etqw-sdk/source/idlib/geometry/Surface_SweptSpline.cpp

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
/*
====================
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].SetST( splinePos.w, 0 ); // FIXME: SD_USE_DRAWVERT_SIZE_32
verts[baseOffset+i].SetTangent( 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->SetSTIdx( 1, splinePos.w );
v->SetTangent( verts[baseOffset+j].GetTangent() * splineMat );
idVec3 norm = splineD1.ToVec3().Cross( v->GetTangent() );
norm.Normalize();
v->SetNormal( norm );
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();
}