217 lines
4.3 KiB
C++
217 lines
4.3 KiB
C++
/************ (C) Copyright 2003 Valve, L.L.C. All rights reserved. ***********
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**
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** The copyright to the contents herein is the property of Valve, L.L.C.
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** The contents may be used and/or copied only with the written permission of
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** Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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** the agreement/contract under which the contents have been supplied.
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**
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*******************************************************************************
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**
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** Contents:
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**
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** interpolation.cpp: implementation of the interpolation class
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**
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******************************************************************************/
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#include "hud.h"
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#include "cl_util.h"
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#include "interpolation.h"
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// = determinant of matrix a,b,c
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#define Determinant(a, b, c) ((a)[2] * ((b)[0] * (c)[1] - (b)[1] * (c)[0]) + \
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(a)[1] * ((b)[2] * (c)[0] - (b)[0] * (c)[2]) + \
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(a)[0] * ((b)[1] * (c)[2] - (b)[2] * (c)[1]))
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// slove 3 vector linear system of equations v0 = x*v1 + y*v2 + z*v3 (if possible)
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bool SolveLSE(Vector v0, Vector v1, Vector v2, Vector v3, float* x, float* y, float* z)
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{
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float d = Determinant(v1, v2, v3);
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if (d == 0.0f)
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return false;
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if (x)
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*x = Determinant(v0, v2, v3) / d;
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if (y)
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*y = Determinant(v1, v0, v3) / d;
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if (z)
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*z = Determinant(v1, v2, v0) / d;
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return true;
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}
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// p = closest point between vector lines a1+x*m1 and a2+x*m2
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bool GetPointBetweenLines(Vector& p, Vector a1, Vector m1, Vector a2, Vector m2)
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{
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float x, z;
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Vector t1 = CrossProduct(m1, m2);
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Vector t2 = a2 - a1;
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if (!SolveLSE(t2, m1, t1, m2, &x, NULL, &z))
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return false;
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t1 = a1 + x * m1;
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t2 = a2 + (-z) * m2;
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p = (t1 + t2) / 2.0f;
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return true;
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}
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// Bernstein Poynom B(u) with n = 2, i = 0
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#define BernsteinPolynom20(u) ((1.0f - u) * (1.0f - u))
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#define BernsteinPolynom21(u) (2.0f * u * (1.0f - u))
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#define BernsteinPolynom22(u) (u * u)
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CInterpolation::CInterpolation()
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{
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}
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CInterpolation::~CInterpolation()
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{
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m_SmoothStart = m_SmoothEnd = false;
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}
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void CInterpolation::SetViewAngles(Vector start, Vector end)
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{
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m_StartAngle = start;
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m_EndAngle = end;
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NormalizeAngles(m_StartAngle);
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NormalizeAngles(m_EndAngle);
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}
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void CInterpolation::SetFOVs(float start, float end)
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{
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m_StartFov = start;
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m_EndFov = end;
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}
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void CInterpolation::SetWaypoints(Vector* prev, Vector start, Vector end, Vector* next)
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{
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m_StartPoint = start;
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m_EndPoint = end;
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Vector a, b, c, d;
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if (!prev && !next)
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{
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// no direction given, straight linear interpolation
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m_Center = (m_StartPoint + m_EndPoint) / 2.0f;
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}
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else if (!prev)
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{
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a = start - end;
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float dist = a.Length() / 2.0f;
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a = a.Normalize();
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b = *next - end;
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b = b.Normalize();
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c = a - b;
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c = c.Normalize();
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m_Center = end + c * dist;
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}
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else if (!next)
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{
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a = *prev - start;
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a = a.Normalize();
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b = end - start;
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float dist = b.Length() / 2.0f;
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b = b.Normalize();
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c = b - a;
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c = c.Normalize();
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m_Center = start + c * dist;
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}
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else
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{
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// we have a previous and a next point, great!
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a = *prev - start;
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a = a.Normalize();
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b = end - start;
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b = b.Normalize();
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c = b - a;
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a = start - end;
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a = a.Normalize();
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b = *next - end;
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b = b.Normalize();
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d = a - b;
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GetPointBetweenLines(m_Center, start, c, end, d);
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}
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}
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void CInterpolation::Interpolate(float t, Vector& point, Vector& angle, float* fov)
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{
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if (m_SmoothStart && m_SmoothEnd)
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{
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t = (1.0f - t) * (t * t) + t * (1.0f - ((t - 1.0f) * (t - 1.0f)));
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}
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else if (m_SmoothStart)
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{
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t = t * t;
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}
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else if (m_SmoothEnd)
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{
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t = t - 1.0f;
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t = -(t * t) + 1;
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}
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if (point)
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{
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BezierInterpolatePoint(t, point);
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}
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if (angle)
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{
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InterpolateAngle(t, angle);
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}
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if (fov)
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{
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*fov = m_StartFov + (t * (m_EndFov - m_StartFov));
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}
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}
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void CInterpolation::BezierInterpolatePoint(float t, Vector& point)
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{
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point = m_StartPoint * BernsteinPolynom20(t);
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point = point + m_Center * BernsteinPolynom21(t);
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point = point + m_EndPoint * BernsteinPolynom22(t);
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}
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void CInterpolation::SetSmoothing(bool start, bool end)
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{
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m_SmoothStart = start;
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m_SmoothEnd = end;
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}
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void CInterpolation::InterpolateAngle(float t, Vector& angle)
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{
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int i;
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float ang1, ang2;
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float d;
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for (i = 0; i < 3; i++)
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{
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ang1 = m_StartAngle[i];
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ang2 = m_EndAngle[i];
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d = ang2 - ang1;
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if (d > 180)
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{
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d -= 360;
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}
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else if (d < -180)
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{
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d += 360;
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}
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angle[i] = ang1 + d * t;
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}
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NormalizeAngles(angle);
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}
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