */ struct SplineData { // Should be fixed, because used in the simulation CFixedVector3D Position; CVector3D Velocity; // TODO: make rotation as other spline CFixedVector3D Rotation; // Time interval to the previous node, should be 0 for the first node fixed Distance; }; /** * Rounded Nonuniform Spline for describing spatial curves or paths with constant speed */ class RNSpline { public: RNSpline(); virtual ~RNSpline(); void AddNode(const CFixedVector3D& pos); void BuildSpline(); CVector3D GetPosition(float time) const; CVector3D GetRotation(float time) const; const std::vector& GetAllNodes() const; fixed MaxDistance; int NodeCount; protected: std::vector Node; CVector3D GetStartVelocity(int index); CVector3D GetEndVelocity(int index); }; /** * Smooth Nonuniform Spline for describing paths with smooth acceleration and deceleration, * but without turning */ class SNSpline : public RNSpline { public: virtual ~SNSpline(); void BuildSpline(); void Smooth(); }; /** * Timed Nonuniform Spline for paths with different time intervals between nodes */ class TNSpline : public SNSpline { public: virtual ~TNSpline(); void AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod); void InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod); void RemoveNode(const int index); void UpdateNodePos(const int index, const CFixedVector3D& pos); void UpdateNodeTime(const int index, fixed time); void BuildSpline(); void Smooth(); void Constrain(); }; #endif // INCLUDED_NUSPLINE