mxwcore-legion/dep/g3dlite/source/PhysicsFrameSpline.cpp

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2023-11-05 15:26:19 -05:00
/**
\file PhysicsFrameSpline.cpp
\author Morgan McGuire, http://graphics.cs.williams.edu
*/
#include "G3D/PhysicsFrameSpline.h"
#include "G3D/Any.h"
#include "G3D/stringutils.h"
#include "G3D/UprightFrame.h"
namespace G3D {
PhysicsFrameSpline::PhysicsFrameSpline() {}
PhysicsFrameSpline::PhysicsFrameSpline(const Any& any) {
if (beginsWith(any.name(), "PFrameSpline") ||
beginsWith(any.name(), "PhysicsFrameSpline") ||
beginsWith(any.name(), "CFrameSpline") ||
beginsWith(any.name(), "CoordinateFrameSpline") ||
beginsWith(any.name(), "UprightSpline") ||
beginsWith(any.name(), "UprightFrameSpline")) {
AnyTableReader t(any);
init(t);
t.verifyDone();
} else {
// Must be a single control point
control.append(any);
time.append(0);
}
}
bool PhysicsFrameSpline::operator==(const PhysicsFrameSpline& other) const {
if ((extrapolationMode == other.extrapolationMode) &&
(time.size() == other.size()) &&
(finalInterval == other.finalInterval) &&
(control.size() == other.control.size())) {
// Check actual values
for (int i = 0; i < time.size(); ++i) {
if (time[i] != other.time[i]) {
return false;
}
}
for (int i = 0; i < control.size(); ++i) {
if (control[i] != other.control[i]) {
return false;
}
}
return true;
} else {
return false;
}
}
void PhysicsFrameSpline::correct(PhysicsFrame& frame) const {
frame.rotation.unitize();
}
void PhysicsFrameSpline::scaleControlPoints(float scaleFactor) {
for (int i = 0; i < control.size(); ++i) {
control[i].translation *= scaleFactor;
}
}
void PhysicsFrameSpline::ensureShortestPath(PhysicsFrame* A, int N) const {
for (int i = 1; i < N; ++i) {
const Quat& p = A[i - 1].rotation;
Quat& q = A[i].rotation;
float cosphi = p.dot(q);
if (cosphi < 0) {
// Going the long way, so change the order
q = -q;
}
}
}
}