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136 lines
4 KiB
C++
136 lines
4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_BEZIER_PATCH_H
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#define NL_BEZIER_PATCH_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/vectord.h"
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#include "nel/misc/matrix.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CVectorD;
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using NLMISC::CMatrix;
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// ***************************************************************************
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/**
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* A standard bezier patch of float. (quadpatch only).
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* QuadPatch layout (same notations as 3ds Max SDK).
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*
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*
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*
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* 0 ---s---> 3
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*
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* A---> ad ---- da <---D
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* | |
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* | | |
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* | v v
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* | ab ia id dc
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* t
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* | | |
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* | | |
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* v
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* ba ib ic cd
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* ^ ^
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* | |
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* | |
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* B---> bc ---- cb <---C
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* 1 2
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CBezierPatch
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{
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public:
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/// The vertices a,b,c,d of the quad patch.
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CVector Vertices[4];
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/// The tangents ab, ba, bc, cb, cd, dc, da, ad. NB: tangents are points, not vectors.
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CVector Tangents[8];
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/// The interiors, ia,ib,ic,id. NB: interiors are points, not vectors.
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CVector Interiors[4];
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public:
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/// Constructor: undefined Bezier patch!!
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CBezierPatch() {}
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/// complete computation of Vertices, Tangents, and Interiors, providing the vertices and vertex normals.
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void make(CVector vertices[4], CVector normals[4]);
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/// make default Interiors, according to Vertices and Tangents.
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void makeInteriors();
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/// Do the matrix transformation m*patch.
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void applyMatrix(const CMatrix &m);
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/// Evaluate.
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CVector eval(float s, float t) const; // s,t coordinates for quad.
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/// Evaluate, but return a vector double.
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CVectorD evalDouble(double s, double t) const; // s,t coordinates for quad.
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/// Evaluate the normal at (s,t). returned vector is normalized.
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CVector evalNormal(float s, float t) const; // s,t coordinates for quad.
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/// Evaluate the tangentS at (s,t). returned vector is normalized.
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CVector evalTangentS(float s, float t) const; // s,t coordinates for quad.
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/// Evaluate the tangentT at (s,t). returned vector is normalized.
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CVector evalTangentT(float s, float t) const; // s,t coordinates for quad.
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/// \name Subdivision.
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// @{
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/** Subdivide the bezier patch in 2 bezier patches along s, at s (beetween [0,1]).
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* NB: left goes from 0 to s, right goes from s to 1.
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*/
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void subdivideS(CBezierPatch &left, CBezierPatch &right, float s=0.5f) const;
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/** Subdivide the bezier patch in 2 bezier patches along t, at t (beetween [0,1]).
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* NB: top goes from 0 to t, bottom goes from t to 1.
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*/
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void subdivideT(CBezierPatch &top, CBezierPatch &bottom, float t=0.5f) const;
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// @}
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// **********************************
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private:
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struct CBezierCurve
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{
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CVector P0, P1, P2, P3;
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void subdivide(CBezierCurve &left, CBezierCurve &right, float t);
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void set(const CVector &a, const CVector &b, const CVector &c, const CVector &d)
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{
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P0= a; P1= b; P2= c; P3= d;
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}
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void get(CVector &a, CVector &b, CVector &c, CVector &d)
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{
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a= P0; b= P1; c= P2; d= P3;
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}
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};
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};
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} // NL3D
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#endif // NL_BEZIER_PATCH_H
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/* End of bezier_patch.h */
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