Torque3D/Engine/source/T3D/cameraSpline.cpp
AzaezelX f66454e47d adds a pathshape useEase value.-on by default.
camerasplines in general previously assumed you would always want to ease in and out at the first and final node. even when looping. adds an mUsease to it, and to pathshapedata to optionally shut that off. (on by default to behave as legacy)
2026-05-03 22:50:52 -05:00

403 lines
10 KiB
C++

//-----------------------------------------------------------------------------
// 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 "T3D/cameraSpline.h"
#include "console/console.h"
#include "gfx/gfxDevice.h"
//-----------------------------------------------------------------------------
CameraSpline::Knot::Knot()
{
mPosition = Point3F::Zero;
mRotation = QuatF::Identity;
mSpeed = 0.0f;
mType = NORMAL;
mPath = SPLINE;
mDistance = 0.0f;
prev = NULL; next = NULL;
};
CameraSpline::Knot::Knot(const Knot &k)
{
mPosition = k.mPosition;
mRotation = k.mRotation;
mSpeed = k.mSpeed;
mType = k.mType;
mPath = k.mPath;
mDistance = k.mDistance;
prev = NULL; next = NULL;
}
CameraSpline::Knot::Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type type, Knot::Path path, String hitCommand)
{
mPosition = p;
mRotation = r;
mSpeed = s;
mType = type;
mPath = path;
mDistance = 0.0f;
mHitCommand = hitCommand;
prev = NULL; next = NULL;
}
//-----------------------------------------------------------------------------
CameraSpline::CameraSpline()
{
mFront = NULL;
mSize = 0;
mIsMapDirty = true;
mUseEase = true;
VECTOR_SET_ASSOCIATION(mTimeMap);
}
CameraSpline::~CameraSpline()
{
removeAll();
}
void CameraSpline::push_back(Knot *w)
{
if (!mFront)
{
mFront = w;
w->next = w;
w->prev = w;
}
else
{
Knot *before = back();
Knot *after = before->next;
w->next = before->next;
w->prev = before;
after->prev = w;
before->next = w;
}
++mSize;
mIsMapDirty = true;
}
CameraSpline::Knot* CameraSpline::getKnot(S32 i)
{
Knot *k = mFront;
while(i--)
k = k->next;
return k;
}
CameraSpline::Knot* CameraSpline::remove(Knot *w)
{
if (w->next == mFront && w->prev == mFront)
mFront = NULL;
else
{
w->prev->next = w->next;
w->next->prev = w->prev;
if (mFront == w)
mFront = w->next;
}
--mSize;
mIsMapDirty = true;
return w;
}
void CameraSpline::removeAll()
{
while(front())
delete remove(front());
mSize = 0;
}
//-----------------------------------------------------------------------------
static bool gBuilding = false;
void CameraSpline::buildTimeMap()
{
if (!mIsMapDirty)
return;
gBuilding = true;
mTimeMap.clear();
mTimeMap.reserve(size()*3); // preallocate
// Initial node and knot value..
TimeMap map;
map.mTime = 0;
map.mDistance = 0;
mTimeMap.push_back(map);
Knot ka,kj,ki;
value(0, &kj, true);
F32 length = 0.0f;
ka = kj;
// Loop through the knots and add nodes. Nodes are added for every knot and
// whenever the spline length and segment length deviate by epsilon.
F32 epsilon = Con::getFloatVariable("CameraSpline::epsilon", 0.90f);
const F32 Step = 0.05f;
F32 lt = 0,time = 0;
do
{
if ((time += Step) > F32(mSize - 1))
time = (F32)mSize - 1.0f;
value(time, &ki, true);
length += (ki.mPosition - kj.mPosition).len();
F32 segment = (ki.mPosition - ka.mPosition).len();
if ((segment / length) < epsilon || time == (mSize - 1) || mFloor(lt) != mFloor(time))
{
map.mTime = time;
map.mDistance = length;
mTimeMap.push_back(map);
ka = ki;
}
kj = ki;
lt = time;
}
while (time < mSize - 1);
mIsMapDirty = false;
gBuilding = false;
}
//-----------------------------------------------------------------------------
void CameraSpline::renderTimeMap()
{
buildTimeMap();
gBuilding = true;
// Build vertex buffer
GFXVertexBufferHandle<GFXVertexPCT> vb;
vb.set(GFX, mTimeMap.size(), GFXBufferTypeVolatile);
void *ptr = vb.lock();
if(!ptr) return;
MRandomLCG random(1376312589 * (uintptr_t)this);
S32 index = 0;
for(Vector<TimeMap>::iterator itr=mTimeMap.begin(); itr != mTimeMap.end(); itr++)
{
Knot a;
value(itr->mTime, &a, true);
S32 cr = random.randI(0,255);
S32 cg = random.randI(0,255);
S32 cb = random.randI(0,255);
vb[index].color.set(cr, cg, cb);
vb[index].point.set(a.mPosition.x, a.mPosition.y, a.mPosition.z);
index++;
}
gBuilding = false;
vb.unlock();
// Render the buffer
GFX->pushWorldMatrix();
GFX->setupGenericShaders();
GFX->setVertexBuffer(vb);
GFX->drawPrimitive(GFXLineStrip,0,index);
GFX->popWorldMatrix();
}
//-----------------------------------------------------------------------------
F32 CameraSpline::advanceTime(F32 t, S32 delta_ms)
{
buildTimeMap();
Knot k;
value(t, &k, false);
F32 dist = getDistance(t) + k.mSpeed * (F32(delta_ms) / 1000.0f);
return getTime(dist);
}
F32 CameraSpline::advanceDist(F32 t, F32 meters)
{
buildTimeMap();
F32 dist = getDistance(t) + meters;
return getTime(dist);
}
F32 CameraSpline::getDistance(F32 t)
{
if (mSize <= 1)
return 0;
// Find the nodes spanning the time
Vector<TimeMap>::iterator end = mTimeMap.begin() + 1, start;
for (; end < (mTimeMap.end() - 1) && end->mTime < t; end++) { }
start = end - 1;
// Interpolate between the two nodes
F32 i = (t - start->mTime) / (end->mTime - start->mTime);
return start->mDistance + (end->mDistance - start->mDistance) * i;
}
F32 CameraSpline::getTime(F32 d)
{
if (mSize <= 1)
return 0;
// Find nodes spanning the distance
Vector<TimeMap>::iterator end = mTimeMap.begin() + 1, start;
for (; end < (mTimeMap.end() - 1) && end->mDistance < d; end++) { }
start = end - 1;
// Check for duplicate points..
F32 seg = end->mDistance - start->mDistance;
if (!seg)
return end->mTime;
// Interpolate between the two nodes
F32 i = (d - start->mDistance) / (end->mDistance - start->mDistance);
return start->mTime + (end->mTime - start->mTime) * i;
}
//-----------------------------------------------------------------------------
void CameraSpline::value(F32 t, CameraSpline::Knot *result, bool skip_rotation)
{
// Do some easing in and out for t.
if(!gBuilding && mUseEase)
{
F32 oldT = t;
if(oldT < 0.5f)
{
t = 0.5f - (mSin( (0.5 - oldT) * M_PI ) / 2.f);
}
if((F32(size()) - 1.5f) > 0.f && oldT - (F32(size()) - 1.5f) > 0.f)
{
oldT -= (F32(size()) - 1.5f);
t = (F32(size()) - 1.5f) + (mCos( (0.5f - oldT) * F32(M_PI) ) / 2.f);
}
}
// Verify that t is in range [0 >= t > size]
// AssertFatal(t >= 0.0f && t < (F32)size(), "t out of range");
Knot *p1 = getKnot((S32)mFloor(t));
Knot *p2 = next(p1);
F32 i = t - mFloor(t); // adjust t to 0 to 1 on p1-p2 interval
if (p1->mPath == Knot::SPLINE)
{
Knot *p0 = (p1->mType == Knot::KINK) ? p1 : prev(p1);
Knot *p3 = (p2->mType == Knot::KINK) ? p2 : next(p2);
result->mPosition.x = mCatmullrom(i, p0->mPosition.x, p1->mPosition.x, p2->mPosition.x, p3->mPosition.x);
result->mPosition.y = mCatmullrom(i, p0->mPosition.y, p1->mPosition.y, p2->mPosition.y, p3->mPosition.y);
result->mPosition.z = mCatmullrom(i, p0->mPosition.z, p1->mPosition.z, p2->mPosition.z, p3->mPosition.z);
}
else
{ // Linear
result->mPosition.interpolate(p1->mPosition, p2->mPosition, i);
}
if (skip_rotation)
return;
buildTimeMap();
// find the two knots to interpolate rotation and velocity through since some
// knots are only positional
S32 start = (S32)mFloor(t);
S32 end = (p2 == p1) ? start : (start + 1);
while (p1->mType == Knot::POSITION_ONLY && p1 != front())
{
p1 = prev(p1);
start--;
}
while (p2->mType == Knot::POSITION_ONLY && p2 != back())
{
p2 = next(p2);
end++;
}
if (start == end)
{
result->mRotation = p1->mRotation;
result->mSpeed = p1->mSpeed;
}
else
{
F32 c = getDistance(t);
F32 d1 = getDistance((F32)start);
F32 d2 = getDistance((F32)end);
if (d1 == d2)
{
result->mRotation = p2->mRotation;
result->mSpeed = p2->mSpeed;
}
else
{
i = (c-d1)/(d2-d1);
if(p1->mPath == Knot::SPLINE)
{
Knot *p0 = (p1->mType == Knot::KINK) ? p1 : prev(p1);
Knot *p3 = (p2->mType == Knot::KINK) ? p2 : next(p2);
F32 q,w,e;
q = mCatmullrom(i, 0, 1, 1, 1);
w = mCatmullrom(i, 0, 0, 0, 1);
e = mCatmullrom(i, 0, 0, 1, 1);
QuatF a; a.interpolate(p0->mRotation, p1->mRotation, q);
QuatF b; b.interpolate(p2->mRotation, p3->mRotation, w);
result->mRotation.interpolate(a, b, e);
result->mSpeed = mCatmullrom(i, p0->mSpeed, p1->mSpeed, p2->mSpeed, p3->mSpeed);
}
else
{
result->mRotation.interpolate(p1->mRotation, p2->mRotation, i);
result->mSpeed = (p1->mSpeed * (1.0f-i)) + (p2->mSpeed * i);
}
}
}
}