Torque3D/Engine/source/math/mQuadPatch.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "math/mQuadPatch.h"
//******************************************************************************
// Quadratic spline patch
//******************************************************************************
QuadPatch::QuadPatch()
{
setNumReqControlPoints(3);
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void QuadPatch::calcABC( const Point3F *points )
{
a = points[2] - points[1];
b = points[1] - points[0];
c = points[0];
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void QuadPatch::submitControlPoints( SplCtrlPts &points )
{
Parent::submitControlPoints( points );
calcABC( points.getPoint(0) );
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void QuadPatch::setControlPoint( Point3F &point, S32 index )
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{
( (SplCtrlPts*) getControlPoints() )->setPoint( point, index );
calcABC( getControlPoint(0) );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void QuadPatch::calc( F32 t, Point3F &result )
{
F32 t2 = t*t;
result = a*t2 + b*t + c;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void QuadPatch::calc( Point3F *points, F32 t, Point3F &result )
{
calcABC( points );
calc( t, result );
}