mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
112 lines
4.2 KiB
C++
112 lines
4.2 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/mSplinePatch.h"
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//******************************************************************************
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// Spline control points
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//******************************************************************************
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SplCtrlPts::SplCtrlPts()
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{
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}
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//------------------------------------------------------------------------------
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// Destructor
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//------------------------------------------------------------------------------
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SplCtrlPts::~SplCtrlPts()
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{
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}
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//------------------------------------------------------------------------------
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// Get point
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//------------------------------------------------------------------------------
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const Point3F * SplCtrlPts::getPoint( U32 pointNum )
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{
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return &mPoints[pointNum];
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}
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//------------------------------------------------------------------------------
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// Set point
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//------------------------------------------------------------------------------
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void SplCtrlPts::setPoint( Point3F &point, U32 pointNum )
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{
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mPoints[pointNum] = point;
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}
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//------------------------------------------------------------------------------
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// Add point
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//------------------------------------------------------------------------------
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void SplCtrlPts::addPoint( Point3F &point )
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{
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mPoints.push_back( point );
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}
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//------------------------------------------------------------------------------
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// Submit control points
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//------------------------------------------------------------------------------
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void SplCtrlPts::submitPoints( Point3F *pts, U32 num )
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{
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mPoints.clear();
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for( S32 i=0; i<num; i++ )
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{
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mPoints.push_back( pts[i] );
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}
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}
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//******************************************************************************
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// Spline patch - base class
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//******************************************************************************
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SplinePatch::SplinePatch()
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{
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mNumReqControlPoints = 0;
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}
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//------------------------------------------------------------------------------
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// This method is the only way to modify control points once they have been
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// submitted to the patch. This was done to make sure the patch has a chance
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// to re-calc any pre-calculated data it may be using from the submitted control
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// points.
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//------------------------------------------------------------------------------
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void SplinePatch::setControlPoint( Point3F &point, S32 index )
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{
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mControlPoints.setPoint( point, index );
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}
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//------------------------------------------------------------------------------
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// Calc point on spline using already submitted points
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//------------------------------------------------------------------------------
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void SplinePatch::calc( F32 /*t*/, Point3F &result )
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{
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result.x = result.y = result.z = 0.0f;
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}
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//------------------------------------------------------------------------------
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// Calc point on spline using passed-in points
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//------------------------------------------------------------------------------
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void SplinePatch::calc( Point3F * /*points*/, F32 /*t*/, Point3F &result )
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{
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result.x = result.y = result.z = 0.0f;
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}
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