PrimeWorldEditor/src/Core/CMayaSpline.cpp

350 lines
9.1 KiB
C++

#include "CMayaSpline.h"
#include <Common/Math/MathUtil.h>
void ValidateTangent(CVector2f& Tangent)
{
if (Tangent.X < 0.f) Tangent.X = 0.f;
Tangent = Tangent.Normalized();
if (Tangent.X == 0.f && Tangent.Y != 0.f)
{
float Mul = (Tangent.Y >= 0.f ? 1.f : -1.f);
Tangent.X = 0.0001f;
Tangent.Y = 5729578 * Tangent.X * Mul; // not sure where that number comes from!
}
}
void CMayaSplineKnot::GetTangents(const CMayaSplineKnot* pkPrev, const CMayaSplineKnot* pkNext, CVector2f& OutTangentA, CVector2f& OutTangentB) const
{
if (Flags & 0x8000)
CalculateTangents(pkPrev, pkNext);
OutTangentA = CachedTangentA;
OutTangentB = CachedTangentB;
}
void CMayaSplineKnot::CalculateTangents(const CMayaSplineKnot* pkPrev, const CMayaSplineKnot* pkNext) const
{
// todo: this function is incomplete
Flags &= ~0x8000;
if ((Flags >> 24) == 4 && pkPrev)
{
float PrevAmpDiff = Math::Abs(pkPrev->Amplitude - Amplitude);
float NextAmpDiff = (pkNext ? Math::Abs(pkNext->Amplitude - Amplitude) : PrevAmpDiff);
if (PrevAmpDiff > 0.05f && NextAmpDiff <= 0.05f)
{
Flags &= 0x00FFFFFF;
Flags |= 0x01000000;
}
}
uint32 TopFlagByte = (Flags >> 24) & 0xFF;
if (TopFlagByte == 0)
{
}
}
uint CMayaSpline::GetKnotCount() const
{
return mKnots.size();
}
const std::vector<CMayaSplineKnot>& CMayaSpline::GetKnots() const
{
return mKnots;
}
float CMayaSpline::GetMinTime() const
{
return (mKnots.empty() ? 0.f : mKnots.front().Time);
}
float CMayaSpline::GetMaxTime() const
{
return (mKnots.empty() ? 0.f : mKnots.back().Time);
}
float CMayaSpline::GetDuration() const
{
if (mKnots.empty()) return 0.f;
else return GetMaxTime() - mKnots.front().Time;
}
float CMayaSpline::EvaluateAt(float Time) const
{
float Amplitude = EvaluateAtUnclamped(Time);
if (mClampMode == 0)
{
return Amplitude;
}
else if (mClampMode == 1)
{
return Math::Clamp(mMinAmplitude, mMaxAmplitude, Amplitude);
}
else if (mClampMode == 2)
{
if (mMaxAmplitude <= mMinAmplitude)
return mMinAmplitude;
// todo
return 0.f;
}
else
{
return 0.f;
}
}
float CMayaSpline::EvaluateAtUnclamped(float Time) const
{
if (mKnots.size() == 0)
return 0.f;
// Check for infinity
if (Time < mKnots.front().Time)
{
if (mPreInfinity == 0)
return mKnots.front().Time;
else
return EvaluateInfinities(Time, true);
}
if (Time > mKnots.back().Time)
{
if (mPostInfinity == 0)
return mKnots.back().Time;
else
return EvaluateInfinities(Time, false);
}
// Check for valid cached knot index
int LastKnotIndex = mKnots.size() - 1;
int KnotIndex = -1;
bool ValidKnot = false;
if (mCachedKnotIndex != -1)
{
// WTF second check? I've read the code like 10 times and I don't see any other way to interpret it, this is what the game does
if ((mCachedKnotIndex < LastKnotIndex) && (Time > mKnots.back().Time))
{
// You will notice we already did that check earlier, so this code can't execute...
float KnotTime = mKnots[mCachedKnotIndex + 1].Time;
if (Time == KnotTime)
{
mCachedKnotIndex = LastKnotIndex;
return mKnots.back().Amplitude;
}
else if (Time < KnotTime)
{
KnotIndex = mCachedKnotIndex + 1;
ValidKnot = true;
}
}
else if (mCachedKnotIndex > 0)
{
float KnotTime = mKnots[mCachedKnotIndex].Time;
if (Time < KnotTime)
{
KnotTime = mKnots[mCachedKnotIndex - 1].Time;
if (Time > KnotTime)
{
KnotIndex = mCachedKnotIndex - 1;
ValidKnot = true;
}
if (Time == KnotTime)
{
mCachedKnotIndex--;
return mKnots[mCachedKnotIndex].Amplitude;
}
}
}
}
// Find new knot index if needed
if (!ValidKnot)
{
bool ExactMatch = FindKnot(Time, KnotIndex);
if (ExactMatch)
{
if (KnotIndex == 0)
{
mCachedKnotIndex = KnotIndex;
return mKnots[KnotIndex].Amplitude;
}
else if (KnotIndex == mKnots.size())
{
mCachedKnotIndex = 0;
return mKnots.back().Amplitude;
}
}
}
// Update Hermite coefficients
int PrevKnot = KnotIndex - 1;
if (mUnknown1 != PrevKnot)
{
mCachedKnotIndex = PrevKnot;
mUnknown1 = PrevKnot;
if ( ((mKnots[PrevKnot].Flags >> 16) & 0xFF) == 3)
{
mDirtyFlags |= 0x80;
}
else
{
mDirtyFlags &= ~0x80;
std::vector<CVector2f> ControlPoints;
FindControlPoints(PrevKnot, ControlPoints);
CalculateHermiteCoefficients(ControlPoints, mCachedHermiteCoefficients);
mCachedMinTime = ControlPoints.front().X;
}
}
// Evaluate Hermite
if (mDirtyFlags & 0x80)
return mKnots[mCachedKnotIndex].Amplitude;
else
return EvaluateHermite(Time);
}
float CMayaSpline::EvaluateInfinities(float /*Time*/, bool Pre) const
{
// todo - return Constant for now!
if (Pre)
return mKnots.front().Amplitude;
else
return mKnots.back().Amplitude;
}
float CMayaSpline::EvaluateHermite(float Time) const
{
// todo: better organization and more descriptive variable names
float f4 = Time - mCachedMinTime;
float f3 = f4 * mCachedHermiteCoefficients[0];
float f2 = mCachedHermiteCoefficients[1] + f3;
f2 = f4 * f2;
float f1 = mCachedHermiteCoefficients[2] + f2;
f1 = f4 * f1;
f1 = mCachedHermiteCoefficients[3] + f1;
return f1;
}
bool CMayaSpline::FindKnot(float Time, int& OutKnotIndex) const
{
// Stores the index of the closest knot to Time (without going over).
// Returns whether or not the knot found was an exact match.
OutKnotIndex = 0;
if (mKnots.empty())
return false;
uint Lower = 0;
uint Upper = mKnots.size();
while (Lower < Upper)
{
uint Index = (Lower + Upper) >> 1;
if (mKnots[Index].Time > Time)
Lower = Index + 1;
else if (mKnots[Index].Time < Time)
Upper = Index - 1;
else
{
OutKnotIndex = Index;
return true;
}
}
OutKnotIndex = Lower;
return false;
}
void CMayaSpline::FindControlPoints(int KnotIdx, std::vector<CVector2f>& Out) const
{
const CMayaSplineKnot* pkKnot = &mKnots[KnotIdx];
CVector2f KnotPos(pkKnot->Time, pkKnot->Amplitude);
Out.push_back(KnotPos);
CVector2f TangentA(0,0), TangentB(0,0);
const CMayaSplineKnot* pkNext = (KnotIdx < mKnots.size() ? &mKnots[KnotIdx + 1] : nullptr);
const CMayaSplineKnot* pkPrev = (KnotIdx > 0 ? &mKnots[KnotIdx - 1] : nullptr);
pkKnot->GetTangents(pkPrev, pkNext, TangentA, TangentB);
Out.push_back(KnotPos + (TangentB * 0.333333f));
// The game doesn't check whether the next knot exists before executing this code, not sure why...
KnotIdx++;
pkKnot = pkNext;
KnotPos = CVector2f(pkNext->Time, pkNext->Amplitude);
pkNext = (KnotIdx < mKnots.size() ? &mKnots[KnotIdx + 1] : nullptr);
pkPrev = (KnotIdx > 0 ? &mKnots[KnotIdx - 1] : nullptr);
pkKnot->GetTangents(pkPrev, pkNext, TangentA, TangentB);
Out.push_back(KnotPos - (TangentA * 0.333333f));
Out.push_back(KnotPos);
}
void CMayaSpline::CalculateHermiteCoefficients(const std::vector<CVector2f>& kControlPoints, float* pOutCoefs) const
{
// rkControlPoints should contain 4 elements.
const CVector2f& kKnotA = kControlPoints[0];
const CVector2f& kTangentA = kControlPoints[1];
const CVector2f& kTangentB = kControlPoints[2];
const CVector2f& kKnotB = kControlPoints[3];
CVector2f Range = kKnotB - kKnotA;
CVector2f KnotAToTangentA = kTangentA - kKnotA;
float MulA = (KnotAToTangentA.X == 0 ? 5729578.f : KnotAToTangentA.Y / KnotAToTangentA.X);
CVector2f KnotBToTangentB = kKnotB - kTangentB;
float MulB = (KnotBToTangentB.X == 0 ? 5729578.f : KnotBToTangentB.Y / KnotBToTangentB.X);
#if 0
// todo: better organization and better variable names
// also this doesn't actually compile, oops! will need to be re-reverse engineered
float f3 = Range.X * Range.X;
float f1 = 1.0f;
float f0 = Range.Y * 2;
float f5 = MulA * Range.X;
f3 = 1.f / f3;
float f6 = MulB * Range.X;
f0 = Range.Y + f0;
f1 = f5 + f6;
f0 -= f5;
f1 -= f2;
f0 -= f5;
f1 -= f2;
f0 -= f6;
f1 *= f3;
f0 *= f3;
f1 /= Range.X;
pOutCoefs[0] = f1;
pOutCoefs[1] = f0;
#else
pOutCoefs[0] = 0.0f;
pOutCoefs[1] = 0.0f;
#endif
pOutCoefs[2] = MulA;
pOutCoefs[3] = kKnotA.Y;
}