Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
245 lines
10 KiB
C++
245 lines
10 KiB
C++
/**********************************************************************
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*<
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FILE: spline3d.cpp
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DESCRIPTION: General-purpose 3D spline class
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CREATED BY: Tom Hudson & Dan Silva
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HISTORY: created 2/23/95
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4/16/97 TH: Converted to use relative values for bezier vectors
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*> Copyright (c) 1995, All Rights Reserved.
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**********************************************************************/
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#ifndef __SPLINE3D_H__
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#define __SPLINE3D_H__
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#include "polyshp.h" // Need this for PolyLine class
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// Point flags for PolyShape representation
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#define BEZ_SHAPE_KNOT (1<<0) // It's a knot point
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#define BEZ_SHAPE_INTERPOLATED (1<<1) // It's an interpolated point between two knots
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// Line types:
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#define LTYPE_CURVE 0
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#define LTYPE_LINE 1
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// Compound line types
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#define CURVE_CURVE (LTYPE_CURVE | (LTYPE_CURVE<<2))
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#define LINE_CURVE (LTYPE_LINE | (LTYPE_CURVE<<2))
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#define CURVE_LINE (LTYPE_CURVE | (LTYPE_LINE<<2))
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#define LINE_LINE (LTYPE_LINE | (LTYPE_LINE<<2))
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// Knot types
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#define KTYPE_AUTO 0
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#define KTYPE_CORNER 1
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#define KTYPE_BEZIER 2
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#define KTYPE_BEZIER_CORNER (KTYPE_BEZIER | KTYPE_CORNER)
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// Parameter types
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#define PARM_UNIFORM 0
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#define PARM_ARCLENGTH 1
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#define PARM_CENTRIPETAL 2
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#define PARM_CUSTOM 3
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// Parameter types for shape interpolation (Must match interpolation types in object.h)
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#define SPLINE_INTERP_SIMPLE 0 // Parameter space based on segments
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#define SPLINE_INTERP_NORMALIZED 1 // Parameter space normalized to curve length
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// Special message IDs for Create method
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#define SPLINE_SETPHASE 1000 //
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class Spline3D;
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class SplineKnot {
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friend class Spline3D;
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int ktype;
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int ltype;
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Point3 point;
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Point3 inVec;
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Point3 outVec;
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int aux;
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int aux2;
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public:
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SplineKnot(int k, int l, Point3 p, Point3 in, Point3 out, int a1= -1, int a2= -1) { ktype=k; ltype=l; point=p; inVec=in; outVec=out; aux=a1; aux2=a2;}
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inline int Ktype() { return ktype; }
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inline void SetKtype(int t) { ktype=t; }
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inline int Ltype() { return ltype; }
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inline void SetLtype(int t) { ltype=t; }
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inline int Aux() { return aux; }
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inline void SetAux(int a) { aux=a; }
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inline int Aux2() { return aux2; }
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inline void SetAux2(int a) { aux2=a; }
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inline Point3 Knot() { return point; }
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inline void SetKnot(Point3 p) { point=p; }
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inline Point3 InVec() { return inVec; }
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inline void SetInVec(Point3 p) { inVec=p; }
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inline Point3 OutVec() { return outVec; }
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inline void SetOutVec(Point3 p) { outVec=p; }
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};
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typedef struct {
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int ktype; // Knot type
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int ltype; // Line type
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float du; // Parameter value
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int aux; // Used in capping
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int aux2; // Used to track topo changes in spline editing
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} Knot;
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// Private spline flags
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#define SPLINE_CLOSED (1<<0)
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#define SPLINE_ORTHOG (1<<1)
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class Spline3D {
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friend class BezierShape;
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friend class SplineShape;
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private:
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static int splineCount; // Number of splines in the system
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int parmType; // Interpolation parameter type (needed?)
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int knotCount; // Number of points in spline
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int flags; // Private flags
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int iCur; // Current editing point
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int Interact(ViewExp *vpt,int msg, int point, int flags, IPoint2 m, Matrix3* mat, IObjParam *ip=NULL ); // Handle mouse interaction
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float cachedLength;
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BOOL cacheValid;
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Knot * knots; // Knot attributes array
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Point3 * bezp; // Bezier point array
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float * lengths; // Cached lengths
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#ifdef DESIGN_VER
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public:
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#endif // break encapsulation to avoid cahnging the API
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// used by railings - which must be modified if use of percents is modified!
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float * percents; // Cached length percentages
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#ifdef DESIGN_VER
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private:
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#endif
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int drawPhase; // Drawing phase
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int editMode; // 1 if editing, 0 otherwise
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// Creation settings
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int initialType; // Knot type at initial click
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int dragType; // Knot type at drag
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BOOL selfInt; // Cached self-intersection flag
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BOOL siCacheValid; // Self-intersection cache valid?
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Box3 bbox; // Cached bounding box
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BOOL bboxValid; // Bounding box valid?
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BOOL paramsValid; // Knot parameter values valid?
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BOOL bezPointsValid; // Bezier points valid?
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BOOL clockwise; // Clockwise cache
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BOOL cwCacheValid; // Clockwise cache valid?
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PolyLine polyLine; // Polyline cache
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BOOL plineOpt;
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int plineSteps;
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BOOL plineCacheValid; // Polyline cache valid?
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protected:
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CoreExport void Allocate(int count);
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CoreExport void ChordParams(); // Compute chord length params
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CoreExport void UniformParams(); // Compute uniform params
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CoreExport void CentripetalParams(); // Compute centripetal params
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CoreExport void LinearFwd(int i);
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CoreExport void LinearBack(int i);
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CoreExport void ContinFwd(int i);
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CoreExport void ContinBack(int i);
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CoreExport void HybridPoint(int i);
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CoreExport void CompCornerBezPoints(int n);
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CoreExport void CompAdjBesselBezPoints(int i);
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CoreExport void BesselStart(int i);
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CoreExport void BesselEnd(int i);
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CoreExport void NaturalFwd(int i);
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CoreExport void NaturalBack(int i);
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public:
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CoreExport Spline3D(int itype = KTYPE_CORNER,int dtype = KTYPE_BEZIER,int ptype = PARM_UNIFORM); // Constructor
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CoreExport ~Spline3D(); // Destructor
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CoreExport Spline3D& operator=(Spline3D& fromSpline);
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CoreExport Spline3D& operator=(PolyLine& fromLine);
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CoreExport void NewSpline();
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inline int ParmType() { return parmType; };
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inline int KnotCount() { return knotCount; } // Point (knot) count
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inline int Flags() { return flags; }
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inline int Segments() { return knotCount + Closed() - 1; } // Segment count
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inline int Closed() { return (flags & SPLINE_CLOSED) ? 1:0; } // Returns closed status
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CoreExport int ShiftKnot(int where,int direction); // Shove array left or right 1,
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// starting at given point
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CoreExport int AddKnot(SplineKnot &k,int where = -1); // Add a knot to the spline
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CoreExport void SetKnot(int i, SplineKnot &k);
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CoreExport SplineKnot GetKnot(int i);
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CoreExport int DeleteKnot(int where); // Delete the specified knot
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CoreExport int Create(ViewExp *vpt,int msg, int point, int flags, IPoint2 m, Matrix3* mat, IObjParam *ip=NULL); // Create the spline
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CoreExport int StartInsert(ViewExp *vpt,int msg, int point, int flags, IPoint2 theP, Matrix3* mat, int where ); // Start an insertion operation on the spline
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CoreExport int SetParam(int index,float param); // Set custom param value
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CoreExport float GetParam(int index); // Get param value
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inline int GetKnotType(int index) { return knots[index].ktype; }
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CoreExport int SetKnotType(int index,int type); // Set the knot type
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inline int GetLineType(int index) { return knots[index].ltype; }
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CoreExport int SetLineType(int index,int type); // Set the line type
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virtual void CustomParams() { UniformParams(); } // Replace this as needed
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CoreExport void CompParams(); // Compute param values
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CoreExport void ComputeBezPoints();
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CoreExport Point2 InterpBezier(IPoint2 *bez, float t);
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CoreExport Point3 InterpBezier3D(int segment, float t, int ptype=SPLINE_INTERP_SIMPLE);
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CoreExport Point3 InterpCurve3D(float u, int ptype=SPLINE_INTERP_SIMPLE);
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CoreExport Point3 TangentBezier3D(int segment, float t, int ptype=SPLINE_INTERP_SIMPLE);
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CoreExport Point3 TangentCurve3D(float u, int ptype=SPLINE_INTERP_SIMPLE);
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CoreExport Point3 AverageTangent(int i);
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CoreExport void MakeBezCont(int i);
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CoreExport void RedistTangents(int i, Point3 d);
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CoreExport void FixAdjBezTangents(int i);
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CoreExport void DrawCurve(GraphicsWindow *gw, Material *mtl);
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inline void SetEditMode(int mode) { editMode = mode ? 1:0; }
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CoreExport int IsAuto(int i);
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CoreExport int IsBezierPt(int i);
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CoreExport int IsCorner(int i);
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CoreExport Point3 GetDragVector(ViewExp *vpt,IPoint2 p,int i,Matrix3* mat);
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// CoreExport int InsertPoint(ViewExp *vpt,int where, IPoint2& p, float t);
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CoreExport int AppendPoint(ViewExp *vpt,const Point3& p, int where = -1);
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// CoreExport void ComputeAdjBezPts(int n);
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CoreExport int DrawPhase() { return drawPhase; }
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CoreExport int GetiCur() { return iCur; }
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CoreExport void GetBBox(TimeValue t, Matrix3& tm, Box3& box);
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CoreExport IPoint2 ProjectPoint(ViewExp *vpt, Point3 fp, Matrix3 *mat);
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CoreExport Point3 UnProjectPoint(ViewExp *vpt, IPoint2 p, Matrix3 *mat);
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CoreExport void Snap(GraphicsWindow *gw, SnapInfo *snap, IPoint2 *p, Matrix3 &tm);
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CoreExport IOResult Save(ISave *isave);
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CoreExport IOResult Load(ILoad *iload);
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CoreExport int SetClosed(int flag = 1);
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CoreExport int SetOpen();
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CoreExport void Dump(int where);
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CoreExport Point3 GetInVec(int i);
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CoreExport void SetInVec(int i, const Point3 &p);
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CoreExport Point3 GetRelInVec(int i);
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CoreExport void SetRelInVec(int i, const Point3 &p);
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CoreExport Point3 GetKnotPoint(int i);
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CoreExport void SetKnotPoint(int i, const Point3 &p);
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CoreExport Point3 GetOutVec(int i);
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CoreExport void SetOutVec(int i, const Point3 &p);
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CoreExport Point3 GetRelOutVec(int i);
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CoreExport void SetRelOutVec(int i, const Point3 &p);
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// The following methods return absolute coords for the bezier vertices
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CoreExport Point3 GetVert(int i);
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CoreExport void SetVert(int i, const Point3& p);
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inline int Verts() { return knotCount*3; }
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CoreExport int GetAux(int knot);
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CoreExport void SetAux(int knot, int value);
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CoreExport int GetAux2(int knot);
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CoreExport void SetAux2(int knot, int value);
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CoreExport float SplineLength();
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CoreExport void Transform(Matrix3 *tm);
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CoreExport void Reverse(BOOL keepZero = FALSE);
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CoreExport BOOL Append(Spline3D *spline, BOOL weldCoincidentFirstVertex=TRUE); // Returns TRUE if first point auto-welded
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CoreExport BOOL Prepend(Spline3D *spline, BOOL weldCoincidentLastVertex=TRUE); // Returns TRUE if last point auto-welded
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CoreExport BOOL IsClockWise(); // 2D!
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CoreExport BOOL SelfIntersects(); // 2D!
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CoreExport BOOL IntersectsSpline(Spline3D *spline); // 2D!
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CoreExport BOOL SurroundsPoint(Point2 p); // 2D!
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CoreExport void MakePolyLine(PolyLine &line, int steps = -1, BOOL optimize = FALSE);
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CoreExport void InvalidateGeomCache();
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};
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#endif // __SPLINE3D_H__
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