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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/src/system/Qt3DSBezierEval.h b/src/Runtime/ogl-runtime/src/system/Qt3DSBezierEval.h
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-/****************************************************************************
-**
-** 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);
-}
-}