#include "munga.h" #pragma once #include "spline.h" #if defined(USE_SIGNATURE) int Is_Signature_Bad(const volatile CubicCurve *) { return False; } #endif Logical CubicCurve::TestInstance() const { return True; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // CubicCurve::CubicCurve( const Point3D& p1, const Vector3D& r1, const Point3D& p4, const Vector3D& r4 ) { Check_Pointer(this); Check(&p1); Check(&r1); Check(&p4); Check(&r4); // //---------------------------------- // Generate the hermite basis matrix //---------------------------------- // basisMatrix(0,0) = 2.0f*(p1.x - p4.x) + r1.x + r4.x; basisMatrix(0,1) = 2.0f*(p1.y - p4.y) + r1.y + r4.y; basisMatrix(0,2) = 2.0f*(p1.z - p4.z) + r1.z + r4.z; basisMatrix(1,0) = 3.0f*(p4.x - p1.x) - 2.0f*r1.x - r4.x; basisMatrix(1,1) = 3.0f*(p4.y - p1.y) - 2.0f*r1.y - r4.y; basisMatrix(1,2) = 3.0f*(p4.z - p1.z) - 2.0f*r1.z - r4.z; basisMatrix(2,0) = r1.x; basisMatrix(2,1) = r1.y; basisMatrix(2,2) = r1.z; basisMatrix(3,0) = p1.x; basisMatrix(3,1) = p1.y; basisMatrix(3,2) = p1.z; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // CubicCurve::CubicCurve( const Point3D& p1, const Point3D& p2, const Point3D& p3, const Point3D& p4 ) { Check_Pointer(this); Check(&p1); Check(&p2); Check(&p3); Check(&p4); // //--------------------------------- // Generate the bezier basis matrix //--------------------------------- // basisMatrix(0,0) = p4.x - p1.x + 3.0f*(p2.x - p3.x); basisMatrix(0,1) = p4.y - p1.y + 3.0f*(p2.y - p3.y); basisMatrix(0,2) = p4.z - p1.z + 3.0f*(p2.z - p3.z); basisMatrix(1,0) = 3.0f*(p1.x + p3.x) - 6.0f*p2.x; basisMatrix(1,1) = 3.0f*(p1.y + p3.y) - 6.0f*p2.y; basisMatrix(1,2) = 3.0f*(p1.z + p3.z) - 6.0f*p2.z; basisMatrix(2,0) = 3.0f*(p2.x - p1.x); basisMatrix(2,1) = 3.0f*(p2.y - p1.y); basisMatrix(2,2) = 3.0f*(p2.z - p1.z); basisMatrix(3,0) = p1.x; basisMatrix(3,1) = p1.y; basisMatrix(3,2) = p1.z; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void CubicCurve::Evaluate( Scalar t, Point3D *p, Vector3D *v ) { Check(this); Check_Pointer(p); Check_Pointer(v); Verify(t >= 0.0f && t <= 1.0f); Point3D t_pos; t_pos.z = t; t_pos.y = t_pos.z * t; t_pos.x = t_pos.y * t; p->Multiply(t_pos, basisMatrix); Vector3D t_vec(3.0f*t*t, 2.0f*t, 1.0f); v->Multiply(t_vec, basisMatrix); }