136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#ifndef NL_BEZIER_PATCH_H
|
|
#define NL_BEZIER_PATCH_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/vector.h"
|
|
#include "nel/misc/vectord.h"
|
|
#include "nel/misc/matrix.h"
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
using NLMISC::CVector;
|
|
using NLMISC::CVectorD;
|
|
using NLMISC::CMatrix;
|
|
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* A standard bezier patch of float. (quadpatch only).
|
|
* QuadPatch layout (same notations as 3ds Max SDK).
|
|
*
|
|
*
|
|
*
|
|
* 0 ---s---> 3
|
|
*
|
|
* A---> ad ---- da <---D
|
|
* | |
|
|
* | | |
|
|
* | v v
|
|
* | ab ia id dc
|
|
* t
|
|
* | | |
|
|
* | | |
|
|
* v
|
|
* ba ib ic cd
|
|
* ^ ^
|
|
* | |
|
|
* | |
|
|
* B---> bc ---- cb <---C
|
|
* 1 2
|
|
*
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2000
|
|
*/
|
|
class CBezierPatch
|
|
{
|
|
public:
|
|
/// The vertices a,b,c,d of the quad patch.
|
|
CVector Vertices[4];
|
|
/// The tangents ab, ba, bc, cb, cd, dc, da, ad. NB: tangents are points, not vectors.
|
|
CVector Tangents[8];
|
|
/// The interiors, ia,ib,ic,id. NB: interiors are points, not vectors.
|
|
CVector Interiors[4];
|
|
|
|
|
|
public:
|
|
/// Constructor: undefined Bezier patch!!
|
|
CBezierPatch() {}
|
|
|
|
/// complete computation of Vertices, Tangents, and Interiors, providing the vertices and vertex normals.
|
|
void make(CVector vertices[4], CVector normals[4]);
|
|
/// make default Interiors, according to Vertices and Tangents.
|
|
void makeInteriors();
|
|
/// Do the matrix transformation m*patch.
|
|
void applyMatrix(const CMatrix &m);
|
|
|
|
/// Evaluate.
|
|
CVector eval(float s, float t) const; // s,t coordinates for quad.
|
|
/// Evaluate, but return a vector double.
|
|
CVectorD evalDouble(double s, double t) const; // s,t coordinates for quad.
|
|
/// Evaluate the normal at (s,t). returned vector is normalized.
|
|
CVector evalNormal(float s, float t) const; // s,t coordinates for quad.
|
|
/// Evaluate the tangentS at (s,t). returned vector is normalized.
|
|
CVector evalTangentS(float s, float t) const; // s,t coordinates for quad.
|
|
/// Evaluate the tangentT at (s,t). returned vector is normalized.
|
|
CVector evalTangentT(float s, float t) const; // s,t coordinates for quad.
|
|
|
|
|
|
/// \name Subdivision.
|
|
// @{
|
|
/** Subdivide the bezier patch in 2 bezier patches along s, at s (beetween [0,1]).
|
|
* NB: left goes from 0 to s, right goes from s to 1.
|
|
*/
|
|
void subdivideS(CBezierPatch &left, CBezierPatch &right, float s=0.5f) const;
|
|
/** Subdivide the bezier patch in 2 bezier patches along t, at t (beetween [0,1]).
|
|
* NB: top goes from 0 to t, bottom goes from t to 1.
|
|
*/
|
|
void subdivideT(CBezierPatch &top, CBezierPatch &bottom, float t=0.5f) const;
|
|
// @}
|
|
|
|
|
|
// **********************************
|
|
private:
|
|
struct CBezierCurve
|
|
{
|
|
CVector P0, P1, P2, P3;
|
|
void subdivide(CBezierCurve &left, CBezierCurve &right, float t);
|
|
void set(const CVector &a, const CVector &b, const CVector &c, const CVector &d)
|
|
{
|
|
P0= a; P1= b; P2= c; P3= d;
|
|
}
|
|
void get(CVector &a, CVector &b, CVector &c, CVector &d)
|
|
{
|
|
a= P0; b= P1; c= P2; d= P3;
|
|
}
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_BEZIER_PATCH_H
|
|
|
|
/* End of bezier_patch.h */
|