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Aquaria/BBGE/SplineGrid.cpp

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2022-09-04 17:16:35 +02:00
#include "SplineGrid.h"
#include "tbsp.hh"
#include "RenderBase.h"
#include "Core.h"
SplineGridCtrlPoint *SplineGridCtrlPoint::movingPoint;
SplineGridCtrlPoint::SplineGridCtrlPoint()
{
setTexture("gui/open-menu");
setWidthHeight(16, 16);
}
Vector SplineGridCtrlPoint::getSplinePosition() const
{
SplineGridCtrlPoint *p = (SplineGridCtrlPoint*)getParent();
Vector pos = position;
return Vector(pos.x / p->width, pos.y / p->height);
}
void SplineGridCtrlPoint::onUpdate(float dt)
{
const bool lmb = core->mouse.buttons.left;
if(lmb)
{
if(!movingPoint && isCoordinateInside(core->mouse.position))
movingPoint = this;
}
else
movingPoint = NULL;
if(movingPoint == this)
{
SplineGridCtrlPoint *p = (SplineGridCtrlPoint*)getParent();
const Vector parentPos = p->getWorldPosition();
position = core->mouse.position - parentPos;
}
}
SplineGrid::SplineGrid()
: degreeX(3), degreeY(3), _cpx(0), _cpy(0), _xres(0), _yres(0)
{
setWidthHeight(128, 128);
//renderQuad = false;
}
SplineGrid::~SplineGrid()
{
}
void SplineGrid::resize(size_t w, size_t h, size_t xres, size_t yres)
{
knotsX.resize(tbsp__getNumKnots(w, degreeX));
knotsY.resize(tbsp__getNumKnots(h, degreeY));
tmp.resize(xres * h);
tbsp::fillKnotVector<float>(&knotsX[0], w, degreeX, 0.0f, 1.0f);
tbsp::fillKnotVector<float>(&knotsY[0], h, degreeY, 0.0f, 1.0f);
this->createGrid(xres, yres);
std::vector<SplineGridCtrlPoint*> oldp;
ctrlp.swap(oldp);
ctrlp.resize(w * h);
// move any old points over that fit within the new size
{
const size_t cw = std::min(_cpx, w);
const size_t ch = std::min(_cpy, h);
for(size_t y = 0; y < ch; ++y)
for(size_t x = 0; x < cw; ++x)
{
SplineGridCtrlPoint *& ref = oldp[y * _cpx + x];
ctrlp[y * w + x] = ref;
ref = NULL;
}
}
// kill any excess points
for(size_t i = 0; i < oldp.size(); ++i)
if(oldp[i])
oldp[i]->safeKill();
// extend until all points are there
for(size_t y = 0; y < h; ++y)
for(size_t x = 0; x < w; ++x)
{
SplineGridCtrlPoint *& ref = ctrlp[y * w + x];
if(!ref)
ref = createControlPoint(x, y);
}
_cpx = w;
_cpy = h;
_xres = xres;
_yres = yres;
}
void SplineGrid::recalc()
{
std::vector<Vector> px(_cpx);
std::vector<Vector> work(std::max(degreeX, degreeY));
for(size_t y = 0; y < _cpy; ++y)
{
for(size_t x = 0; x < _cpx; ++x)
px[x] = ctrlp[y * _cpx + x]->getSplinePosition();
Vector *dst = &tmp[y * _xres];
tbsp::evalRange<float, Vector>(dst, _xres, &work[0], &knotsX[0], &px[0], px.size(), degreeX, 0.0f, 1.0f);
}
}
void SplineGrid::resetControlPoints()
{
const float dx = width / float(_cpx + 1);
const float dy = height / float(_cpy + 1);
float yy = height * -0.5f;
for(size_t y = 0; y < _cpy; ++y, yy += dy)
{
float xx = width * -0.5f;
SplineGridCtrlPoint **row = &ctrlp[y * _cpx];
for(size_t x = 0; x < _cpx; ++x, xx += dx)
row[x]->position = Vector(xx, yy);
}
}
SplineGridCtrlPoint* SplineGrid::createControlPoint(size_t x, size_t y)
{
assert(x < _cpx && y < _cpy);
const float w2 = width * -0.5f;
const float h2 = height * -0.5f;
SplineGridCtrlPoint *cp = new SplineGridCtrlPoint();
cp->position.x = w2 + float(x) / float(_cpx + 1);
cp->position.y = h2 + float(y) / float(_cpy + 1);
this->addChild(cp, PM_POINTER);
return cp;
}
void SplineGrid::onUpdate(float dt)
{
Quad::onUpdate(dt);
recalc(); // HACK
}
void SplineGrid::onRender(const RenderState& rs) const
{
Quad::onRender(rs);
glBindTexture(GL_TEXTURE_2D, 0);
const Vector wh(width, height);
glLineWidth(2);
glColor4f(0.0f, 1.0f, 0.3f, 0.3f);
// X axis
for(size_t y = 0; y < _cpy; ++y)
{
glBegin(GL_LINE_STRIP);
const SplineGridCtrlPoint * const *row = &ctrlp[y * _cpx];
for(size_t x = 0; x < _cpx; ++x)
{
const Vector p = row[x]->position;
glVertex2f(p.x, p.y);
}
glEnd();
}
// Y axis
for(size_t x = 0; x < _cpx; ++x)
{
glBegin(GL_LINE_STRIP);
for(size_t y = 0; y < _cpy; ++y)
{
const Vector p = ctrlp[y * _cpx + x]->position;
glVertex2f(p.x, p.y);
}
glEnd();
}
glColor4f(0.0f, 0.2f, 1.0f, 1.0f);
glPointSize(3);
glBegin(GL_POINTS);
for(size_t y = 0; y < _cpy; ++y)
{
const value_type *line = &tmp[y * _xres];
for(size_t x = 0; x < _xres; ++x)
{
Vector pos = line[x] * wh;
glVertex2f(pos.x, pos.y);
}
}
glEnd();
}