📄 wmlbsplinecurve3.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlBSplineCurve3.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
BSplineCurve3<Real>::BSplineCurve3 (int iNumCtrlPoints,
Vector3<Real>* akCtrlPoint, int iDegree, bool bLoop, bool bOpen)
:
SingleCurve3<Real>(0.0,1.0),
m_bLoop(bLoop)
{
assert( iNumCtrlPoints >= 2 );
assert( 1 <= iDegree && iDegree <= iNumCtrlPoints-1 );
m_iNumCtrlPoints = iNumCtrlPoints;
m_iReplicate = ( bLoop ? (bOpen ? 1 : iDegree) : 0 );
CreateControl(akCtrlPoint);
m_kBasis.Create(m_iNumCtrlPoints+m_iReplicate,iDegree,bOpen);
}
//----------------------------------------------------------------------------
template <class Real>
BSplineCurve3<Real>::BSplineCurve3 (int iNumCtrlPoints,
Vector3<Real>* akCtrlPoint, int iDegree, bool bLoop, Real* afKnot)
:
SingleCurve3<Real>(0.0,1.0),
m_bLoop(bLoop)
{
assert( iNumCtrlPoints >= 2 );
assert( 1 <= iDegree && iDegree <= iNumCtrlPoints-1 );
m_iNumCtrlPoints = iNumCtrlPoints;
m_iReplicate = ( bLoop ? 1 : 0 );
CreateControl(akCtrlPoint);
m_kBasis.Create(m_iNumCtrlPoints+m_iReplicate,iDegree,afKnot);
}
//----------------------------------------------------------------------------
template <class Real>
BSplineCurve3<Real>::~BSplineCurve3 ()
{
delete[] m_akCtrlPoint;
}
//----------------------------------------------------------------------------
template <class Real>
void BSplineCurve3<Real>::CreateControl (Vector3<Real>* akCtrlPoint)
{
int iNewNumCtrlPoints = m_iNumCtrlPoints + m_iReplicate;
m_akCtrlPoint = new Vector3<Real>[iNewNumCtrlPoints];
memcpy(m_akCtrlPoint,akCtrlPoint,m_iNumCtrlPoints*sizeof(Vector3<Real>));
for (int i = 0; i < m_iReplicate; i++)
m_akCtrlPoint[m_iNumCtrlPoints+i] = akCtrlPoint[i];
}
//----------------------------------------------------------------------------
template <class Real>
int BSplineCurve3<Real>::GetNumCtrlPoints () const
{
return m_iNumCtrlPoints;
}
//----------------------------------------------------------------------------
template <class Real>
int BSplineCurve3<Real>::GetDegree () const
{
return m_kBasis.GetDegree();
}
//----------------------------------------------------------------------------
template <class Real>
bool BSplineCurve3<Real>::IsOpen () const
{
return m_kBasis.IsOpen();
}
//----------------------------------------------------------------------------
template <class Real>
bool BSplineCurve3<Real>::IsUniform () const
{
return m_kBasis.IsUniform();
}
//----------------------------------------------------------------------------
template <class Real>
bool BSplineCurve3<Real>::IsLoop () const
{
return m_bLoop;
}
//----------------------------------------------------------------------------
template <class Real>
void BSplineCurve3<Real>::SetControlPoint (int i, const Vector3<Real>& rkCtrl)
{
if ( 0 <= i && i < m_iNumCtrlPoints )
{
// set the control point
m_akCtrlPoint[i] = rkCtrl;
// set the replicated control point
if ( i < m_iReplicate )
m_akCtrlPoint[m_iNumCtrlPoints+i] = rkCtrl;
}
}
//----------------------------------------------------------------------------
template <class Real>
const Vector3<Real>& BSplineCurve3<Real>::GetControlPoint (int i) const
{
if ( 0 <= i && i < m_iNumCtrlPoints )
return m_akCtrlPoint[i];
return ms_kInvalidCtrlPoint;
}
//----------------------------------------------------------------------------
template <class Real>
Real& BSplineCurve3<Real>::Knot (int i)
{
return m_kBasis.Knot(i);
}
//----------------------------------------------------------------------------
template <class Real>
void BSplineCurve3<Real>::Get (Real fTime, Vector3<Real>* pkPos,
Vector3<Real>* pkDer1, Vector3<Real>* pkDer2, Vector3<Real>* pkDer3) const
{
int i, iMin, iMax;
if ( pkDer3 )
m_kBasis.Compute(fTime,3,iMin,iMax);
else if ( pkDer2 )
m_kBasis.Compute(fTime,2,iMin,iMax);
else if ( pkDer1 )
m_kBasis.Compute(fTime,1,iMin,iMax);
else
m_kBasis.Compute(fTime,0,iMin,iMax);
if ( pkPos )
{
*pkPos = Vector3<Real>::ZERO;
for (i = iMin; i <= iMax; i++)
*pkPos += m_kBasis.GetD0(i)*m_akCtrlPoint[i];
}
if ( pkDer1 )
{
*pkDer1 = Vector3<Real>::ZERO;
for (i = iMin; i <= iMax; i++)
*pkDer1 += m_kBasis.GetD1(i)*m_akCtrlPoint[i];
}
if ( pkDer2 )
{
*pkDer2 = Vector3<Real>::ZERO;
for (i = iMin; i <= iMax; i++)
*pkDer2 += m_kBasis.GetD2(i)*m_akCtrlPoint[i];
}
if ( pkDer3 )
{
*pkDer3 = Vector3<Real>::ZERO;
for (i = iMin; i <= iMax; i++)
*pkDer3 += m_kBasis.GetD3(i)*m_akCtrlPoint[i];
}
}
//----------------------------------------------------------------------------
template <class Real>
Vector3<Real> BSplineCurve3<Real>::GetPosition (Real fTime) const
{
Vector3<Real> kPos;
Get(fTime,&kPos,NULL,NULL,NULL);
return kPos;
}
//----------------------------------------------------------------------------
template <class Real>
Vector3<Real> BSplineCurve3<Real>::GetFirstDerivative (Real fTime) const
{
Vector3<Real> kDer1;
Get(fTime,NULL,&kDer1,NULL,NULL);
return kDer1;
}
//----------------------------------------------------------------------------
template <class Real>
Vector3<Real> BSplineCurve3<Real>::GetSecondDerivative (Real fTime) const
{
Vector3<Real> kDer2;
Get(fTime,NULL,NULL,&kDer2,NULL);
return kDer2;
}
//----------------------------------------------------------------------------
template <class Real>
Vector3<Real> BSplineCurve3<Real>::GetThirdDerivative (Real fTime) const
{
Vector3<Real> kDer3;
Get(fTime,NULL,NULL,NULL,&kDer3);
return kDer3;
}
//----------------------------------------------------------------------------
template <class Real>
Real BSplineCurve3<Real>::GetVariation (Real, Real, const Vector3<Real>*,
const Vector3<Real>*) const
{
return (Real)0.0;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template class WML_ITEM BSplineCurve3<float>;
Vector3f BSplineCurve3f::ms_kInvalidCtrlPoint = Vector3f::ZERO;
template class WML_ITEM BSplineCurve3<double>;
Vector3d BSplineCurve3d::ms_kInvalidCtrlPoint = Vector3d::ZERO;
}
//----------------------------------------------------------------------------
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