Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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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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using Framework.Constants;
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using Framework.GameMath;
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using Game.Entities;
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using Game.Maps;
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using System;
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using System.Linq;
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namespace Game.Movement
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{
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public class Spline
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{
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public int getPointCount() { return points.Length; }
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public Vector3 getPoint(int i) { return points[i]; }
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public Vector3[] getPoints() { return points; }
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public void clear()
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{
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Array.Clear(points, 0, points.Length);
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}
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public int first() { return index_lo; }
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public int last() { return index_hi; }
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public bool isCyclic() { return cyclic;}
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#region Evaluate
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public void Evaluate_Percent(int Idx, float u, out Vector3 c)
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{
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switch (m_mode)
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{
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case EvaluationMode.Linear:
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EvaluateLinear(Idx, u, out c);
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break;
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case EvaluationMode.Catmullrom:
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EvaluateCatmullRom(Idx, u, out c);
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break;
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case EvaluationMode.Bezier3_Unused:
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EvaluateBezier3(Idx, u, out c);
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break;
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default:
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c = new Vector3();
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break;
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}
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}
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void EvaluateLinear(int index, float u, out Vector3 result)
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{
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result = points[index] + (points[index + 1] - points[index]) * u;
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}
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void EvaluateCatmullRom(int index, float t, out Vector3 result)
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{
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C_Evaluate(points.Skip(index - 1).ToArray(), t, s_catmullRomCoeffs, out result);
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}
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void EvaluateBezier3(int index, float t, out Vector3 result)
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{
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index *= (int)3u;
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C_Evaluate(points.Skip(index).ToArray(), t, s_Bezier3Coeffs, out result);
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}
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#endregion
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#region Init
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public void init_spline_custom(SplineRawInitializer initializer)
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{
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initializer.Initialize(ref m_mode, ref cyclic, ref points, ref index_lo, ref index_hi);
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}
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public void init_cyclic_spline(Vector3[] controls, int count, EvaluationMode m, int cyclic_point)
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{
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m_mode = m;
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cyclic = true;
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Init_Spline(controls, count, m);
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}
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public void Init_Spline(Vector3[] controls, int count, EvaluationMode m)
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{
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m_mode = m;
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cyclic = false;
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switch (m_mode)
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{
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case EvaluationMode.Linear:
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case EvaluationMode.Catmullrom:
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InitCatmullRom(controls, count, cyclic, 0);
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break;
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case EvaluationMode.Bezier3_Unused:
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InitBezier3(controls, count, cyclic, 0);
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break;
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default:
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break;
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}
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}
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void InitLinear(Vector3[] controls, int count, bool cyclic, int cyclic_point)
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{
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int real_size = count + 1;
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Array.Resize(ref points, real_size);
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Array.Copy(controls, points, count);
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// first and last two indexes are space for special 'virtual points'
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// these points are required for proper C_Evaluate and C_Evaluate_Derivative methtod work
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if (cyclic)
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points[count] = controls[cyclic_point];
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else
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points[count] = controls[count - 1];
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index_lo = 0;
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index_hi = cyclic ? count : (count - 1);
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}
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void InitCatmullRom(Vector3[] controls, int count, bool cyclic, int cyclic_point)
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{
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int real_size = count + (cyclic ? (1 + 2) : (1 + 1));
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points = new Vector3[real_size];
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int lo_index = 1;
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int high_index = lo_index + count - 1;
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Array.Copy(controls, 0, points, lo_index, count);
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// first and last two indexes are space for special 'virtual points'
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// these points are required for proper C_Evaluate and C_Evaluate_Derivative methtod work
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if (cyclic)
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{
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if (cyclic_point == 0)
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points[0] = controls[count - 1];
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else
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points[0] = controls[0].lerp(controls[1], -1);
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points[high_index + 1] = controls[cyclic_point];
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points[high_index + 2] = controls[cyclic_point + 1];
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}
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else
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{
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points[0] = controls[0].lerp(controls[1], -1);
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points[high_index + 1] = controls[count - 1];
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}
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index_lo = lo_index;
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index_hi = high_index + (cyclic ? 1 : 0);
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}
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void InitBezier3(Vector3[] controls, int count, bool cyclic, int cyclic_point)
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{
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int c = (int)(count / 3u * 3u);
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int t = (int)(c / 3u);
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Array.Resize(ref points, c);
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Array.Copy(controls, points, c);
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index_lo = 0;
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index_hi = t - 1;
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}
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#endregion
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#region EvaluateDerivative
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public void Evaluate_Derivative(int Idx, float u, out Vector3 hermite)
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{
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switch (m_mode)
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{
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case EvaluationMode.Linear:
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EvaluateDerivativeLinear(Idx, u, out hermite);
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break;
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case EvaluationMode.Catmullrom:
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EvaluateDerivativeCatmullRom(Idx, u, out hermite);
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break;
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case EvaluationMode.Bezier3_Unused:
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EvaluateDerivativeBezier3(Idx, u, out hermite);
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break;
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default:
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hermite = new Vector3();
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break;
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}
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}
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void EvaluateDerivativeLinear(int index, float t, out Vector3 result)
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{
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result = points[index + 1] - points[index];
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}
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void EvaluateDerivativeCatmullRom(int index, float t, out Vector3 result)
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{
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C_Evaluate_Derivative(points.Skip(index - 1).ToArray(), t, s_catmullRomCoeffs, out result);
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}
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void EvaluateDerivativeBezier3(int index, float t, out Vector3 result)
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{
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index *= (int)3u;
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C_Evaluate_Derivative(points.Skip(index).ToArray(), t, s_Bezier3Coeffs, out result);
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}
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#endregion
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#region SegLength
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public float SegLength(int i)
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{
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switch (m_mode)
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{
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case EvaluationMode.Linear:
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return SegLengthLinear(i);
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case EvaluationMode.Catmullrom:
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return SegLengthCatmullRom(i);
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case EvaluationMode.Bezier3_Unused:
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return SegLengthBezier3(i);
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default:
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return 0;
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}
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}
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float SegLengthLinear(int index)
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{
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return (points[index] - points[index + 1]).GetLength();
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}
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float SegLengthCatmullRom(int index)
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{
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Vector3 curPos, nextPos;
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var p = points.Skip(index - 1).ToArray();
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curPos = nextPos = p[1];
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int i = 1;
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double length = 0;
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while (i <= 3)
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{
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C_Evaluate(p, i / (float)3, s_catmullRomCoeffs, out nextPos);
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length += (nextPos - curPos).GetLength();
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curPos = nextPos;
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++i;
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}
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return (float)length;
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}
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float SegLengthBezier3(int index)
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{
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index *= (int)3u;
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Vector3 curPos, nextPos;
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var p = points.Skip(index).ToArray();
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C_Evaluate(p, 0.0f, s_Bezier3Coeffs, out nextPos);
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curPos = nextPos;
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int i = 1;
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double length = 0;
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while (i <= 3)
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{
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C_Evaluate(p, i / (float)3, s_Bezier3Coeffs, out nextPos);
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length += (nextPos - curPos).GetLength();
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curPos = nextPos;
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++i;
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}
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return (float)length;
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}
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#endregion
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public void computeIndex(float t, ref int index, ref float u)
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{
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//ASSERT(t >= 0.f && t <= 1.f);
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int length_ = (int)(t * length());
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index = computeIndexInBounds(length_);
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//ASSERT(index < index_hi);
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u = (length_ - length(index)) / (float)length(index, index + 1);
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}
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int computeIndexInBounds(int length_)
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{
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// Temporary disabled: causes infinite loop with t = 1.f
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/*
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index_type hi = index_hi;
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index_type lo = index_lo;
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index_type i = lo + (float)(hi - lo) * t;
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while ((lengths[i] > length) || (lengths[i + 1] <= length))
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{
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if (lengths[i] > length)
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hi = i - 1; // too big
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else if (lengths[i + 1] <= length)
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lo = i + 1; // too small
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i = (hi + lo) / 2;
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}*/
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int i = index_lo;
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int N = index_hi;
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while (i + 1 < N && lengths[i + 1] < length_)
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++i;
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return i;
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}
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private static readonly Matrix4 s_catmullRomCoeffs = new Matrix4(-0.5f, 1.5f, -1.5f, 0.5f, 1.0f, -2.5f, 2.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
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private static readonly Matrix4 s_Bezier3Coeffs = new Matrix4(-1.0f, 3.0f, -3.0f, 1.0f, 3.0f, -6.0f, 3.0f, 0.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
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void C_Evaluate(Vector3[] vertice, float t, Matrix4 matr, out Vector3 result)
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{
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Vector4 tvec = new Vector4(t * t * t, t * t, t, 1.0f);
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Vector4 weights = (tvec * matr);
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result = vertice[0] * weights[0] + vertice[1] * weights[1]
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+ vertice[2] * weights[2] + vertice[3] * weights[3];
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}
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void C_Evaluate_Derivative(Vector3[] vertice, float t, Matrix4 matr, out Vector3 result)
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{
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Vector4 tvec = new Vector4(3.0f * t * t, 2.0f * t, 1.0f, 0.0f);
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Vector4 weights = (tvec * matr);
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result = vertice[0] * weights[0] + vertice[1] * weights[1]
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+ vertice[2] * weights[2] + vertice[3] * weights[3];
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}
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public int length() { return lengths[index_hi];}
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public int length(int first, int last) { return lengths[last] - lengths[first]; }
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public int length(int Idx) { return lengths[Idx]; }
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public void set_length(int i, int length) { lengths[i] = length; }
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public void initLengths(Initializer cacher)
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{
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int i = index_lo;
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Array.Resize(ref lengths, index_hi+1);
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int prev_length = 0, new_length = 0;
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while (i < index_hi)
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{
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new_length = cacher.SetGetTime(this, i);
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if (new_length < 0)
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new_length = int.MaxValue;
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lengths[++i] = new_length;
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prev_length = new_length;
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}
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}
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public void initLengths()
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{
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int i = index_lo;
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int length = 0;
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Array.Resize(ref lengths, index_hi + 1);
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while (i < index_hi)
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{
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length += (int)SegLength(i);
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lengths[++i] = length;
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}
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}
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public bool empty() { return index_lo == index_hi;}
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int[] lengths = new int[0];
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Vector3[] points = new Vector3[0];
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public EvaluationMode m_mode;
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bool cyclic;
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int index_lo;
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int index_hi;
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public enum EvaluationMode
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{
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Linear,
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Catmullrom,
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Bezier3_Unused,
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UninitializedMode,
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ModesEnd
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}
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}
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public class FacingInfo
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{
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public Vector3 f;
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public ObjectGuid target;
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public float angle;
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public MonsterMoveType type;
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}
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}
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