Fixed CMayaSpline source files not compiling
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ca40d34739
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@ -1,26 +1,26 @@
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#include "CMayaSpline.h"
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#include <Math/MathUtil.h>
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#include <Common/Math/MathUtil.h>
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void ValidateTangent(CVector2f& rTangent)
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void ValidateTangent(CVector2f& Tangent)
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{
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if (rTangent.X < 0.f) rTangent.X = 0.f;
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rTangent = rTangent.Normalized();
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if (Tangent.X < 0.f) Tangent.X = 0.f;
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Tangent = Tangent.Normalized();
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if (rTangent.X == 0.f && rTangent.Y != 0.f)
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if (Tangent.X == 0.f && Tangent.Y != 0.f)
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{
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float Mul = (rTangent.Y >= 0.f ? 1.f : -1.f);
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rTangent.X = 0.0001f;
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rTangent.Y = 5729578 * rTangent.X * Mul; // not sure where that number comes from!
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float Mul = (Tangent.Y >= 0.f ? 1.f : -1.f);
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Tangent.X = 0.0001f;
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Tangent.Y = 5729578 * Tangent.X * Mul; // not sure where that number comes from!
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}
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}
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void CMayaSplineKnot::GetTangents(const CMayaSplineKnot *pkPrev, const CMayaSplineKnot *pkNext, CVector2f& rOutTangentA, CVector2f& rOutTangentB) const
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void CMayaSplineKnot::GetTangents(const CMayaSplineKnot* pkPrev, const CMayaSplineKnot* pkNext, CVector2f& OutTangentA, CVector2f& OutTangentB) const
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{
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if (Flags & 0x8000)
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CalculateTangents(pkPrev, pkNext);
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rOutTangentA = CachedTangentA;
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rOutTangentB = CachedTangentB;
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OutTangentA = CachedTangentA;
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OutTangentB = CachedTangentB;
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}
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void CMayaSplineKnot::CalculateTangents(const CMayaSplineKnot* pkPrev, const CMayaSplineKnot* pkNext) const
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@ -40,14 +40,14 @@ void CMayaSplineKnot::CalculateTangents(const CMayaSplineKnot *pkPrev, const CMa
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}
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}
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u32 TopFlagByte = (Flags >> 24) & 0xFF;
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uint32 TopFlagByte = (Flags >> 24) & 0xFF;
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if (TopFlagByte == 0)
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{
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}
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}
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u32 CMayaSpline::GetKnotCount() const
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uint CMayaSpline::GetKnotCount() const
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{
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return mKnots.size();
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}
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@ -78,18 +78,13 @@ float CMayaSpline::EvaluateAt(float Time) const
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float Amplitude = EvaluateAtUnclamped(Time);
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if (mClampMode == 0)
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return Amplitude;
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else if (mClampMode == 1)
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{
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if (Amplitude < mMinAmplitude)
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Amplitude = mMinAmplitude;
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else if (Amplitude > mMaxAmplitude)
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Amplitude = mMaxAmplitude;
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return Amplitude;
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}
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else if (mClampMode == 1)
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{
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return Math::Clamp(mMinAmplitude, mMaxAmplitude, Amplitude);
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}
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else if (mClampMode == 2)
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{
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if (mMaxAmplitude <= mMinAmplitude)
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@ -98,8 +93,10 @@ float CMayaSpline::EvaluateAt(float Time) const
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// todo
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return 0.f;
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}
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else return 0.f;
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else
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{
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return 0.f;
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}
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}
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float CMayaSpline::EvaluateAtUnclamped(float Time) const
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@ -247,21 +244,21 @@ float CMayaSpline::EvaluateHermite(float Time) const
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return f1;
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}
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bool CMayaSpline::FindKnot(float Time, int& rOutKnotIndex) const
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bool CMayaSpline::FindKnot(float Time, int& OutKnotIndex) const
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{
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// Stores the index of the closest knot to Time (without going over).
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// Returns whether or not the knot found was an exact match.
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rOutKnotIndex = 0;
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OutKnotIndex = 0;
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if (mKnots.empty())
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return false;
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u32 Lower = 0;
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u32 Upper = mKnots.size();
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uint Lower = 0;
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uint Upper = mKnots.size();
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while (Lower < Upper)
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{
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u32 Index = (Lower + Upper) >> 1;
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uint Index = (Lower + Upper) >> 1;
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if (mKnots[Index].Time > Time)
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Lower = Index + 1;
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@ -270,58 +267,60 @@ bool CMayaSpline::FindKnot(float Time, int& rOutKnotIndex) const
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else
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{
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rOutKnotIndex = Index;
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OutKnotIndex = Index;
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return true;
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}
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}
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rOutKnotIndex = Lower;
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OutKnotIndex = Lower;
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return false;
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}
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void CMayaSpline::FindControlPoints(int KnotIdx, std::vector<CVector2f>& rOut) const
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void CMayaSpline::FindControlPoints(int KnotIdx, std::vector<CVector2f>& Out) const
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{
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const CMayaSplineKnot* pkKnot = &mKnots[KnotIdx];
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CVector2f KnotPos(pkKnot->Time, pkKnot->Amplitude);
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rOut.push_back(KnotPos);
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Out.push_back(KnotPos);
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CVector2f TangentA(0,0), TangentB(0,0);
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const CMayaSplineKnot *pkNext = (KnotIdx < (s32) mKnots.size() ? &mKnots[KnotIdx + 1] : nullptr);
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const CMayaSplineKnot* pkNext = (KnotIdx < mKnots.size() ? &mKnots[KnotIdx + 1] : nullptr);
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const CMayaSplineKnot* pkPrev = (KnotIdx > 0 ? &mKnots[KnotIdx - 1] : nullptr);
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pkKnot->GetTangents(pkPrev, pkNext, TangentA, TangentB);
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rOut.push_back(KnotPos + (TangentB * 0.333333f));
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Out.push_back(KnotPos + (TangentB * 0.333333f));
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// The game doesn't check whether the next knot exists before executing this code, not sure why...
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KnotIdx++;
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pkKnot = pkNext;
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KnotPos = CVector2f(pkNext->Time, pkNext->Amplitude);
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pkNext = (KnotIdx < (s32) mKnots.size() ? &mKnots[KnotIdx + 1] : nullptr);
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pkNext = (KnotIdx < mKnots.size() ? &mKnots[KnotIdx + 1] : nullptr);
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pkPrev = (KnotIdx > 0 ? &mKnots[KnotIdx - 1] : nullptr);
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pkKnot->GetTangents(pkPrev, pkNext, TangentA, TangentB);
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rOut.push_back(KnotPos - (TangentA * 0.333333f));
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rOut.push_back(KnotPos);
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Out.push_back(KnotPos - (TangentA * 0.333333f));
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Out.push_back(KnotPos);
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}
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void CMayaSpline::CalculateHermiteCoefficients(const std::vector<CVector2f>& rkControlPoints, float *pOutCoefs) const
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void CMayaSpline::CalculateHermiteCoefficients(const std::vector<CVector2f>& kControlPoints, float* pOutCoefs) const
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{
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// rkControlPoints should contain 4 elements.
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const CVector2f& rkKnotA = rkControlPoints[0];
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const CVector2f& rkTangentA = rkControlPoints[1];
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const CVector2f& rkTangentB = rkControlPoints[2];
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const CVector2f& rkKnotB = rkControlPoints[3];
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const CVector2f& kKnotA = kControlPoints[0];
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const CVector2f& kTangentA = kControlPoints[1];
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const CVector2f& kTangentB = kControlPoints[2];
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const CVector2f& kKnotB = kControlPoints[3];
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CVector2f Range = rkKnotB - rkKnotA;
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CVector2f Range = kKnotB - kKnotA;
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CVector2f KnotAToTangentA = rkTangentA - rkKnotA;
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CVector2f KnotAToTangentA = kTangentA - kKnotA;
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float MulA = (KnotAToTangentA.X == 0 ? 5729578.f : KnotAToTangentA.Y / KnotAToTangentA.X);
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CVector2f KnotBToTangentB = rkKnotB - rkTangentB;
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CVector2f KnotBToTangentB = kKnotB - kTangentB;
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float MulB = (KnotBToTangentB.X == 0 ? 5729578.f : KnotBToTangentB.Y / KnotBToTangentB.X);
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#if 0
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// todo: better organization and better variable names
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// also this doesn't actually compile, oops! will need to be re-reverse engineered
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float f3 = Range.X * Range.X;
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float f1 = 1.0f;
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float f0 = Range.Y * 2;
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@ -341,6 +340,10 @@ void CMayaSpline::CalculateHermiteCoefficients(const std::vector<CVector2f>& rkC
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pOutCoefs[0] = f1;
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pOutCoefs[1] = f0;
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#else
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pOutCoefs[0] = 0.0f;
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pOutCoefs[1] = 0.0f;
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#endif
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pOutCoefs[2] = MulA;
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pOutCoefs[3] = rkKnotA.Y;
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pOutCoefs[3] = kKnotA.Y;
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}
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@ -1,8 +1,8 @@
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#ifndef CMAYASPLINE_H
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#define CMAYASPLINE_H
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#include <Common/types.h>
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#include <Math/CVector2f.h>
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#include <Common/Common.h>
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#include <Common/Math/CVector2f.h>
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#include <vector>
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// These classes based off Metroid Prime 2's CMayaSpline implementation
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@ -12,33 +12,33 @@ public:
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float Time;
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float Amplitude;
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mutable u32 Flags;
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mutable uint32 Flags;
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mutable CVector2f CachedTangentA;
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mutable CVector2f CachedTangentB;
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void GetTangents(const CMayaSplineKnot *pkPrev, const CMayaSplineKnot *pkNext, CVector2f& rOutTangentA, CVector2f& rOutTangentB) const;
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void GetTangents(const CMayaSplineKnot* pkPrev, const CMayaSplineKnot* pkNext, CVector2f& OutTangentA, CVector2f& OutTangentB) const;
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void CalculateTangents(const CMayaSplineKnot* pkPrev, const CMayaSplineKnot* pkNext) const;
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};
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class CMayaSpline
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{
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u32 mPreInfinity; // 0x00
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u32 mPostInfinity; // 0x04
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uint mPreInfinity; // 0x00
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uint mPostInfinity; // 0x04
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std::vector<CMayaSplineKnot> mKnots; // 0x08, 0x0C, 0x10
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u32 mClampMode; // 0x14 - clamp mode
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uint mClampMode; // 0x14 - clamp mode
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float mMinAmplitude; // 0x18
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float mMaxAmplitude; // 0x1C
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mutable s32 mCachedKnotIndex; // 0x20
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mutable s32 mUnknown1; // 0x24
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mutable u8 mDirtyFlags; // 0x28
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mutable int mCachedKnotIndex; // 0x20
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mutable int mUnknown1; // 0x24
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mutable uint8 mDirtyFlags; // 0x28
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mutable float mCachedMinTime; // 0x2C
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mutable float mCachedHermiteCoefficients[4]; // 0x30, 0x34, 0x38, 0x3C
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public:
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CMayaSpline() {}
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inline u32 GetKnotCount() const;
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inline const std::vector<CMayaSplineKnot>& GetKnots() const;
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uint GetKnotCount() const;
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const std::vector<CMayaSplineKnot>& GetKnots() const;
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float GetMinTime() const;
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float GetMaxTime() const;
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float GetDuration() const;
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@ -47,9 +47,9 @@ public:
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float EvaluateAtUnclamped(float Time) const;
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float EvaluateInfinities(float Time, bool Pre) const;
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float EvaluateHermite(float Time) const;
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bool FindKnot(float Time, int& rOutKnotIndex) const;
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void FindControlPoints(int KnotIndex, std::vector<CVector2f>& rOut) const;
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void CalculateHermiteCoefficients(const std::vector<CVector2f>& rkControlPoints, float *pOutCoefs) const;
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bool FindKnot(float Time, int& OutKnotIndex) const;
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void FindControlPoints(int KnotIndex, std::vector<CVector2f>& Out) const;
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void CalculateHermiteCoefficients(const std::vector<CVector2f>& kControlPoints, float* pOutCoefs) const;
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};
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#endif // CMAYASPLINE_H
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