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Diffstat (limited to 'src/Runtime/ogl-runtime/src/system/Qt3DSBezierEval.h')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/src/system/Qt3DSBezierEval.h | 182 |
2 files changed, 0 insertions, 182 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/src/system/Qt3DSBezierEval.h b/src/Runtime/ogl-runtime/src/system/Qt3DSBezierEval.h deleted file mode 100644 index c4d733a3..00000000 --- a/src/Runtime/ogl-runtime/src/system/Qt3DSBezierEval.h +++ /dev/null @@ -1,182 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 1993-2009 NVIDIA Corporation. -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of Qt 3D Studio. -** -** $QT_BEGIN_LICENSE:GPL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 3 or (at your option) any later version -** approved by the KDE Free Qt Foundation. The licenses are as published by -** the Free Software Foundation and appearing in the file LICENSE.GPL3 -** included in the packaging of this file. Please review the following -** information to ensure the GNU General Public License requirements will -** be met: https://www.gnu.org/licenses/gpl-3.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -namespace Q3DStudio { - -//============================================================================== -/** - * Generic Bezier parametric curve evaluation at a given parametric value. - * @param inP0 control point P0 - * @param inP1 control point P1 - * @param inP2 control point P2 - * @param inP3 control point P3 - * @param inS the variable - * @return the evaluated value on the bezier curve - */ -inline FLOAT EvaluateBezierCurve(FLOAT inP0, FLOAT inP1, FLOAT inP2, FLOAT inP3, const FLOAT inS) -{ - // Using: - // Q(s) = Sum i=0 to 3 ( Pi * Bi,3(s)) - // where: - // Pi is a control point and - // Bi,3 is a basis function such that: - // - // B0,3(s) = (1 - s)^3 - // B1,3(s) = (3 * s) * (1 - s)^2 - // B2,3(s) = (3 * s^2) * (1 - s) - // B3,3(s) = s^3 - - /* FLOAT theSSquared = inS * inS; // - t^2 - FLOAT theSCubed = theSSquared * inS; // - t^3 - - FLOAT theSDifference = 1 - inS; // (1 - - t) - FLOAT theSDifferenceSquared = theSDifference * theSDifference; // (1 - - t)^2 - FLOAT theSDifferenceCubed = theSDifferenceSquared * theSDifference; // (1 - t)^3 - - FLOAT theFirstTerm = theSDifferenceCubed; // (1 - - t)^3 - FLOAT theSecondTerm = ( 3 * inS ) * theSDifferenceSquared; // (3 * t) * (1 - - t)^2 - FLOAT theThirdTerm = ( 3 * theSSquared ) * theSDifference; // (3 * t^2) * - (1 - t) - FLOAT theFourthTerm = theSCubed; // - t^3 - - // Q(t) = ( p0 * (1 - t)^3 ) + ( p1 * (3 * t) * (1 - t)^2 ) + ( p2 * (3 * t^2) * (1 - t) - ) + ( p3 * t^3 ) - return ( inP0 * theFirstTerm ) + ( inP1 * theSecondTerm ) + ( inP2 * theThirdTerm ) + ( - inP3 * theFourthTerm );*/ - - FLOAT theFactor = inS * inS; - inP1 *= 3 * inS; - inP2 *= 3 * theFactor; - theFactor *= inS; - inP3 *= theFactor; - - theFactor = 1 - inS; - inP2 *= theFactor; - theFactor *= 1 - inS; - inP1 *= theFactor; - theFactor *= 1 - inS; - inP0 *= theFactor; - - return inP0 + inP1 + inP2 + inP3; -} - -//============================================================================== -/** - * Inverse Bezier parametric curve evaluation to get parametric value for a given output. - * This is equal to finding the root(s) of the Bezier cubic equation. - * @param inP0 control point P0 - * @param inP1 control point P1 - * @param inP2 control point P2 - * @param inP3 control point P3 - * @param inX the variable - * @return the evaluated value - */ -inline FLOAT EvaluateInverseBezierCurve(const FLOAT inP0, const FLOAT inP1, const FLOAT inP2, - const FLOAT inP3, const FLOAT inX) -{ - FLOAT theResult = 0; - - // Using: - // Q(s) = Sum i=0 to 3 ( Pi * Bi,3(s)) - // where: - // Pi is a control point and - // Bi,3 is a basis function such that: - // - // B0,3(s) = (1 - s)^3 - // B1,3(s) = (3 * s) * (1 - s)^2 - // B2,3(s) = (3 * s^2) * (1 - s) - // B3,3(s) = s^3 - - // The Bezier cubic equation: - // inX = inP0*(1-s)^3 + inP1*(3*s)*(1-s)^2 + inP2*(3*s^2)*(1-s) + inP3*s^3 - // = s^3*( -inP0 + 3*inP1 - 3*inP2 +inP3 ) + s^2*( 3*inP0 - 6*inP1 + 3*inP2 ) + s*( -3*inP0 - // + 3*inP1 ) + inP0 - // For cubic eqn of the form: c[0] + c[1]*x + c[2]*x^2 + c[3]*x^3 = 0 - FLOAT theConstants[4]; - theConstants[0] = static_cast<FLOAT>(inP0 - inX); - theConstants[1] = static_cast<FLOAT>(-3 * inP0 + 3 * inP1); - theConstants[2] = static_cast<FLOAT>(3 * inP0 - 6 * inP1 + 3 * inP2); - theConstants[3] = static_cast<FLOAT>(-inP0 + 3 * inP1 - 3 * inP2 + inP3); - - FLOAT theSolution[3] = { 0 }; - - if (theConstants[3] == 0) { - if (theConstants[2] == 0) { - if (theConstants[1] == 0) - theResult = 0; - else - theResult = -theConstants[0] / theConstants[1]; // linear - } else { - // quadratic - INT32 theNumRoots = CCubicRoots::SolveQuadric(theConstants, theSolution); - theResult = static_cast<FLOAT>(theSolution[theNumRoots / 2]); - } - } else { - INT32 theNumRoots = CCubicRoots::SolveCubic(theConstants, theSolution); - theResult = static_cast<FLOAT>(theSolution[theNumRoots / 3]); - } - - return theResult; -} - -inline FLOAT EvaluateBezierKeyframe(FLOAT inTime, FLOAT inTime1, FLOAT inValue1, FLOAT inC1Time, - FLOAT inC1Value, FLOAT inC2Time, FLOAT inC2Value, FLOAT inTime2, - FLOAT inValue2) -{ - - // The special case of C1Time=0 and C2Time=0 is used to indicate Studio-native animation. - // Studio uses a simplified version of the bezier animation where the time control points - // are equally spaced between the starting and ending times. This avoids calling the expensive - // InverseBezierCurve function to find the right 's' given 't'. - FLOAT theParameter; - if (inC1Time == 0 && inC2Time == 0) { - // Special case signaling that it's ok to treat time as "s" - // This is done by assuming that Key1Val,Key1C1,Key1C2,Key2Val (aka P0,P1,P2,P3) - // are evenly distributed over time. - theParameter = (inTime - inTime1) / (inTime2 - inTime1); - } else { - // Compute the "s" parameter on the Bezier given the time - theParameter = EvaluateInverseBezierCurve(inTime1, inC1Time, inC2Time, inTime2, inTime); - if (theParameter <= 0.0f) - return inValue1; - if (theParameter >= 1.0f) - return inValue2; - } - - return EvaluateBezierCurve(inValue1, inC1Value, inC2Value, inValue2, theParameter); -} -} |