/* * Copyright (C) 2012-2018 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ using Framework.Constants; using Framework.GameMath; using Game.Entities; using Game.Maps; using System; using System.Linq; namespace Game.Movement { public class Spline { public int getPointCount() { return points.Length; } public Vector3 getPoint(int i) { return points[i]; } public Vector3[] getPoints() { return points; } public void clear() { Array.Clear(points, 0, points.Length); } public int first() { return index_lo; } public int last() { return index_hi; } public bool isCyclic() { return _cyclic;} #region Evaluate public void Evaluate_Percent(int Idx, float u, out Vector3 c) { switch (m_mode) { case EvaluationMode.Linear: EvaluateLinear(Idx, u, out c); break; case EvaluationMode.Catmullrom: EvaluateCatmullRom(Idx, u, out c); break; case EvaluationMode.Bezier3_Unused: EvaluateBezier3(Idx, u, out c); break; default: c = new Vector3(); break; } } void EvaluateLinear(int index, float u, out Vector3 result) { result = points[index] + (points[index + 1] - points[index]) * u; } void EvaluateCatmullRom(int index, float t, out Vector3 result) { C_Evaluate(points.Skip(index - 1).ToArray(), t, s_catmullRomCoeffs, out result); } void EvaluateBezier3(int index, float t, out Vector3 result) { index *= (int)3u; C_Evaluate(points.Skip(index).ToArray(), t, s_Bezier3Coeffs, out result); } #endregion #region Init public void init_spline_custom(SplineRawInitializer initializer) { initializer.Initialize(ref m_mode, ref _cyclic, ref points, ref index_lo, ref index_hi); } public void init_cyclic_spline(Vector3[] controls, int count, EvaluationMode m, int cyclic_point) { m_mode = m; _cyclic = true; Init_Spline(controls, count, m); } public void Init_Spline(Vector3[] controls, int count, EvaluationMode m) { m_mode = m; _cyclic = false; switch (m_mode) { case EvaluationMode.Linear: case EvaluationMode.Catmullrom: InitCatmullRom(controls, count, _cyclic, 0); break; case EvaluationMode.Bezier3_Unused: InitBezier3(controls, count, _cyclic, 0); break; default: break; } } void InitLinear(Vector3[] controls, int count, bool cyclic, int cyclic_point) { int real_size = count + 1; Array.Resize(ref points, real_size); Array.Copy(controls, points, count); // first and last two indexes are space for special 'virtual points' // these points are required for proper C_Evaluate and C_Evaluate_Derivative methtod work if (cyclic) points[count] = controls[cyclic_point]; else points[count] = controls[count - 1]; index_lo = 0; index_hi = cyclic ? count : (count - 1); } void InitCatmullRom(Vector3[] controls, int count, bool cyclic, int cyclic_point) { int real_size = count + (cyclic ? (1 + 2) : (1 + 1)); points = new Vector3[real_size]; int lo_index = 1; int high_index = lo_index + count - 1; Array.Copy(controls, 0, points, lo_index, count); // first and last two indexes are space for special 'virtual points' // these points are required for proper C_Evaluate and C_Evaluate_Derivative methtod work if (cyclic) { if (cyclic_point == 0) points[0] = controls[count - 1]; else points[0] = controls[0].lerp(controls[1], -1); points[high_index + 1] = controls[cyclic_point]; points[high_index + 2] = controls[cyclic_point + 1]; } else { points[0] = controls[0].lerp(controls[1], -1); points[high_index + 1] = controls[count - 1]; } index_lo = lo_index; index_hi = high_index + (cyclic ? 1 : 0); } void InitBezier3(Vector3[] controls, int count, bool cyclic, int cyclic_point) { int c = (int)(count / 3u * 3u); int t = (int)(c / 3u); Array.Resize(ref points, c); Array.Copy(controls, points, c); index_lo = 0; index_hi = t - 1; } #endregion #region EvaluateDerivative public void Evaluate_Derivative(int Idx, float u, out Vector3 hermite) { switch (m_mode) { case EvaluationMode.Linear: EvaluateDerivativeLinear(Idx, u, out hermite); break; case EvaluationMode.Catmullrom: EvaluateDerivativeCatmullRom(Idx, u, out hermite); break; case EvaluationMode.Bezier3_Unused: EvaluateDerivativeBezier3(Idx, u, out hermite); break; default: hermite = new Vector3(); break; } } void EvaluateDerivativeLinear(int index, float t, out Vector3 result) { result = points[index + 1] - points[index]; } void EvaluateDerivativeCatmullRom(int index, float t, out Vector3 result) { C_Evaluate_Derivative(points.Skip(index - 1).ToArray(), t, s_catmullRomCoeffs, out result); } void EvaluateDerivativeBezier3(int index, float t, out Vector3 result) { index *= (int)3u; C_Evaluate_Derivative(points.Skip(index).ToArray(), t, s_Bezier3Coeffs, out result); } #endregion #region SegLength public float SegLength(int i) { switch (m_mode) { case EvaluationMode.Linear: return SegLengthLinear(i); case EvaluationMode.Catmullrom: return SegLengthCatmullRom(i); case EvaluationMode.Bezier3_Unused: return SegLengthBezier3(i); default: return 0; } } float SegLengthLinear(int index) { return (points[index] - points[index + 1]).GetLength(); } float SegLengthCatmullRom(int index) { Vector3 nextPos; var p = points.Skip(index - 1).ToArray(); Vector3 curPos = nextPos = p[1]; int i = 1; double length = 0; while (i <= 3) { C_Evaluate(p, i / (float)3, s_catmullRomCoeffs, out nextPos); length += (nextPos - curPos).GetLength(); curPos = nextPos; ++i; } return (float)length; } float SegLengthBezier3(int index) { index *= (int)3u; Vector3 nextPos; var p = points.Skip(index).ToArray(); C_Evaluate(p, 0.0f, s_Bezier3Coeffs, out nextPos); Vector3 curPos = nextPos; int i = 1; double length = 0; while (i <= 3) { C_Evaluate(p, i / (float)3, s_Bezier3Coeffs, out nextPos); length += (nextPos - curPos).GetLength(); curPos = nextPos; ++i; } return (float)length; } #endregion public void computeIndex(float t, ref int index, ref float u) { //ASSERT(t >= 0.f && t <= 1.f); int length_ = (int)(t * length()); index = computeIndexInBounds(length_); //ASSERT(index < index_hi); u = (length_ - length(index)) / (float)length(index, index + 1); } int computeIndexInBounds(int length_) { // Temporary disabled: causes infinite loop with t = 1.f /* index_type hi = index_hi; index_type lo = index_lo; index_type i = lo + (float)(hi - lo) * t; while ((lengths[i] > length) || (lengths[i + 1] <= length)) { if (lengths[i] > length) hi = i - 1; // too big else if (lengths[i + 1] <= length) lo = i + 1; // too small i = (hi + lo) / 2; }*/ int i = index_lo; int N = index_hi; while (i + 1 < N && lengths[i + 1] < length_) ++i; return i; } 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); 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); void C_Evaluate(Vector3[] vertice, float t, Matrix4 matr, out Vector3 result) { Vector4 tvec = new Vector4(t * t * t, t * t, t, 1.0f); Vector4 weights = (tvec * matr); result = vertice[0] * weights[0] + vertice[1] * weights[1] + vertice[2] * weights[2] + vertice[3] * weights[3]; } void C_Evaluate_Derivative(Vector3[] vertice, float t, Matrix4 matr, out Vector3 result) { Vector4 tvec = new Vector4(3.0f * t * t, 2.0f * t, 1.0f, 0.0f); Vector4 weights = (tvec * matr); result = vertice[0] * weights[0] + vertice[1] * weights[1] + vertice[2] * weights[2] + vertice[3] * weights[3]; } public int length() { return lengths[index_hi];} public int length(int first, int last) { return lengths[last] - lengths[first]; } public int length(int Idx) { return lengths[Idx]; } public void set_length(int i, int length) { lengths[i] = length; } public void initLengths(Initializer cacher) { int i = index_lo; Array.Resize(ref lengths, index_hi+1); int prev_length = 0, new_length = 0; while (i < index_hi) { new_length = cacher.SetGetTime(this, i); if (new_length < 0) new_length = int.MaxValue; lengths[++i] = new_length; prev_length = new_length; } } public void initLengths() { int i = index_lo; int length = 0; Array.Resize(ref lengths, index_hi + 1); while (i < index_hi) { length += (int)SegLength(i); lengths[++i] = length; } } public bool empty() { return index_lo == index_hi;} int[] lengths = new int[0]; Vector3[] points = new Vector3[0]; public EvaluationMode m_mode; bool _cyclic; int index_lo; int index_hi; public enum EvaluationMode { Linear, Catmullrom, Bezier3_Unused, UninitializedMode, ModesEnd } } public class FacingInfo { public Vector3 f; public ObjectGuid target; public float angle; public MonsterMoveType type; } }