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