Files
2023-01-18 17:25:32 -05:00

388 lines
13 KiB
C#

// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using Framework.Constants;
using Game.Entities;
using Game.Maps;
using System;
using System.Numerics;
namespace Game.Movement
{
public class Spline<T>
{
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)
{
Span<Vector3> span = points;
C_Evaluate(span[(index - 1)..], t, s_catmullRomCoeffs, out result);
}
void EvaluateBezier3(int index, float t, out Vector3 result)
{
index *= (int)3u;
Span<Vector3> span = points;
C_Evaluate(span[index..], t, s_Bezier3Coeffs, out result);
}
#endregion
#region Init
public void InitSplineCustom(SplineRawInitializer initializer)
{
initializer.Initialize(ref m_mode, ref _cyclic, ref points, ref index_lo, ref index_hi);
}
public void InitCyclicSpline(Vector3[] controls, int count, EvaluationMode m, int cyclic_point, float orientation = 0f)
{
m_mode = m;
_cyclic = true;
InitSpline(controls, count, m, orientation);
}
public void InitSpline(Span<Vector3> controls, int count, EvaluationMode m, float orientation = 0f)
{
m_mode = m;
_cyclic = false;
initialOrientation = orientation;
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(Span<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.ToArray(), 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] - new Vector3(MathF.Cos(initialOrientation), MathF.Sin(initialOrientation), 0.0f);
points[high_index + 1] = controls[cyclic_point];
points[high_index + 2] = controls[cyclic_point + 1];
}
else
{
points[0] = controls[0] - new Vector3(MathF.Cos(initialOrientation), MathF.Sin(initialOrientation), 0.0f);
points[high_index + 1] = controls[count - 1];
}
index_lo = lo_index;
index_hi = high_index + (cyclic ? 1 : 0);
}
void InitBezier3(Span<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.ToArray(), 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)
{
Span<Vector3> span = points;
C_Evaluate_Derivative(span[(index - 1)..], t, s_catmullRomCoeffs, out result);
}
void EvaluateDerivativeBezier3(int index, float t, out Vector3 result)
{
index *= (int)3u;
Span<Vector3> span = points;
C_Evaluate_Derivative(span[index..], 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]).Length();
}
float SegLengthCatmullRom(int index)
{
Vector3 nextPos;
Span<Vector3> p = points.AsSpan(index - 1);
Vector3 curPos = p[1];
int i = 1;
double length = 0;
while (i <= stepsPerSegment)
{
C_Evaluate(p, i / (float)stepsPerSegment, s_catmullRomCoeffs, out nextPos);
length += (nextPos - curPos).Length();
curPos = nextPos;
++i;
}
return (float)length;
}
float SegLengthBezier3(int index)
{
index *= (int)3u;
Vector3 nextPos;
Span<Vector3> p = points.AsSpan(index);
C_Evaluate(p, 0.0f, s_Bezier3Coeffs, out nextPos);
Vector3 curPos = nextPos;
int i = 1;
double length = 0;
while (i <= stepsPerSegment)
{
C_Evaluate(p, i / (float)stepsPerSegment, s_Bezier3Coeffs, out nextPos);
length += (nextPos - curPos).Length();
curPos = nextPos;
++i;
}
return (float)length;
}
#endregion
public void set_steps_per_segment(int newStepsPerSegment) { stepsPerSegment = newStepsPerSegment; }
public void ComputeIndex(float t, ref int index, ref float u)
{
//ASSERT(t >= 0.f && t <= 1.f);
T length_ = t * (dynamic)Length();
index = ComputeIndexInBounds(length_);
//ASSERT(index < index_hi);
u = (float)(length_ - Length(index)) / (float)Length(index, index + 1);
}
int ComputeIndexInBounds(T 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 && (dynamic)lengths[i + 1] < length_)
++i;
return i;
}
private static readonly Matrix4x4 s_catmullRomCoeffs = new(-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 Matrix4x4 s_Bezier3Coeffs = new(-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(Span<Vector3> vertice, float t, Matrix4x4 matr, out Vector3 result)
{
Vector4 tvec = new(t * t * t, t * t, t, 1.0f);
Vector4 weights = Vector4.Transform(tvec, matr);
result = vertice[0] * weights.X + vertice[1] * weights.Y
+ vertice[2] * weights.Z + vertice[3] * weights.W;
}
void C_Evaluate_Derivative(Span<Vector3> vertice, float t, Matrix4x4 matr, out Vector3 result)
{
Vector4 tvec = new(3.0f * t * t, 2.0f * t, 1.0f, 0.0f);
Vector4 weights = Vector4.Transform(tvec, matr);
result = vertice[0] * weights.X + vertice[1] * weights.Y
+ vertice[2] * weights.Z + vertice[3] * weights.W;
}
public dynamic Length()
{
if (lengths.Length == 0)
return default;
return lengths[index_hi];
}
public dynamic Length(int first, int last) { return lengths[last] - (dynamic)lengths[first]; }
public dynamic Length(int Idx) { return lengths[Idx]; }
public void Set_length(int i, T length) { lengths[i] = length; }
public void InitLengths(IInitializer<T> cacher)
{
int i = index_lo;
Array.Resize(ref lengths, index_hi+1);
T prev_length;
T new_length;
while (i < index_hi)
{
new_length = (dynamic)cacher.Invoke(this, i);
if ((dynamic)new_length < 0)// todo fix me this is a ulgy hack.
new_length = (dynamic)(Type.GetTypeCode(typeof(T)) == TypeCode.Int32 ? int.MaxValue : double.MaxValue);
lengths[++i] = new_length;
prev_length = new_length;
}
}
public void InitLengths()
{
int i = index_lo;
dynamic length = default(T);
Array.Resize(ref lengths, index_hi + 1);
while (i < index_hi)
{
length += SegLength(i);
lengths[++i] = length;
}
}
public bool Empty() { return index_lo == index_hi;}
T[] lengths = Array.Empty<T>();
Vector3[] points = Array.Empty<Vector3>();
public EvaluationMode m_mode;
bool _cyclic;
float initialOrientation;
// could be modified, affects segment length evaluation precision
// lesser value saves more performance in cost of lover precision
// minimal value is 1
// client's value is 20, blizzs use 2-3 steps to compute length
int stepsPerSegment = 3;
int index_lo;
int index_hi;
}
public class FacingInfo
{
public Vector3 f;
public ObjectGuid target;
public float angle;
public MonsterMoveType type;
}
public enum EvaluationMode
{
Linear,
Catmullrom,
Bezier3_Unused,
UninitializedMode,
ModesEnd
}
}