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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/Spline.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/common/include/Spline.h')
| -rw-r--r-- | APEX_1.4/common/include/Spline.h | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/APEX_1.4/common/include/Spline.h b/APEX_1.4/common/include/Spline.h new file mode 100644 index 00000000..39e3bf60 --- /dev/null +++ b/APEX_1.4/common/include/Spline.h @@ -0,0 +1,168 @@ +/* + * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, related documentation + * and any modifications thereto. Any use, reproduction, disclosure or + * distribution of this software and related documentation without an express + * license agreement from NVIDIA CORPORATION is strictly prohibited. + */ + + +#ifndef SPLINE_H + +#define SPLINE_H + + +/** @file spline.h + * @brief A utility class to manage 3d spline curves. + * + * This is used heavily by the terrain terraforming tools for roads, lakes, and flatten operations. + * + * @author John W. Ratcliff +*/ + +/** @file spline.cpp + * @brief A utility class to manage 3d spline curves. + * + * This is used heavily by the terrain terraforming tools for roads, lakes, and flatten operations. + * + * @author John W. Ratcliff +*/ + + +#include "PsArray.h" +#include "PsUserAllocated.h" +#include "PxVec3.h" +#include "ApexUsingNamespace.h" + +class SplineNode +{ +public: + float GetY(void) const + { + return y; + }; + float x; // time/distance x-axis component. + float y; // y component. + float u; + float p; +}; + +typedef nvidia::Array< SplineNode > SplineNodeVector; +typedef nvidia::Array< physx::PxVec3 > PxVec3Vector; +typedef nvidia::Array< uint32_t > uint32_tVector; + +class Spline : public nvidia::UserAllocated +{ +public: + void Reserve(int32_t size) + { + mNodes.reserve((uint32_t)size); + }; + void AddNode(float x,float y); + void ComputeSpline(void); + float Evaluate(float x,uint32_t &index,float &fraction) const; // evaluate Y component based on X + int32_t GetSize(void) const + { + return (int32_t)mNodes.size(); + } + float GetEntry(int32_t i) const + { + return mNodes[(uint32_t)i].GetY(); + }; + void Clear(void) + { + mNodes.clear(); + }; +private: + SplineNodeVector mNodes; // nodes. +}; + +class SplineCurve : public nvidia::UserAllocated +{ +public: + void Reserve(int32_t size) + { + mXaxis.Reserve(size); + mYaxis.Reserve(size); + mZaxis.Reserve(size); + }; + + void setControlPoints(const PxVec3Vector &points) + { + Clear(); + Reserve( (int32_t)points.size() ); + for (uint32_t i=0; i<points.size(); i++) + { + AddControlPoint(points[i]); + } + ComputeSpline(); + } + + float AddControlPoint(const physx::PxVec3& p); // add control point, time is computed based on distance along the curve. + void AddControlPoint(const physx::PxVec3& p,float t); // add control point. + + void GetPointOnSpline(float t,physx::PxVec3 &pos) + { + float d = t*mTime; + uint32_t index; + float fraction; + pos = Evaluate(d,index,fraction); + } + + physx::PxVec3 Evaluate(float dist,uint32_t &index,float &fraction); + + float GetLength(void) { return mTime; }; //total length of spline + + int32_t GetSize(void) { return mXaxis.GetSize(); }; + + physx::PxVec3 GetEntry(int32_t i); + + void ComputeSpline(void); // compute spline. + + void Clear(void) + { + mXaxis.Clear(); + mYaxis.Clear(); + mZaxis.Clear(); + mTime = 0; + }; + + float Set(const PxVec3Vector &vlist) + { + Clear(); + int32_t count = (int32_t)vlist.size(); + Reserve(count); + for (uint32_t i=0; i<vlist.size(); i++) + { + AddControlPoint( vlist[i] ); + } + ComputeSpline(); + return mTime; + }; + + void ResampleControlPoints(const PxVec3Vector &inputpoints, + PxVec3Vector &outputpoints, + uint32_tVector &outputIndex, + float dtime) + { + float length = Set(inputpoints); + for (float l=0; l<=length; l+=dtime) + { + uint32_t index; + float fraction; + physx::PxVec3 pos = Evaluate(l,index,fraction); + outputpoints.pushBack(pos); + outputIndex.pushBack(index); + } + }; + +private: + float mTime; // time/distance traveled. + Spline mXaxis; + Spline mYaxis; + Spline mZaxis; +}; + +#endif |