//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: A little helper class that computes a spline patch // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "SplinePatch.h" #include "VMatrix.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Catmull rom blend weights //----------------------------------------------------------------------------- static VMatrix s_CatmullRom( -0.5, 1.5, -1.5, 0.5, 1, -2.5, 2, -0.5, -0.5, 0, 0.5, 0, 0, 1, 0, 0 ); //----------------------------------------------------------------------------- // The last argument represents the number of float channels in addition to position //----------------------------------------------------------------------------- CSplinePatch::CSplinePatch( ) : m_ChannelCount(0), m_Width(0), m_Height(0), m_ppPositions(0), m_LinearFactor(1.0f) { } CSplinePatch::~CSplinePatch() { } //----------------------------------------------------------------------------- // Initialize the spline patch //----------------------------------------------------------------------------- void CSplinePatch::Init( int w, int h, int extraChannels ) { assert( extraChannels < MAX_CHANNELS ); m_ChannelCount = extraChannels; m_Width = w; m_Height = h; m_LinearFactor = 1.0f; } //----------------------------------------------------------------------------- // 0 = linear, 1 = spliney! //----------------------------------------------------------------------------- void CSplinePatch::SetLinearBlend( float factor ) { m_LinearFactor = factor; } //----------------------------------------------------------------------------- // Hooks the patch up to externally controlled data... //----------------------------------------------------------------------------- void CSplinePatch::SetControlPositions( Vector const** pPositions ) { m_ppPositions = pPositions; } void CSplinePatch::SetChannelData( int channel, float* pChannel ) { m_pChannel[channel] = pChannel; } static inline void ComputeIndex( int i, int maxval, int* idx ) { if (i == 0) { idx[0] = 0; idx[1] = 0; idx[2] = 1; idx[3] = (maxval > 2) ? 2 : 1; } else { idx[0] = i-1; idx[1] = i; if (i >= maxval - 1) { idx[2] = i; idx[3] = i; } else { idx[2] = i+1; if (i >= maxval - 2) idx[3] = i+1; else idx[3]= i+2; } } } //----------------------------------------------------------------------------- // Computes indices of the samples to read for this interpolation //----------------------------------------------------------------------------- void CSplinePatch::ComputeIndices( ) { int s[4]; int t[4]; ComputeIndex( m_is, m_Width, s ); ComputeIndex( m_it, m_Height, t ); int base = t[0] * m_Width; m_SampleIndices[0][0] = base + s[0]; m_SampleIndices[1][0] = base + s[1]; m_SampleIndices[2][0] = base + s[2]; m_SampleIndices[3][0] = base + s[3]; base = t[1] * m_Width; m_SampleIndices[0][1] = base + s[0]; m_SampleIndices[1][1] = base + s[1]; m_SampleIndices[2][1] = base + s[2]; m_SampleIndices[3][1] = base + s[3]; base = t[2] * m_Width; m_SampleIndices[0][2] = base + s[0]; m_SampleIndices[1][2] = base + s[1]; m_SampleIndices[2][2] = base + s[2]; m_SampleIndices[3][2] = base + s[3]; base = t[3] * m_Width; m_SampleIndices[0][3] = base + s[0]; m_SampleIndices[1][3] = base + s[1]; m_SampleIndices[2][3] = base + s[2]; m_SampleIndices[3][3] = base + s[3]; } //----------------------------------------------------------------------------- // Call this before querying the patch for data at (s,t) //----------------------------------------------------------------------------- void CSplinePatch::SetupPatchQuery( float s, float t ) { m_is = (int)s; m_it = (int)t; if( m_is >= m_Width ) { m_is = m_Width - 1; m_fs = 1.0f; } else { m_fs = s - m_is; } if( m_it >= m_Height ) { m_it = m_Height - 1; m_ft = 1.0f; } else { m_ft = t - m_it; } ComputeIndices( ); // The patch equation is: // px = S * M * Gx * M^T * T^T // py = S * M * Gy * M^T * T^T // pz = S * M * Gz * M^T * T^T // where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1] // M is the patch type matrix, in my case I'm using a catmull-rom // G is the array of control points. rows have constant t // We're gonna cache off S * M and M^T * T^T... Vector4D svec, tvec; float fs2 = m_fs * m_fs; svec[0] = fs2 * m_fs; svec[1] = fs2; svec[2] = m_fs; svec[3] = 1.0f; float ft2 = m_ft * m_ft; tvec[0] = ft2 * m_ft; tvec[1] = ft2; tvec[2] = m_ft; tvec[3] = 1.0f; // This sets up the catmull rom matrix based on the blend factor!! // we can go from linear to curvy! s_CatmullRom.Init( -0.5 * m_LinearFactor, 1.5 * m_LinearFactor, -1.5 * m_LinearFactor, 0.5 * m_LinearFactor, m_LinearFactor, -2.5 * m_LinearFactor, 2 * m_LinearFactor, -0.5 * m_LinearFactor, -0.5 * m_LinearFactor, -1 + m_LinearFactor, 1 - 0.5 * m_LinearFactor, 0, 0, 1, 0, 0 ); Vector4DMultiplyTranspose( s_CatmullRom, svec, m_SVec ); Vector4DMultiplyTranspose( s_CatmullRom, tvec, m_TVec ); } //----------------------------------------------------------------------------- // Gets the point and normal at (i,j) specified above //----------------------------------------------------------------------------- void CSplinePatch::GetPointAndNormal( Vector& position, Vector& normal ) const { // The patch equation is: // px = S * M * Gx * M^T * T^T // py = S * M * Gy * M^T * T^T // pz = S * M * Gz * M^T * T^T // where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1] // M is the patch type matrix, in my case I'm using a catmull-rom // G is the array of control points. rows have constant t VMatrix controlPointsX, controlPointsY, controlPointsZ; for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { int idx = m_SampleIndices[i][j]; controlPointsX[i][j] = m_ppPositions[ idx ]->x; controlPointsY[i][j] = m_ppPositions[ idx ]->y; controlPointsZ[i][j] = m_ppPositions[ idx ]->z; } } Vector4D tmp; Vector4DMultiply( controlPointsX, m_TVec, tmp ); position[0] = DotProduct4D( tmp, m_SVec ); Vector4DMultiply( controlPointsY, m_TVec, tmp ); position[1] = DotProduct4D( tmp, m_SVec ); Vector4DMultiply( controlPointsZ, m_TVec, tmp ); position[2] = DotProduct4D( tmp, m_SVec ); // Normal computation float fs2 = m_fs * m_fs; float ft2 = m_ft * m_ft; Vector4D dsvec( 3.0f * fs2, 2.0f * m_fs, 1.0f, 0.0f ); Vector4D dtvec( 3.0f * ft2, 2.0f * m_ft, 1.0f, 0.0f ); Vector4DMultiplyTranspose( s_CatmullRom, dsvec, dsvec ); Vector4DMultiplyTranspose( s_CatmullRom, dtvec, dtvec ); Vector ds, dt; Vector4DMultiply( controlPointsX, m_TVec, tmp ); ds[0] = DotProduct4D( tmp, dsvec ); Vector4DMultiply( controlPointsY, m_TVec, tmp ); ds[1] = DotProduct4D( tmp, dsvec ); Vector4DMultiply( controlPointsZ, m_TVec, tmp ); ds[2] = DotProduct4D( tmp, dsvec ); Vector4DMultiply( controlPointsX, dtvec, tmp ); dt[0] = DotProduct4D( tmp, m_SVec ); Vector4DMultiply( controlPointsY, dtvec, tmp ); dt[1] = DotProduct4D( tmp, m_SVec ); Vector4DMultiply( controlPointsZ, dtvec, tmp ); dt[2] = DotProduct4D( tmp, m_SVec ); CrossProduct( ds, dt, normal ); VectorNormalize( normal ); } //----------------------------------------------------------------------------- // Gets at other channels //----------------------------------------------------------------------------- float CSplinePatch::GetChannel( int channel ) const { // The patch equation is: // px = S * M * Gx * M^T * T^T // py = S * M * Gy * M^T * T^T // pz = S * M * Gz * M^T * T^T // where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1] // M is the patch type matrix, in my case I'm using a catmull-rom // G is the array of control points. rows have constant t assert( m_pChannel[channel] ); VMatrix controlPoints; for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { controlPoints[i][j] = m_pChannel[channel][ m_SampleIndices[i][j] ]; } } Vector4D tmp; Vector4DMultiply( controlPoints, m_TVec, tmp ); return DotProduct4D( tmp, m_SVec ); }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |