mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2026-03-20 00:49:47 +01:00
Initial commit
This commit is contained in:
223
neo/idlib/geometry/Surface_SweptSpline.cpp
Normal file
223
neo/idlib/geometry/Surface_SweptSpline.cpp
Normal file
@@ -0,0 +1,223 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
Doom 3 BFG Edition GPL Source Code
|
||||
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||||
|
||||
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
|
||||
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
#pragma hdrstop
|
||||
#include "../precompiled.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 (TAG_IDLIB_SURFACE) 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 );
|
||||
|
||||
// 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].SetTexCoordS( splinePos.w );
|
||||
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();
|
||||
idVec3 tempNormal;
|
||||
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->SetTexCoord( verts[baseOffset+j].GetTexCoord().x, splinePos.w );
|
||||
v->SetTangent( verts[baseOffset+j].GetTangent() * splineMat );
|
||||
v->SetBiTangent( splineD1.ToVec3() );
|
||||
tempNormal = v->GetBiTangent().Cross( v->GetTangent() );
|
||||
tempNormal.Normalize();
|
||||
v->SetNormal( tempNormal );
|
||||
v->color[0] = v->color[1] = v->color[2] = v->color[3] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
indexes.SetNum( splineDiv * sweptSplineDiv * 2 * 3 );
|
||||
|
||||
// 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();
|
||||
}
|
||||
Reference in New Issue
Block a user