dhewm3-sdk/idlib/geometry/Surface_SweptSpline.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2018-08-20 01:46:28 +02:00

223 lines
6.7 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/geometry/Surface_SweptSpline.h"
/*
====================
idSurface_SweptSpline::SetSpline
====================
*/
void idSurface_SweptSpline::SetSpline( idCurve_Spline<idVec4> *spline ) {
if ( this->spline ) {
delete this->spline;
}
this->spline = spline;
}
/*
====================
idSurface_SweptSpline::SetSweptSpline
====================
*/
void idSurface_SweptSpline::SetSweptSpline( idCurve_Spline<idVec4> *sweptSpline ) {
if ( this->sweptSpline ) {
delete this->sweptSpline;
}
this->sweptSpline = sweptSpline;
}
/*
====================
idSurface_SweptSpline::SetSweptCircle
Sets the swept spline to a NURBS circle.
====================
*/
void idSurface_SweptSpline::SetSweptCircle( const float radius ) {
idCurve_NURBS<idVec4> *nurbs = new idCurve_NURBS<idVec4>();
nurbs->Clear();
nurbs->AddValue( 0.0f, idVec4( radius, radius, 0.0f, 0.00f ) );
nurbs->AddValue( 100.0f, idVec4( -radius, radius, 0.0f, 0.25f ) );
nurbs->AddValue( 200.0f, idVec4( -radius, -radius, 0.0f, 0.50f ) );
nurbs->AddValue( 300.0f, idVec4( radius, -radius, 0.0f, 0.75f ) );
nurbs->SetBoundaryType( idCurve_NURBS<idVec4>::BT_CLOSED );
nurbs->SetCloseTime( 100.0f );
if ( sweptSpline ) {
delete sweptSpline;
}
sweptSpline = nurbs;
}
/*
====================
idSurface_SweptSpline::GetFrame
====================
*/
void idSurface_SweptSpline::GetFrame( const idMat3 &previousFrame, const idVec3 dir, idMat3 &newFrame ) {
float wx, wy, wz;
float xx, yy, yz;
float xy, xz, zz;
float x2, y2, z2;
float a, c, s, x, y, z;
idVec3 d, v;
idMat3 axis;
d = dir;
d.Normalize();
v = d.Cross( previousFrame[2] );
v.Normalize();
a = idMath::ACos( previousFrame[2] * d ) * 0.5f;
c = idMath::Cos( a );
s = idMath::Sqrt( 1.0f - c * c );
x = v[0] * s;
y = v[1] * s;
z = v[2] * s;
x2 = x + x;
y2 = y + y;
z2 = z + z;
xx = x * x2;
xy = x * y2;
xz = x * z2;
yy = y * y2;
yz = y * z2;
zz = z * z2;
wx = c * x2;
wy = c * y2;
wz = c * z2;
axis[0][0] = 1.0f - ( yy + zz );
axis[0][1] = xy - wz;
axis[0][2] = xz + wy;
axis[1][0] = xy + wz;
axis[1][1] = 1.0f - ( xx + zz );
axis[1][2] = yz - wx;
axis[2][0] = xz - wy;
axis[2][1] = yz + wx;
axis[2][2] = 1.0f - ( xx + yy );
newFrame = previousFrame * axis;
newFrame[2] = dir;
newFrame[2].Normalize();
newFrame[1].Cross( newFrame[ 2 ], newFrame[ 0 ] );
newFrame[1].Normalize();
newFrame[0].Cross( newFrame[ 1 ], newFrame[ 2 ] );
newFrame[0].Normalize();
}
/*
====================
idSurface_SweptSpline::Tessellate
tesselate the surface
====================
*/
void idSurface_SweptSpline::Tessellate( const int splineSubdivisions, const int sweptSplineSubdivisions ) {
int i, j, offset, baseOffset, splineDiv, sweptSplineDiv;
int i0, i1, j0, j1;
float totalTime, t;
idVec4 splinePos, splineD1;
idMat3 splineMat;
if ( !spline || !sweptSpline ) {
idSurface::Clear();
return;
}
verts.SetNum( splineSubdivisions * sweptSplineSubdivisions, false );
// calculate the points and first derivatives for the swept spline
totalTime = sweptSpline->GetTime( sweptSpline->GetNumValues() - 1 ) - sweptSpline->GetTime( 0 ) + sweptSpline->GetCloseTime();
sweptSplineDiv = sweptSpline->GetBoundaryType() == idCurve_Spline<idVec3>::BT_CLOSED ? sweptSplineSubdivisions : sweptSplineSubdivisions - 1;
baseOffset = (splineSubdivisions-1) * sweptSplineSubdivisions;
for ( i = 0; i < sweptSplineSubdivisions; i++ ) {
t = totalTime * i / sweptSplineDiv;
splinePos = sweptSpline->GetCurrentValue( t );
splineD1 = sweptSpline->GetCurrentFirstDerivative( t );
verts[baseOffset+i].xyz = splinePos.ToVec3();
verts[baseOffset+i].st[0] = splinePos.w;
verts[baseOffset+i].tangents[0] = splineD1.ToVec3();
}
// sweep the spline
totalTime = spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) + spline->GetCloseTime();
splineDiv = spline->GetBoundaryType() == idCurve_Spline<idVec3>::BT_CLOSED ? splineSubdivisions : splineSubdivisions - 1;
splineMat.Identity();
for ( i = 0; i < splineSubdivisions; i++ ) {
t = totalTime * i / splineDiv;
splinePos = spline->GetCurrentValue( t );
splineD1 = spline->GetCurrentFirstDerivative( t );
GetFrame( splineMat, splineD1.ToVec3(), splineMat );
offset = i * sweptSplineSubdivisions;
for ( j = 0; j < sweptSplineSubdivisions; j++ ) {
idDrawVert *v = &verts[offset+j];
v->xyz = splinePos.ToVec3() + verts[baseOffset+j].xyz * splineMat;
v->st[0] = verts[baseOffset+j].st[0];
v->st[1] = splinePos.w;
v->tangents[0] = verts[baseOffset+j].tangents[0] * splineMat;
v->tangents[1] = splineD1.ToVec3();
v->normal = v->tangents[1].Cross( v->tangents[0] );
v->normal.Normalize();
v->color[0] = v->color[1] = v->color[2] = v->color[3] = 0;
}
}
indexes.SetNum( splineDiv * sweptSplineDiv * 2 * 3, false );
// create indexes for the triangles
for ( offset = i = 0; i < splineDiv; i++ ) {
i0 = (i+0) * sweptSplineSubdivisions;
i1 = (i+1) % splineSubdivisions * sweptSplineSubdivisions;
for ( j = 0; j < sweptSplineDiv; j++ ) {
j0 = (j+0);
j1 = (j+1) % sweptSplineSubdivisions;
indexes[offset++] = i0 + j0;
indexes[offset++] = i0 + j1;
indexes[offset++] = i1 + j1;
indexes[offset++] = i1 + j1;
indexes[offset++] = i1 + j0;
indexes[offset++] = i0 + j0;
}
}
GenerateEdgeIndexes();
}