mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
77 lines
2.9 KiB
C++
77 lines
2.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "math/mQuadPatch.h"
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//******************************************************************************
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// Quadratic spline patch
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//******************************************************************************
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QuadPatch::QuadPatch()
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{
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setNumReqControlPoints(3);
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void QuadPatch::calcABC( const Point3F *points )
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{
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a = points[2] - points[1];
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b = points[1] - points[0];
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c = points[0];
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void QuadPatch::submitControlPoints( SplCtrlPts &points )
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{
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Parent::submitControlPoints( points );
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calcABC( points.getPoint(0) );
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};
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void QuadPatch::setControlPoint( Point3F &point, S32 index )
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{
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( (SplCtrlPts*) getControlPoints() )->setPoint( point, index );
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calcABC( getControlPoint(0) );
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void QuadPatch::calc( F32 t, Point3F &result )
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{
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F32 t2 = t*t;
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result = a*t2 + b*t + c;
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void QuadPatch::calc( Point3F *points, F32 t, Point3F &result )
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{
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calcABC( points );
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calc( t, result );
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}
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