// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #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