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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
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 <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "HeadSpin.h"
#include "plAnimPath.h"
#include "plController.h"
#include "hsFastMath.h"
#include "hsResMgr.h"
#include <cmath>
const float kSmallDelTime = 1.e-2f;
const float kInvSmallDelTime = 1.f / kSmallDelTime;
const float kTerminateDelTime = 1.e-3f;
const float kTerminateDelDistSq = .1f;
plAnimPath::plAnimPath()
: fController(nil), fLength(0), fMinDistSq(0),
fAnimPathFlags(0)
{
fLocalToWorld.Reset();
fWorldToLocal.Reset();
Reset();
}
plAnimPath::~plAnimPath()
{
delete fController;
}
void plAnimPath::Reset()
{
SetCurTime(0);
}
void plAnimPath::SetCurTime(float t, uint32_t calcFlags)
{
fTime = t;
if( !fController )
{
fPos.Set(0,0,0);
fXform.Reset();
fVel.Set(0,0,0);
fAccel.Set(0,0,0);
return;
}
float t0, t1, t2;
if( t < kSmallDelTime )
{
t0 = t;
t1 = t + kSmallDelTime;
t2 = t + 2 * kSmallDelTime;
}
else if( t > fLength - kSmallDelTime )
{
t0 = t - 2 * kSmallDelTime;
t1 = t - kSmallDelTime;
t2 = t;
}
else
{
t0 = t - kSmallDelTime;
t1 = t;
t2 = t + kSmallDelTime;
}
if (!(calcFlags & kCalcPosOnly))
{
hsPoint3 pos[3];
fController->Interp(t0, &fParts);
pos[0].Set(fParts.fT.fX, fParts.fT.fY, fParts.fT.fZ);
fController->Interp(t1, &fParts);
pos[1].Set(fParts.fT.fX, fParts.fT.fY, fParts.fT.fZ);
fController->Interp(t2, &fParts);
pos[2].Set(fParts.fT.fX, fParts.fT.fY, fParts.fT.fZ);
fVel.Set(pos+1, pos+0);
fVel *= kInvSmallDelTime;
fVel = fLocalToWorld * fVel;
hsPoint3 first = pos[2] - pos[1];
hsPoint3 second = pos[1] - pos[0];
fAccel.Set(&first, &second);
fAccel *= kInvSmallDelTime * kInvSmallDelTime;
fAccel = fLocalToWorld * fAccel;
}
fController->Interp(t, &fParts);
fParts.ComposeMatrix(&fXform);
fXform = fLocalToWorld * fXform;
fXform.GetTranslate(&fPos);
}
void plAnimPath::ICalcBounds()
{
if( !fController )
return;
plController* pc = fController->GetPosController();
int i;
hsPoint3 pos;
hsTArray<float> keyTimes;
pc->GetKeyTimes(keyTimes);
fCenter.Set(0,0,0);
for( i = 0; i < keyTimes.GetCount() ; i++ )
{
pc->Interp(keyTimes[i], &pos);
fCenter += pos;
}
fCenter *= hsInvert((float)keyTimes.GetCount());
fRadius = 0;
for( i = 0; i < keyTimes.GetCount(); i++ )
{
pc->Interp(keyTimes[i], &pos);
float rad = (pos - fCenter).Magnitude();
if( rad > fRadius )
fRadius = rad;
}
}
float plAnimPath::ICalcTotalLength()
{
if( !(fController && fController->GetPosController()) )
return 0;
fLength = fController->GetPosController()->GetLength();
return fLength;
}
void plAnimPath::SetController(plCompoundController* tmc)
{
hsAssert(tmc, "Bad (nil) controller for AnimPath");
hsAssert(tmc->GetPosController(), "Bad controller for AnimPath");
fController = tmc;
ICalcTotalLength();
ICalcBounds();
}
float plAnimPath::GetMinDistance() const
{
return sqrt(fMinDistSq);
}
void plAnimPath::SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l)
{
fLocalToWorld = l2w;
fWorldToLocal = w2l;
}
void plAnimPath::Read(hsStream* stream, hsResMgr* mgr)
{
fAnimPathFlags=stream->ReadLE32();
delete fController;
fController = plCompoundController::ConvertNoRef(mgr->ReadCreatable(stream));
ICalcBounds();
fParts.Read(stream);
fLocalToWorld.Read(stream);
fWorldToLocal.Read(stream);
fLength = stream->ReadLEScalar();
fMinDistSq = stream->ReadLEScalar();
Reset();
}
void plAnimPath::Write(hsStream* stream, hsResMgr* mgr)
{
stream->WriteLE32(fAnimPathFlags);
mgr->WriteCreatable(stream, fController);
fParts.Write(stream);
fLocalToWorld.Write(stream);
fWorldToLocal.Write(stream);
stream->WriteLEScalar(fLength);
stream->WriteLEScalar(fMinDistSq);
}
bool plAnimPath::OutOfRange(hsPoint3 &worldPt, float range) const
{
hsPoint3 pt = fWorldToLocal * worldPt;
float radius = (pt - fCenter).Magnitude() - fRadius;
return( radius > range );
}
float plAnimPath::GetExtremePoint(hsPoint3 &worldPt) const
{
if( !fController )
return 0;
hsPoint3 pt = fWorldToLocal * worldPt;
plController *pc = fController->GetPosController();
float minDistSq = 1.e33f;
float minTime = 0, delTime = 0;
// start search by using the time of the closest ctrl point
int i;
hsTArray<float> keyTimes;
pc->GetKeyTimes(keyTimes);
for( i = 0; i < keyTimes.GetCount(); i++ )
{
float t = keyTimes[i];
hsPoint3 pos;
pc->Interp(t, &pos); // handles easing
float distSq = (pt - pos).MagnitudeSquared();
if( distSq < minDistSq )
{
minDistSq = distSq;
minTime = t;
if( 0 == i )
delTime = keyTimes[i+1] - t;
else if( keyTimes.GetCount() - 1 == i )
delTime = t - keyTimes[i - 1];
else
{
float fore = keyTimes[i + 1] - t;
float back = t - keyTimes[i - 1];
delTime = hsMaximum(fore, back);
}
}
}
return GetExtremePoint(minTime, delTime, worldPt);
}
float plAnimPath::GetExtremePoint(float lastTime, float delTime, hsPoint3 &worldPt) const
{
if( !fController )
return 0;
hsPoint3 pt = fWorldToLocal * worldPt;
IInitInterval(lastTime, delTime, pt);
return ICheckInterval(pt);
}
float plAnimPath::ICheckInterval(hsPoint3 &pt) const
{
if( fDelTime <= kTerminateDelTime &&
hsVector3(&fCurPos, &fPrevPos).MagnitudeSquared() < kTerminateDelDistSq)
{
return IBestTime();
}
if( fThisTime < 0 )
return 0;
if( fThisTime > fLength )
return fLength;
if( GetFarthest() )
{
if( (fLastDistSq > fThisDistSq)&&(fLastDistSq >= fNextDistSq) )
return IShiftBack(pt);
if( (fNextDistSq > fThisDistSq)&&(fNextDistSq >= fLastDistSq) )
return IShiftFore(pt);
if( (fThisDistSq >= fLastDistSq)&&(fLastDistSq >= fNextDistSq) )
return ISubDivBack(pt);
if( (fThisDistSq >= fNextDistSq)&&(fNextDistSq >= fLastDistSq) )
return ISubDivFore(pt);
}
else
{
if( (fLastDistSq < fThisDistSq)&&(fLastDistSq <= fNextDistSq) )
return IShiftBack(pt);
if( (fNextDistSq < fThisDistSq)&&(fNextDistSq <= fLastDistSq) )
return IShiftFore(pt);
if( (fThisDistSq <= fLastDistSq)&&(fLastDistSq <= fNextDistSq) )
return ISubDivBack(pt);
if( (fThisDistSq <= fNextDistSq)&&(fNextDistSq <= fLastDistSq) )
return ISubDivFore(pt);
}
hsAssert(false, "Shouldn't have gotten here");
return 0;
}
void plAnimPath::IInitInterval(float time, float delTime, hsPoint3 &pt) const
{
plController* pc = fController->GetPosController();
hsPoint3 pos;
fDelTime = delTime;
if( fDelTime <= kTerminateDelTime )
fDelTime = kTerminateDelTime * 2;
else
if( fDelTime > fLength * 0.5f )
fDelTime = fLength * 0.5f;
fThisTime = time;
if( fThisTime < fDelTime )
fThisTime = fDelTime;
else if( fThisTime > fLength - fDelTime )
fThisTime = fLength - fDelTime;
pc->Interp(fThisTime, &pos);
fPrevPos=fCurPos=pos;
fThisDistSq = (pos - pt).MagnitudeSquared();
fNextTime = fThisTime + delTime;
if( fNextTime > fLength )
fNextTime = fLength;
if (!(GetAnimPathFlags() & kFavorBwdSearch))
{
pc->Interp(fNextTime, &pos);
fNextDistSq = (pos - pt).MagnitudeSquared();
}
else
{
fNextDistSq = 1.e33f;
}
fLastTime = fThisTime - delTime;
if( fLastTime < 0 )
fLastTime = 0;
if (!(GetAnimPathFlags() & kFavorFwdSearch))
{
pc->Interp(fLastTime, &pos);
fLastDistSq = (pos - pt).MagnitudeSquared();
}
else
{
fLastDistSq = 1.e33f;
}
if( fMinDistSq != 0 )
{
fThisDistSq -= fMinDistSq;
if( fThisDistSq < 0 )
fThisDistSq = -fThisDistSq;
fNextDistSq -= fMinDistSq;
if( fNextDistSq < 0 )
fNextDistSq = -fNextDistSq;
fLastDistSq -= fMinDistSq;
if( fLastDistSq < 0 )
fLastDistSq = -fLastDistSq;
}
}
float plAnimPath::ISubDivBack(hsPoint3 &pt) const
{
fNextTime = fThisTime;
fNextDistSq = fThisDistSq;
fDelTime *= 0.5f;
fThisTime -= fDelTime;
if (fThisTime<0)
fThisTime = GetWrap() ? fLength + fThisTime : 0;
plController* pc = fController->GetPosController();
hsPoint3 pos;
pc->Interp(fThisTime, &pos);
fThisDistSq = (pos - pt).MagnitudeSquared() - fMinDistSq;
if( fThisDistSq < 0 )
fThisDistSq = -fThisDistSq;
fPrevPos=fCurPos;
fCurPos=pos;
return ICheckInterval(pt);
}
float plAnimPath::ISubDivFore(hsPoint3 &pt) const
{
fLastTime = fThisTime;
fLastDistSq = fThisDistSq;
fDelTime *= 0.5f;
fThisTime += fDelTime;
if (fThisTime>fLength)
fThisTime = GetWrap() ? fThisTime-fLength : fLength;
plController* pc = fController->GetPosController();
hsPoint3 pos;
pc->Interp(fThisTime, &pos);
fThisDistSq = (pos - pt).MagnitudeSquared() - fMinDistSq;
if( fThisDistSq < 0 )
fThisDistSq = -fThisDistSq;
fPrevPos=fCurPos;
fCurPos=pos;
return ICheckInterval(pt);
}
float plAnimPath::IShiftBack(hsPoint3 &pt) const
{
if( !GetWrap() && (fLastTime <= 0) )
return ISubDivBack(pt);
fNextTime = fThisTime;
fNextDistSq = fThisDistSq;
fThisTime = fLastTime;
fThisDistSq = fLastDistSq;
fLastTime -= fDelTime;
if( fLastTime < 0 )
fLastTime = GetWrap() ? fLength + fLastTime : 0;
plController* pc = fController->GetPosController();
hsPoint3 pos;
pc->Interp(fLastTime, &pos);
fLastDistSq = (pos - pt).MagnitudeSquared() - fMinDistSq;
if( fLastDistSq < 0 )
fLastDistSq = -fLastDistSq;
fPrevPos=fCurPos;
fCurPos=pos;
return ICheckInterval(pt);
}
float plAnimPath::IShiftFore(hsPoint3 &pt) const
{
if( !GetWrap() &&(fNextTime >= fLength) )
return ISubDivFore(pt);
fLastTime = fThisTime;
fLastDistSq = fThisDistSq;
fThisTime = fNextTime;
fThisDistSq = fNextDistSq;
fNextTime += fDelTime;
if( fNextTime > fLength )
fNextTime = GetWrap() ? fNextTime - fLength : fLength;
plController* pc = fController->GetPosController();
hsPoint3 pos;
pc->Interp(fNextTime, &pos);
fNextDistSq = (pos - pt).MagnitudeSquared() - fMinDistSq;
if( fNextDistSq < 0 )
fNextDistSq = -fNextDistSq;
fPrevPos=fCurPos;
fCurPos=pos;
return ICheckInterval(pt);
}
//
// wireframe debug draw method.
// doesn't use any fancy subdivision or curvature measure when drawing.
// Changes current time.
//
void plAnimPath::IMakeSegment(hsTArray<uint16_t>& idx, hsTArray<hsPoint3>& pos,
hsPoint3& p1, hsPoint3& p2)
{
hsVector3 del(&p2, &p1);
hsVector3 up;
up.Set(0,0,1.f);
const float kOutLength = 0.25f;
hsVector3 a = del % up;
float magSq = a.MagnitudeSquared();
if( magSq < 1.e-3f )
{
a.Set(kOutLength, 0, 0);
}
else
{
a *= hsFastMath::InvSqrtAppr(magSq);
a *= kOutLength;
}
hsVector3 b = a % del;
hsFastMath::Normalize(b);
b *= kOutLength;
hsPoint3 p1out, p2out;
int baseIdx = pos.GetCount();
pos.Append(p1);
pos.Append(p2);
p1out = p1;
p1out += a;
p2out = p2;
p2out += a;
pos.Append(p1out);
pos.Append(p2out);
p1out += -2.f * a;
p2out += -2.f * a;
pos.Append(p1out);
pos.Append(p2out);
p1out = p1;
p1out += b;
p2out = p2;
p2out += b;
pos.Append(p1out);
pos.Append(p2out);
p1out += -2.f * b;
p2out += -2.f * b;
pos.Append(p1out);
pos.Append(p2out);
int i;
for( i = 0; i < 4; i++ )
{
int outIdx = baseIdx + 2 + i * 2;
idx.Append(baseIdx);
idx.Append(baseIdx + 1);
idx.Append(baseIdx + outIdx);
idx.Append(baseIdx + outIdx);
idx.Append(baseIdx + 1);
idx.Append(baseIdx + outIdx + 1);
}
}
void plAnimPath::MakeDrawList(hsTArray<uint16_t>& idx, hsTArray<hsPoint3>& pos)
{
hsMatrix44 resetL2W = GetLocalToWorld();
hsMatrix44 resetW2L = GetWorldToLocal();
hsMatrix44 ident;
ident.Reset();
SetTransform(ident, ident);
float numSegs = fRadius; // crude estimate of arclength
if (numSegs>100)
numSegs=100;
float animLen = GetLength();
float timeInc = animLen/numSegs;
float time=0;
hsPoint3 p1, p2;
SetCurTime(0, kCalcPosOnly);
GetPosition(&p1);
time += timeInc;
bool quit=false;
while(! quit && time < animLen+timeInc)
{
if (time > animLen)
{
time = animLen;
quit=true;
}
SetCurTime(time, kCalcPosOnly);
GetPosition(&p2);
IMakeSegment(idx, pos, p1, p2);
time += timeInc;
p1 = p2;
}
SetTransform(resetL2W, resetW2L);
}
//
// Precompute array of arclen deltas for lookahead ability.
// Changes current time!
//
void plAnimPath::ComputeArcLenDeltas(int32_t numSamples)
{
if (fArcLenDeltas.GetCount() >= numSamples)
return; // already computed enough samples
// compute arc len deltas
fArcLenDeltas.Reset();
fArcLenDeltas.SetCount(numSamples);
float animLen = GetLength();
float timeInc = animLen/(numSamples-1); // use num-1 since we'll create the zeroth entry by hand
float time=0;
hsPoint3 p1, p2;
int32_t cnt=0;
// prime initial point
SetCurTime(0, kCalcPosOnly);
GetPosition(&p1);
ArcLenDeltaInfo aldi(time, 0);
fArcLenDeltas[cnt++]=aldi;
time += timeInc;
bool quit=false;
while(!quit && time<animLen+timeInc)
{
if (time > animLen || cnt+1 == numSamples)
{
time = animLen;
quit=true;
}
SetCurTime(time, kCalcPosOnly);
GetPosition(&p2);
ArcLenDeltaInfo aldi(time, hsVector3(&p2, &p1).Magnitude());
fArcLenDeltas[cnt++]=aldi;
time += timeInc;
p1 = p2;
}
hsAssert(fArcLenDeltas.GetCount()==numSamples, "arcLenArray size wrong?");
hsAssert(cnt==numSamples, "arcLenArray size wrong?");
}
//
// Returns time of point (at least) arcLength units away from point at startTime.
// Also sets strtSrchIdx for incremental searching.
//
float plAnimPath::GetLookAheadTime(float startTime, float arcLengthIn, bool bwd,
int32_t* startSrchIdx)
{
if (arcLengthIn==0)
return startTime; // default is no look ahead
if (startTime==GetLength() && !bwd)
return GetLength();
if (startTime==0 && bwd)
return 0;
hsAssert(startSrchIdx, "nil var for startSrchIdx");
float oldTime=fTime;
ComputeArcLenDeltas(); // precompute first time only
// save and change time if necessary
if (fTime!=startTime)
SetCurTime(startTime, kCalcPosOnly);
// find nearest (forward) arcLen sample point, use starting srch index provided
bool found=false;
int32_t i;
for(i=(*startSrchIdx); i<fArcLenDeltas.GetCount()-1; i++)
{
if (fArcLenDeltas[i].fT<=startTime && startTime<fArcLenDeltas[i+1].fT)
{
*startSrchIdx=i;
found=true;
break;
}
}
if (!found)
{
// check if equal to last index
if (startTime==fArcLenDeltas[fArcLenDeltas.GetCount()-1].fT)
{
*startSrchIdx=fArcLenDeltas.GetCount()-1;
found=true;
}
else
{
for(i=0; i<*startSrchIdx; i++)
{
if (fArcLenDeltas[i].fT<=startTime && startTime<fArcLenDeltas[i+1].fT)
{
*startSrchIdx=i;
found=true;
break;
}
}
}
}
// find distance to nearest arcLen sample point
int32_t nearestIdx = bwd ? *startSrchIdx : *startSrchIdx+1;
hsAssert(found, "couldn't find arcLength sample");
hsPoint3 pos;
GetPosition(&pos); // startTime position
hsPoint3 pos2;
float endTime = fArcLenDeltas[nearestIdx].fT;
SetCurTime(endTime, kCalcPosOnly);
GetPosition(&pos2); // position at nearest sample point
float curArcLen = hsVector3(&pos2, &pos).Magnitude();
float curTime=0;
bool quit=false;
float timeOut = 0;
int32_t inc = bwd ? -1 : 1;
// now sum distance deltas until we exceed the desired arcLen
if (curArcLen<arcLengthIn)
{
for(i=bwd ? nearestIdx : nearestIdx+inc; i<fArcLenDeltas.GetCount() && i>=0; i+=inc)
{
if (curArcLen+fArcLenDeltas[i].fArcLenDelta>arcLengthIn)
{
// gone tooFar
endTime = fArcLenDeltas[i].fT;
curTime = fArcLenDeltas[i-1].fT;
break;
}
curArcLen += fArcLenDeltas[i].fArcLenDelta;
}
if ( (i==fArcLenDeltas.GetCount() && !bwd) || (i<0 && bwd) )
{
quit=true;
timeOut = bwd ? 0 : GetLength();
}
}
else
{
curArcLen = 0;
curTime = startTime;
}
if (!quit)
{
// interp remaining interval
// 1. compute necessary distToGoal
float distToGoal = arcLengthIn-curArcLen;
hsAssert(distToGoal, "0 length distToGoal?");
// 2. compute % of dist interval which gives distToGoal
SetCurTime(curTime, kCalcPosOnly);
GetPosition(&pos);
SetCurTime(endTime, kCalcPosOnly);
GetPosition(&pos2);
float distInterval = hsVector3(&pos2, &pos).Magnitude();
float percent = distToGoal/distInterval;
hsAssert(percent>=0 && percent<=1, "illegal percent value");
// 3. compute interpolated time value using percent
if (!bwd)
timeOut = curTime + (endTime-curTime)*percent;
else
timeOut = endTime - (endTime-curTime)*percent;
hsAssert((timeOut>=curTime && timeOut<=endTime), "illegal interpolated time value");
// hsAssert(!bwd || (timeOut<=curTime && timeOut>=endTime), "bwd: illegal interpolated time value");
}
// restore time
if (fTime != oldTime)
SetCurTime(oldTime);
hsAssert(bwd || (timeOut>startTime && timeOut<=GetLength()), "fwd: illegal look ahead time");
hsAssert(!bwd || (timeOut<startTime && timeOut>=0), "bwd: illegal look ahead time");
return timeOut;
}