/************ (C) Copyright 2003 Valve, L.L.C. All rights reserved. *********** ** ** The copyright to the contents herein is the property of Valve, L.L.C. ** The contents may be used and/or copied only with the written permission of ** Valve, L.L.C., or in accordance with the terms and conditions stipulated in ** the agreement/contract under which the contents have been supplied. ** ******************************************************************************* ** ** Contents: ** ** interpolation.cpp: implementation of the interpolation class ** ******************************************************************************/ #include "hud.h" #include "cl_util.h" #include "interpolation.h" // = determinant of matrix a,b,c #define Determinant(a,b,c) ( (a)[2] * ( (b)[0]*(c)[1] - (b)[1]*(c)[0] ) + \ (a)[1] * ( (b)[2]*(c)[0] - (b)[0]*(c)[2] ) + \ (a)[0] * ( (b)[1]*(c)[2] - (b)[2]*(c)[1] ) ) // slove 3 vector linear system of equations v0 = x*v1 + y*v2 + z*v3 (if possible) bool SolveLSE (vec3_t v0, vec3_t v1, vec3_t v2, vec3_t v3, float * x, float * y, float * z) { float d = Determinant(v1,v2,v3); if (d==0.0f) return false; if ( x ) *x = Determinant(v0,v2,v3) / d; if ( y ) *y= Determinant(v1,v0,v3) / d; if ( z ) *z= Determinant(v1,v2,v0) / d; return true; } // p = closest point between vector lines a1+x*m1 and a2+x*m2 bool GetPointBetweenLines(vec3_t &p, vec3_t a1, vec3_t m1, vec3_t a2, vec3_t m2 ) { float x,z; vec3_t t1 = CrossProduct(m1, m2); vec3_t t2 = a2 - a1; if ( !SolveLSE( t2, m1, t1, m2, &x , NULL, &z ) ) return false; t1 = a1 + x*m1; t2 = a2 + (-z)*m2; p = ( t1 + t2 ) / 2.0f; return true; } // Bernstein Poynom B(u) with n = 2, i = 0 #define BernsteinPolynom20(u) ((1.0f-u)*(1.0f-u)) #define BernsteinPolynom21(u) (2.0f*u*(1.0f-u)) #define BernsteinPolynom22(u) (u*u) CInterpolation::CInterpolation() { } CInterpolation::~CInterpolation() { m_SmoothStart = m_SmoothEnd = false; } void CInterpolation::SetViewAngles( vec3_t start, vec3_t end ) { m_StartAngle = start; m_EndAngle = end; NormalizeAngles( m_StartAngle ); NormalizeAngles( m_EndAngle ); } void CInterpolation::SetFOVs(float start, float end) { m_StartFov = start; m_EndFov = end; } void CInterpolation::SetWaypoints( vec3_t * prev, vec3_t start, vec3_t end, vec3_t * next) { m_StartPoint = start; m_EndPoint = end; vec3_t a,b,c,d; if ( !prev && !next ) { // no direction given, straight linear interpolation m_Center = (m_StartPoint + m_EndPoint) / 2.0f; } else if ( !prev ) { a = start - end; float dist = a.Length() / 2.0f; a = a.Normalize(); b = *next - end; b = b.Normalize(); c = a - b; c = c.Normalize(); m_Center = end + c*dist; } else if ( !next ) { a = *prev - start; a = a.Normalize(); b = end - start; float dist = b.Length() / 2.0f; b = b.Normalize(); c = b - a; c = c.Normalize(); m_Center = start + c*dist; } else { // we have a previous and a next point, great! a = *prev - start; a = a.Normalize(); b = end - start; b = b.Normalize(); c = b - a; a = start - end; a = a.Normalize(); b = *next - end; b = b.Normalize(); d = a - b; GetPointBetweenLines( m_Center, start, c, end, d); } } void CInterpolation::Interpolate( float t, vec3_t &point, vec3_t &angle, float * fov) { if ( m_SmoothStart && m_SmoothEnd ) { t = (1.0f-t)*(t*t)+t*(1.0f-((t-1.0f)*(t-1.0f))); } else if ( m_SmoothStart ) { t = t*t; } else if ( m_SmoothEnd ) { t = t - 1.0f; t = -(t*t)+1; } if ( point ) { BezierInterpolatePoint(t, point); } if ( angle ) { InterpolateAngle(t, angle); } if ( fov ) { *fov = m_StartFov + (t * (m_EndFov-m_StartFov)); } } void CInterpolation::BezierInterpolatePoint( float t, vec3_t &point ) { point = m_StartPoint * BernsteinPolynom20(t); point = point + m_Center * BernsteinPolynom21(t); point = point + m_EndPoint * BernsteinPolynom22(t); } void CInterpolation::SetSmoothing(bool start, bool end) { m_SmoothStart = start; m_SmoothEnd = end; } void CInterpolation::InterpolateAngle( float t, vec3_t &angle ) { int i; float ang1, ang2; float d; for ( i = 0 ; i < 3 ; i++ ) { ang1 = m_StartAngle[i]; ang2 = m_EndAngle[i]; d = ang2 - ang1; if ( d > 180 ) { d -= 360; } else if ( d < -180 ) { d += 360; } angle[i] = ang1 + d * t; } NormalizeAngles( angle ); }