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306
Torque/SDK/engine/game/cameraSpline.cc
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306
Torque/SDK/engine/game/cameraSpline.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "game/cameraSpline.h"
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#include "console/console.h"
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#include "platform/platformGL.h"
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//-----------------------------------------------------------------------------
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CameraSpline::Knot::Knot(const Knot &k)
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{
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mPosition = k.mPosition;
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mRotation = k.mRotation;
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mSpeed = k.mSpeed;
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mType = k.mType;
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mPath = k.mPath;
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prev = NULL; next = NULL;
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}
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CameraSpline::Knot::Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type type, Knot::Path path)
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{
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mPosition = p;
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mRotation = r;
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mSpeed = s;
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mType = type;
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mPath = path;
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prev = NULL; next = NULL;
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}
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//-----------------------------------------------------------------------------
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CameraSpline::CameraSpline()
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{
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mFront = NULL;
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mSize = 0;
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mIsMapDirty = true;
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VECTOR_SET_ASSOCIATION(mTimeMap);
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}
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CameraSpline::~CameraSpline()
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{
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removeAll();
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}
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void CameraSpline::push_back(Knot *w)
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{
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if (!mFront)
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{
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mFront = w;
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w->next = w;
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w->prev = w;
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}
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else
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{
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Knot *before = back();
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Knot *after = before->next;
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w->next = before->next;
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w->prev = before;
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after->prev = w;
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before->next = w;
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}
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++mSize;
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mIsMapDirty = true;
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}
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CameraSpline::Knot* CameraSpline::getKnot(S32 i)
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{
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Knot *k = mFront;
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while(i--)
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k = k->next;
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return k;
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}
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CameraSpline::Knot* CameraSpline::remove(Knot *w)
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{
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if (w->next == mFront && w->prev == mFront)
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mFront = NULL;
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else
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{
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w->prev->next = w->next;
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w->next->prev = w->prev;
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if (mFront == w)
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mFront = w->next;
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}
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--mSize;
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mIsMapDirty = true;
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return w;
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}
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void CameraSpline::removeAll()
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{
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while(front())
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delete remove(front());
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mSize = 0;
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}
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//-----------------------------------------------------------------------------
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void CameraSpline::buildTimeMap()
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{
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if (!mIsMapDirty)
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return;
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mTimeMap.clear();
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mTimeMap.reserve(size()*3); // preallocate
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// Initial node and knot value..
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TimeMap map;
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map.mTime = 0;
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map.mDistance = 0;
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mTimeMap.push_back(map);
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Knot ka,kj,ki;
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value(0, &kj, true);
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F32 length = 0.0f;
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ka = kj;
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// Loop through the knots and add nodes. Nodes are added for every knot and
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// whenever the spline length and segment length deviate by epsilon.
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F32 epsilon = Con::getFloatVariable("CameraSpline::epsilon", 0.90f);
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const F32 Step = 0.05f;
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F32 lt = 0,time = 0;
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do {
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if ((time += Step) > (mSize - 1))
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time = mSize - 1;
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value(time, &ki, true);
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length += (ki.mPosition - kj.mPosition).len();
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F32 segment = (ki.mPosition - ka.mPosition).len();
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if ((segment / length) < epsilon || time == (mSize - 1) || mFloor(lt) != mFloor(time)) {
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map.mTime = time;
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map.mDistance = length;
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mTimeMap.push_back(map);
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ka = ki;
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}
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kj = ki;
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lt = time;
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}
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while (time < mSize - 1);
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mIsMapDirty = false;
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}
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//-----------------------------------------------------------------------------
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void CameraSpline::renderTimeMap()
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{
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buildTimeMap();
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glLineWidth(3);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glBegin(GL_LINE_STRIP);
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MRandomLCG random(1376312589 * (U32)this);
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Knot a;
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S32 cr, cg, cb;
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for(Vector<TimeMap>::iterator itr=mTimeMap.begin(); itr != mTimeMap.end(); itr++)
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{
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value(itr->mTime, &a, true);
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cr = random.randI(0,1);
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cg = random.randI(0,1);
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cb = random.randI(0,1);
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glColor4f(cr, cg, cb, 1);
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glVertex3f(a.mPosition.x, a.mPosition.y, a.mPosition.z);
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}
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glEnd();
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}
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//-----------------------------------------------------------------------------
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F32 CameraSpline::advanceTime(F32 t, S32 delta_ms)
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{
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buildTimeMap();
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Knot k;
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value(t, &k, false);
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F32 dist = getDistance(t) + k.mSpeed * (F32(delta_ms) / 1000.0f);
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return getTime(dist);
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}
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F32 CameraSpline::advanceDist(F32 t, F32 meters)
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{
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buildTimeMap();
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F32 dist = getDistance(t) + meters;
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return getTime(dist);
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}
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F32 CameraSpline::getDistance(F32 t)
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{
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if (mSize <= 1)
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return 0;
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// Find the nodes spanning the time
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Vector<TimeMap>::iterator end = mTimeMap.begin() + 1, start;
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for (; end < (mTimeMap.end() - 1) && end->mTime < t; end++) { }
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start = end - 1;
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// Interpolate between the two nodes
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F32 i = (t - start->mTime) / (end->mTime - start->mTime);
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return start->mDistance + (end->mDistance - start->mDistance) * i;
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}
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F32 CameraSpline::getTime(F32 d)
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{
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if (mSize <= 1)
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return 0;
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// Find nodes spanning the distance
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Vector<TimeMap>::iterator end = mTimeMap.begin() + 1, start;
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for (; end < (mTimeMap.end() - 1) && end->mDistance < d; end++) { }
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start = end - 1;
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// Check for duplicate points..
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F32 seg = end->mDistance - start->mDistance;
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if (!seg)
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return end->mTime;
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// Interpolate between the two nodes
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F32 i = (d - start->mDistance) / (end->mDistance - start->mDistance);
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return start->mTime + (end->mTime - start->mTime) * i;
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}
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//-----------------------------------------------------------------------------
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void CameraSpline::value(F32 t, CameraSpline::Knot *result, bool skip_rotation)
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{
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// Verify that t is in range [0 >= t > size]
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AssertFatal(t >= 0 && t < size(), "t out of range");
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Knot *p1 = getKnot(mFloor(t));
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Knot *p2 = next(p1);
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F32 i = t - mFloor(t); // adjust t to 0 to 1 on p1-p2 interval
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if (p1->mPath == Knot::SPLINE)
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{
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Knot *p0 = (p1->mType == Knot::KINK) ? p1 : prev(p1);
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Knot *p3 = (p2->mType == Knot::KINK) ? p2 : next(p2);
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result->mPosition.x = mCatmullrom(i, p0->mPosition.x, p1->mPosition.x, p2->mPosition.x, p3->mPosition.x);
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result->mPosition.y = mCatmullrom(i, p0->mPosition.y, p1->mPosition.y, p2->mPosition.y, p3->mPosition.y);
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result->mPosition.z = mCatmullrom(i, p0->mPosition.z, p1->mPosition.z, p2->mPosition.z, p3->mPosition.z);
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}
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else
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{ // Linear
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result->mPosition.interpolate(p1->mPosition, p2->mPosition, i);
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}
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if (skip_rotation)
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return;
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buildTimeMap();
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// find the two knots to interpolate rotation and velocity through since some
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// knots are only positional
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S32 start = mFloor(t);
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S32 end = (p2 == p1) ? start : (start + 1);
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while (p1->mType == Knot::POSITION_ONLY && p1 != front())
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{
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p1 = prev(p1);
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start--;
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}
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while (p2->mType == Knot::POSITION_ONLY && p2 != back())
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{
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p2 = next(p2);
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end++;
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}
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if (start == end) {
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result->mRotation = p1->mRotation;
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result->mSpeed = p1->mSpeed;
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}
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else {
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F32 c = getDistance(t);
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F32 d1 = getDistance(start);
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F32 d2 = getDistance(end);
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if (d1 == d2) {
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result->mRotation = p2->mRotation;
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result->mSpeed = p2->mSpeed;
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}
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else {
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i = (c-d1)/(d2-d1);
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result->mRotation.interpolate(p1->mRotation, p2->mRotation, i);
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result->mSpeed = (p1->mSpeed * (1.0f-i)) + (p2->mSpeed * i);
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}
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}
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}
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