mirror of
https://github.com/FWGS/hlsdk-xash3d
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218 lines
4.4 KiB
C++
218 lines
4.4 KiB
C++
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/************ (C) Copyright 2003 Valve, L.L.C. All rights reserved. ***********
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**
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** The copyright to the contents herein is the property of Valve, L.L.C.
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** The contents may be used and/or copied only with the written permission of
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** Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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** the agreement/contract under which the contents have been supplied.
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**
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*******************************************************************************
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**
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** Contents:
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**
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** interpolation.cpp: implementation of the interpolation class
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**
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******************************************************************************/
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#include "hud.h"
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#include "cl_util.h"
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#include "interpolation.h"
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// = determinant of matrix a,b,c
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#define Determinant( a, b, c ) ( (a)[2] * ( (b)[0]*(c)[1] - (b)[1]*(c)[0] ) + \
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(a)[1] * ( (b)[2]*(c)[0] - (b)[0]*(c)[2] ) + \
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(a)[0] * ( (b)[1]*(c)[2] - (b)[2]*(c)[1] ) )
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// solve 3 vector linear system of equations v0 = x*v1 + y*v2 + z*v3 (if possible)
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bool SolveLSE( vec3_t v0, vec3_t v1, vec3_t v2, vec3_t v3, float * x, float * y, float * z )
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{
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float d = Determinant( v1, v2, v3 );
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if( d == 0.0f )
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return false;
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if( x )
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*x = Determinant( v0, v2, v3 ) / d;
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if( y )
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*y= Determinant( v1, v0, v3 ) / d;
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if( z )
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*z= Determinant( v1, v2, v0 ) / d;
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return true;
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}
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// p = closest point between vector lines a1+x*m1 and a2+x*m2
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bool GetPointBetweenLines( vec3_t &p, vec3_t a1, vec3_t m1, vec3_t a2, vec3_t m2 )
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{
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float x, z;
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vec3_t t1 = CrossProduct( m1, m2 );
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vec3_t t2 = a2 - a1;
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if( !SolveLSE( t2, m1, t1, m2, &x , NULL, &z ) )
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return false;
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t1 = a1 + x * m1;
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t2 = a2 + ( -z ) * m2;
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p = ( t1 + t2 ) / 2.0f;
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return true;
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}
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// Bernstein Poynom B(u) with n = 2, i = 0
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#define BernsteinPolynom20(u) ( ( 1.0f - u ) * ( 1.0f - u ))
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#define BernsteinPolynom21(u) ( 2.0f * u * ( 1.0f - u ) )
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#define BernsteinPolynom22(u) ( u * u )
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CInterpolation::CInterpolation()
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{
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}
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CInterpolation::~CInterpolation()
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{
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m_SmoothStart = m_SmoothEnd = false;
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}
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void CInterpolation::SetViewAngles( vec3_t start, vec3_t end )
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{
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m_StartAngle = start;
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m_EndAngle = end;
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NormalizeAngles( m_StartAngle );
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NormalizeAngles( m_EndAngle );
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}
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void CInterpolation::SetFOVs( float start, float end )
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{
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m_StartFov = start;
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m_EndFov = end;
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}
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void CInterpolation::SetWaypoints( vec3_t *prev, vec3_t start, vec3_t end, vec3_t *next )
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{
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m_StartPoint = start;
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m_EndPoint = end;
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vec3_t a, b, c, d;
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if( !prev && !next )
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{
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// no direction given, straight linear interpolation
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m_Center = ( m_StartPoint + m_EndPoint ) / 2.0f;
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}
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else if( !prev )
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{
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a = start - end;
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float dist = a.Length() / 2.0f;
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a = a.Normalize();
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b = *next - end;
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b = b.Normalize();
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c = a - b;
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c = c.Normalize();
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m_Center = end + c * dist;
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}
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else if( !next )
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{
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a = *prev - start;
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a = a.Normalize();
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b = end - start;
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float dist = b.Length() / 2.0f;
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b = b.Normalize();
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c = b - a;
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c = c.Normalize();
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m_Center = start + c * dist;
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}
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else
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{
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// we have a previous and a next point, great!
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a = *prev - start;
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a = a.Normalize();
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b = end - start;
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b = b.Normalize();
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c = b - a;
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a = start - end;
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a = a.Normalize();
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b = *next - end;
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b = b.Normalize();
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d = a - b;
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GetPointBetweenLines( m_Center, start, c, end, d );
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}
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}
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void CInterpolation::Interpolate( float t, vec3_t &point, vec3_t &angle, float *fov )
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{
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if( m_SmoothStart && m_SmoothEnd )
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{
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t = ( 1.0f - t ) * ( t * t ) + t * ( 1.0f - ( ( t - 1.0f ) * ( t - 1.0f )));
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}
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else if( m_SmoothStart )
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{
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t = t * t;
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}
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else if( m_SmoothEnd )
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{
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t = t - 1.0f;
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t = -( t * t ) + 1;
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}
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if( point )
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{
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BezierInterpolatePoint( t, point );
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}
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if( angle )
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{
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InterpolateAngle( t, angle );
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}
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if( fov )
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{
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*fov = m_StartFov + ( t * ( m_EndFov - m_StartFov ));
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}
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}
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void CInterpolation::BezierInterpolatePoint( float t, vec3_t &point )
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{
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point = m_StartPoint * BernsteinPolynom20( t );
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point = point + m_Center * BernsteinPolynom21( t );
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point = point + m_EndPoint * BernsteinPolynom22( t );
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}
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void CInterpolation::SetSmoothing( bool start, bool end )
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{
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m_SmoothStart = start;
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m_SmoothEnd = end;
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}
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void CInterpolation::InterpolateAngle( float t, vec3_t &angle )
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{
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int i;
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float ang1, ang2;
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float d;
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for( i = 0; i < 3; i++ )
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{
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ang1 = m_StartAngle[i];
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ang2 = m_EndAngle[i];
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d = ang2 - ang1;
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if ( d > 180 )
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{
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d -= 360;
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}
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else if ( d < -180 )
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{
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d += 360;
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}
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angle[i] = ang1 + d * t;
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}
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NormalizeAngles( angle );
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}
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