isle/LEGO1/lego/sources/misc/legospline.cpp

89 lines
2.1 KiB
C++

#include "legospline.h"
#include "mxgeometry/mxmatrix.h"
DECOMP_SIZE_ASSERT(LegoSpline, 0x50)
// FUNCTION: LEGO1 0x1009a0f0
LegoSpline::LegoSpline()
{
for (LegoS32 i = 0; i < sizeOfArray(m_coefficents); i++) {
m_coefficents[i].Clear();
}
}
// FUNCTION: LEGO1 0x1009a130
LegoSpline::~LegoSpline()
{
}
// FUNCTION: LEGO1 0x1009a140
// FUNCTION: BETA10 0x10182c2f
void LegoSpline::SetSpline(
const Vector3& p_start,
const Vector3& p_tangentAtStart,
const Vector3& p_end,
const Vector3& p_tangentAtEnd
)
{
m_coefficents[0] = p_start;
m_coefficents[1] = p_tangentAtStart;
for (LegoS32 i = 0; i < 3; i++) {
m_coefficents[2][i] = (p_end[i] - p_start[i]) * 3.0f - p_tangentAtStart[i] * 2.0f - p_tangentAtEnd[i];
m_coefficents[3][i] = (p_start[i] - p_end[i]) * 2.0f + p_tangentAtEnd[i] + p_tangentAtStart[i];
}
}
// FUNCTION: LEGO1 0x1009a1e0
// FUNCTION: BETA10 0x10182d61
LegoResult LegoSpline::Evaluate(float p_alpha, Matrix4& p_mat, Vector3& p_up, LegoU32 p_reverse)
{
Vector3 position(p_mat[3]);
Vector3 right(p_mat[0]);
Vector3 up(p_mat[1]);
Vector3 dir(p_mat[2]);
if (p_alpha <= 0.001) {
position = m_coefficents[0];
dir = m_coefficents[1];
}
else if (p_alpha >= 0.999) {
position = m_coefficents[0];
position += m_coefficents[1];
position += m_coefficents[2];
position += m_coefficents[3];
for (LegoS32 i = 0; i < 3; i++) {
dir[i] = m_coefficents[1][i] + m_coefficents[2][i] * 2.0f + m_coefficents[3][i] * 3.0f;
}
}
else {
float alpha_squared = p_alpha * p_alpha;
float alpha_cubed = alpha_squared * p_alpha;
for (LegoS32 i = 0; i < 3; i++) {
position[i] = m_coefficents[0][i] + m_coefficents[1][i] * p_alpha + m_coefficents[2][i] * alpha_squared +
m_coefficents[3][i] * alpha_cubed;
dir[i] =
m_coefficents[1][i] + m_coefficents[2][i] * p_alpha * 2.0f + m_coefficents[3][i] * alpha_squared * 3.0f;
}
}
if (p_reverse) {
dir *= -1.0f;
}
if (dir.Unitize() != 0) {
return FAILURE;
}
right.EqualsCross(p_up, dir);
if (right.Unitize() != 0) {
return FAILURE;
}
up.EqualsCross(dir, right);
return SUCCESS;
}