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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
356
Code/WWMath/cardinalspline.cpp
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356
Code/WWMath/cardinalspline.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/cardinalspline.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 9/16/01 4:07p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "cardinalspline.h"
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#include "wwdebug.h"
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#include "persistfactory.h"
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#include "wwmathids.h"
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#include "wwhack.h"
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/*
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** Force-Link this module because the linker can't detect that we actually need it...
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*/
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DECLARE_FORCE_LINK(cardinalspline);
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/*
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** Save-Load stuff
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*/
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SimplePersistFactoryClass<CardinalSpline3DClass,WWMATH_CHUNKID_CARDINALSPLINE3D> _CardinalSpline3DFactory;
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SimplePersistFactoryClass<CardinalSpline1DClass,WWMATH_CHUNKID_CARDINALSPLINE1D> _CardinalSpline1DFactory;
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enum
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{
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// ID's used by CardinalSpline3D
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CARDINAL3D_CHUNK_HERMITE3D = 0x02070957,
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CARDINAL3D_CHUNK_TIGHTNESSKEYS,
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// ID's used by CardinalSpline1D
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CARDINAL1D_CHUNK_HERMITE1D = 0x02070959,
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CARDINAL1D_CHUNK_TIGHTNESSKEYS
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};
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/*
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** CardinalSpline3DClass Implementation
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*/
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int CardinalSpline3DClass::Add_Key(const Vector3 & point,float t)
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{
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int index = HermiteSpline3DClass::Add_Key(point,t);
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float tightness = 0.5f;
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Tightness.Insert(index,tightness);
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return index;
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}
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void CardinalSpline3DClass::Remove_Key(int i)
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{
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Tightness.Delete(i);
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HermiteSpline3DClass::Remove_Key(i);
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}
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void CardinalSpline3DClass::Clear_Keys(void)
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{
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Tightness.Clear();
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HermiteSpline3DClass::Clear_Keys();
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}
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void CardinalSpline3DClass::Set_Tightness(int i,float tightness)
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{
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WWASSERT(i >= 0);
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WWASSERT(i < Tightness.Count());
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Tightness[i] = tightness;
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TangentsDirty = true;
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}
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float CardinalSpline3DClass::Get_Tightness(int i)
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{
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return Tightness[i];
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}
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void CardinalSpline3DClass::Update_Tangents(void)
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{
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if (Keys.Count() < 2) {
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for (int i=0; i<Keys.Count(); i++) {
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Tangents[0].InTangent.Set(0,0,0);
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Tangents[0].OutTangent.Set(0,0,0);
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}
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return;
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}
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// First and Last Key:
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// Only need to compute the OutTangent for key[0] and the InTangent for key[end]
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int end = Keys.Count() - 1;
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Tangents[0].InTangent.Set(0,0,0);
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Tangents[end].OutTangent.Set(0,0,0);
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if (IsLooping) {
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// This really only works if the start and end points have the same position...
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Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[end-1].Point.X);
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Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[end-1].Point.Y);
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Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[end-1].Point.Z);
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Tangents[end].InTangent = Tangents[0].OutTangent;
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} else {
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Tangents[0].OutTangent.X = (1.0f - Tightness[0])*(Keys[1].Point.X - Keys[0].Point.X);
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Tangents[0].OutTangent.Y = (1.0f - Tightness[0])*(Keys[1].Point.Y - Keys[0].Point.Y);
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Tangents[0].OutTangent.Z = (1.0f - Tightness[0])*(Keys[1].Point.Z - Keys[0].Point.Z);
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Tangents[end].InTangent.X = (1.0f - Tightness[0])*(Keys[end].Point.X - Keys[end-1].Point.X);
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Tangents[end].InTangent.Y = (1.0f - Tightness[0])*(Keys[end].Point.Y - Keys[end-1].Point.Y);
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Tangents[end].InTangent.Z = (1.0f - Tightness[0])*(Keys[end].Point.Z - Keys[end-1].Point.Z);
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}
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float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
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float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
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float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
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Tangents[end].InTangent *= in_factor;
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Tangents[0].OutTangent *= out_factor;
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// inner knots
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for (int i=1; i<Keys.Count()-1; i++) {
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Tangents[i].InTangent.X = (1.0f - Tightness[i])*(Keys[i+1].Point.X - Keys[i-1].Point.X);
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Tangents[i].InTangent.Y = (1.0f - Tightness[i])*(Keys[i+1].Point.Y - Keys[i-1].Point.Y);
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Tangents[i].InTangent.Z = (1.0f - Tightness[i])*(Keys[i+1].Point.Z - Keys[i-1].Point.Z);
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Tangents[i].OutTangent = Tangents[i].InTangent;
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float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
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float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
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Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
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Tangents[i].OutTangent *= out_factor;
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}
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TangentsDirty = false;
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}
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const PersistFactoryClass & CardinalSpline3DClass::Get_Factory(void) const
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{
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return _CardinalSpline3DFactory;
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}
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bool CardinalSpline3DClass::Save(ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(CARDINAL3D_CHUNK_HERMITE3D);
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HermiteSpline3DClass::Save(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(CARDINAL3D_CHUNK_TIGHTNESSKEYS);
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for (int i=0; i<Tightness.Count(); i++) {
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float tightness = Tightness[i];
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csave.Write(&(tightness),sizeof(tightness));
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}
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csave.End_Chunk();
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return true;
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}
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bool CardinalSpline3DClass::Load(ChunkLoadClass &cload)
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{
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int i;
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float tightness;
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// reset the array of tightness keys
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Tightness.Delete_All();
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// read in the chunks
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case CARDINAL3D_CHUNK_HERMITE3D:
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HermiteSpline3DClass::Load(cload);
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break;
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case CARDINAL3D_CHUNK_TIGHTNESSKEYS:
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for (i=0; i<Keys.Count(); i++) {
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cload.Read(&(tightness),sizeof(tightness));
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Tightness.Add(tightness);
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}
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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/*
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** CardinalSpline1DClass Implementation
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*/
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int CardinalSpline1DClass::Add_Key(float point,float t)
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{
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int index = HermiteSpline1DClass::Add_Key(point,t);
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float tightness = 0.5f;
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Tightness.Insert(index,tightness);
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return index;
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}
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void CardinalSpline1DClass::Remove_Key(int i)
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{
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Tightness.Delete(i);
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HermiteSpline1DClass::Remove_Key(i);
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}
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void CardinalSpline1DClass::Clear_Keys(void)
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{
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Tightness.Clear();
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HermiteSpline1DClass::Clear_Keys();
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}
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void CardinalSpline1DClass::Set_Tightness(int i,float tightness)
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{
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WWASSERT(i >= 0);
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WWASSERT(i < Tightness.Count());
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Tightness[i] = tightness;
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TangentsDirty = true;
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}
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float CardinalSpline1DClass::Get_Tightness(int i)
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{
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return Tightness[i];
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}
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void CardinalSpline1DClass::Update_Tangents(void)
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{
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if (Keys.Count() < 2) {
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for (int i=0; i<Keys.Count(); i++) {
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Tangents[0].InTangent = 0;
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Tangents[0].OutTangent = 0;
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}
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}
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// First and Last Key:
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// Only need to compute the OutTangent for key[0] and the InTangent for key[end]
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int end = Keys.Count() - 1;
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Tangents[0].InTangent = 0;
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Tangents[end].OutTangent = 0;
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if (IsLooping) {
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// This really only works if the start and end points have the same position...
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Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[end-1].Point);
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Tangents[end].InTangent = Tangents[0].OutTangent;
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} else {
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Tangents[0].OutTangent = (1.0f - Tightness[0])*(Keys[1].Point - Keys[0].Point);
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Tangents[end].InTangent = (1.0f - Tightness[0])*(Keys[end].Point - Keys[end-1].Point);
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}
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float total_time = (Keys[1].Time - Keys[0].Time) + (Keys[end].Time - Keys[end-1].Time);
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float in_factor = 2.0f * (Keys[end].Time - Keys[end-1].Time) / total_time;
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float out_factor = 2.0f * (Keys[1].Time - Keys[0].Time) / total_time;
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Tangents[end].InTangent *= in_factor;
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Tangents[0].OutTangent *= out_factor;
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// inner knots
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for (int i=1; i<Keys.Count()-1; i++) {
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Tangents[i].InTangent = (1.0f - Tightness[i])*(Keys[i+1].Point - Keys[i-1].Point);
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Tangents[i].OutTangent = Tangents[i].InTangent;
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float in_factor = 2.0f * (Keys[i].Time - Keys[i-1].Time) / (Keys[i+1].Time - Keys[i-1].Time);
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float out_factor = 2.0f * (Keys[i+1].Time - Keys[i].Time) / (Keys[i+1].Time - Keys[i-1].Time);
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Tangents[i].InTangent *= in_factor; // compensating for the un-even keys
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Tangents[i].OutTangent *= out_factor;
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}
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TangentsDirty = false;
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}
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const PersistFactoryClass & CardinalSpline1DClass::Get_Factory(void) const
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{
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return _CardinalSpline1DFactory;
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}
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bool CardinalSpline1DClass::Save(ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(CARDINAL1D_CHUNK_HERMITE1D);
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HermiteSpline1DClass::Save(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(CARDINAL1D_CHUNK_TIGHTNESSKEYS);
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for (int i=0; i<Tightness.Count(); i++) {
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float tightness = Tightness[i];
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csave.Write(&(tightness),sizeof(tightness));
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}
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csave.End_Chunk();
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return true;
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}
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bool CardinalSpline1DClass::Load(ChunkLoadClass &cload)
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{
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int i;
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float tightness;
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// reset the array of tangents
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Tightness.Delete_All();
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// read in the chunks
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case CARDINAL1D_CHUNK_HERMITE1D:
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HermiteSpline1DClass::Load(cload);
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break;
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case CARDINAL1D_CHUNK_TIGHTNESSKEYS:
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for (i=0; i<Keys.Count(); i++) {
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cload.Read(&(tightness),sizeof(tightness));
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Tightness.Add(tightness);
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}
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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