[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #include "OgreStableHeaders.h"
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| 26 | #include "OgreRotationalSpline.h"
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| 27 |
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| 28 |
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| 29 |
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| 30 | namespace Ogre {
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| 31 |
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| 32 | //---------------------------------------------------------------------
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| 33 | RotationalSpline::RotationalSpline()
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| 34 | {
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| 35 | }
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| 36 | //---------------------------------------------------------------------
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| 37 | RotationalSpline::~RotationalSpline()
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| 38 | {
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| 39 | }
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| 40 | //---------------------------------------------------------------------
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| 41 | void RotationalSpline::addPoint(const Quaternion& p)
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| 42 | {
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| 43 | mPoints.push_back(p);
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| 44 | if (mAutoCalc)
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| 45 | {
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| 46 | recalcTangents();
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| 47 | }
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| 48 | }
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| 49 | //---------------------------------------------------------------------
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| 50 | Quaternion RotationalSpline::interpolate(Real t, bool useShortestPath)
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| 51 | {
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| 52 | // Work out which segment this is in
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| 53 | Real fSeg = t * (mPoints.size() - 1);
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| 54 | unsigned int segIdx = (unsigned int)fSeg;
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| 55 | // Apportion t
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| 56 | t = fSeg - segIdx;
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| 57 |
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| 58 | return interpolate(segIdx, t, useShortestPath);
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| 59 |
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| 60 | }
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| 61 | //---------------------------------------------------------------------
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| 62 | Quaternion RotationalSpline::interpolate(unsigned int fromIndex, Real t,
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| 63 | bool useShortestPath)
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| 64 | {
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| 65 | // Bounds check
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| 66 | assert (fromIndex >= 0 && fromIndex < mPoints.size() &&
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| 67 | "fromIndex out of bounds");
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| 68 |
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| 69 | if ((fromIndex + 1) == mPoints.size())
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| 70 | {
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| 71 | // Duff request, cannot blend to nothing
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| 72 | // Just return source
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| 73 | return mPoints[fromIndex];
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| 74 |
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| 75 | }
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| 76 | // Fast special cases
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| 77 | if (t == 0.0f)
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| 78 | {
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| 79 | return mPoints[fromIndex];
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| 80 | }
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| 81 | else if(t == 1.0f)
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| 82 | {
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| 83 | return mPoints[fromIndex + 1];
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| 84 | }
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| 85 |
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| 86 | // Real interpolation
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| 87 | // Use squad using tangents we've already set up
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| 88 | Quaternion &p = mPoints[fromIndex];
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| 89 | Quaternion &q = mPoints[fromIndex+1];
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| 90 | Quaternion &a = mTangents[fromIndex];
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| 91 | Quaternion &b = mTangents[fromIndex+1];
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| 92 |
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| 93 | // NB interpolate to nearest rotation
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| 94 | return Quaternion::Squad(t, p, a, b, q, useShortestPath);
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| 95 |
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| 96 | }
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| 97 | //---------------------------------------------------------------------
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| 98 | void RotationalSpline::recalcTangents(void)
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| 99 | {
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| 100 | // ShoeMake (1987) approach
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| 101 | // Just like Catmull-Rom really, just more gnarly
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| 102 | // And no, I don't understand how to derive this!
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| 103 | //
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| 104 | // let p = point[i], pInv = p.Inverse
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| 105 | // tangent[i] = p * exp( -0.25 * ( log(pInv * point[i+1]) + log(pInv * point[i-1]) ) )
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| 106 | //
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| 107 | // Assume endpoint tangents are parallel with line with neighbour
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| 108 |
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| 109 | unsigned int i, numPoints;
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| 110 | bool isClosed;
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| 111 |
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| 112 | numPoints = (unsigned int)mPoints.size();
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| 113 |
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| 114 | if (numPoints < 2)
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| 115 | {
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| 116 | // Can't do anything yet
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| 117 | return;
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| 118 | }
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| 119 |
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| 120 | mTangents.resize(numPoints);
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| 121 |
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| 122 | if (mPoints[0] == mPoints[numPoints-1])
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| 123 | {
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| 124 | isClosed = true;
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| 125 | }
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| 126 | else
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| 127 | {
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| 128 | isClosed = false;
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| 129 | }
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| 130 |
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| 131 | Quaternion invp, part1, part2, preExp;
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| 132 | for(i = 0; i < numPoints; ++i)
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| 133 | {
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| 134 | Quaternion &p = mPoints[i];
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| 135 | invp = p.Inverse();
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| 136 |
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| 137 | if (i ==0)
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| 138 | {
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| 139 | // special case start
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| 140 | part1 = (invp * mPoints[i+1]).Log();
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| 141 | if (isClosed)
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| 142 | {
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| 143 | // Use numPoints-2 since numPoints-1 == end == start == this one
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| 144 | part2 = (invp * mPoints[numPoints-2]).Log();
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| 145 | }
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| 146 | else
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| 147 | {
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| 148 | part2 = (invp * p).Log();
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| 149 | }
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| 150 | }
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| 151 | else if (i == numPoints-1)
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| 152 | {
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| 153 | // special case end
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| 154 | if (isClosed)
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| 155 | {
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| 156 | // Wrap to [1] (not [0], this is the same as end == this one)
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| 157 | part1 = (invp * mPoints[1]).Log();
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| 158 | }
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| 159 | else
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| 160 | {
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| 161 | part1 = (invp * p).Log();
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| 162 | }
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| 163 | part2 = (invp * mPoints[i-1]).Log();
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| 164 | }
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| 165 | else
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| 166 | {
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| 167 | part1 = (invp * mPoints[i+1]).Log();
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| 168 | part2 = (invp * mPoints[i-1]).Log();
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| 169 | }
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| 170 |
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| 171 | preExp = -0.25 * (part1 + part2);
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| 172 | mTangents[i] = p * preExp.Exp();
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| 173 |
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| 174 | }
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| 175 |
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| 176 |
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| 177 |
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| 178 | }
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| 179 | //---------------------------------------------------------------------
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| 180 | const Quaternion& RotationalSpline::getPoint(unsigned short index) const
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| 181 | {
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| 182 | assert (index < mPoints.size() && "Point index is out of bounds!!");
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| 183 |
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| 184 | return mPoints[index];
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| 185 | }
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| 186 | //---------------------------------------------------------------------
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| 187 | unsigned short RotationalSpline::getNumPoints(void) const
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| 188 | {
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| 189 | return (unsigned short)mPoints.size();
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| 190 | }
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| 191 | //---------------------------------------------------------------------
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| 192 | void RotationalSpline::clear(void)
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| 193 | {
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| 194 | mPoints.clear();
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| 195 | mTangents.clear();
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| 196 | }
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| 197 | //---------------------------------------------------------------------
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| 198 | void RotationalSpline::updatePoint(unsigned short index, const Quaternion& value)
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| 199 | {
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| 200 | assert (index < mPoints.size() && "Point index is out of bounds!!");
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| 201 |
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| 202 | mPoints[index] = value;
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| 203 | if (mAutoCalc)
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| 204 | {
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| 205 | recalcTangents();
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| 206 | }
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| 207 | }
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| 208 | //---------------------------------------------------------------------
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| 209 | void RotationalSpline::setAutoCalculate(bool autoCalc)
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| 210 | {
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| 211 | mAutoCalc = autoCalc;
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| 212 | }
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| 213 | //---------------------------------------------------------------------
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| 214 |
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| 215 |
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| 216 |
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| 217 | }
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| 218 |
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| 219 |
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| 220 |
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| 221 |
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