tge/lib/maxsdk31/spline3d.h
2017-04-17 06:17:10 -06:00

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/**********************************************************************
*<
FILE: spline3d.cpp
DESCRIPTION: General-purpose 3D spline class
CREATED BY: Tom Hudson & Dan Silva
HISTORY: created 2/23/95
4/16/97 TH: Converted to use relative values for bezier vectors
*> Copyright (c) 1995, All Rights Reserved.
**********************************************************************/
#ifndef __SPLINE3D_H__
#define __SPLINE3D_H__
#include "polyshp.h" // Need this for PolyLine class
// Parameter types for shape interpolation (Must match types in object.h)
#define PARAM_SIMPLE 0 // Parameter space based on segments
#define PARAM_NORMALIZED 1 // Parameter space normalized to curve length
// Point flags for PolyShape representation
#define BEZ_SHAPE_KNOT (1<<0) // It's a knot point
#define BEZ_SHAPE_INTERPOLATED (1<<1) // It's an interpolated point between two knots
// Line types:
#define LTYPE_CURVE 0
#define LTYPE_LINE 1
// Compound line types
#define CURVE_CURVE (LTYPE_CURVE | (LTYPE_CURVE<<2))
#define LINE_CURVE (LTYPE_LINE | (LTYPE_CURVE<<2))
#define CURVE_LINE (LTYPE_CURVE | (LTYPE_LINE<<2))
#define LINE_LINE (LTYPE_LINE | (LTYPE_LINE<<2))
// Knot types
#define KTYPE_AUTO 0
#define KTYPE_CORNER 1
#define KTYPE_BEZIER 2
#define KTYPE_BEZIER_CORNER (KTYPE_BEZIER | KTYPE_CORNER)
// Parameter types
#define PARM_UNIFORM 0
#define PARM_ARCLENGTH 1
#define PARM_CENTRIPETAL 2
#define PARM_CUSTOM 3
// The drawPhase values
#define DRAW_IDLE 0
#define DRAW_INITIAL_MOUSE_DOWN 1
#define DRAW_FREEMOVE_POINT 2
#define DRAW_FREEMOVE_POINT_MOUSE_DOWN 3 // Inserting's initial click inside spline
#define DRAW_INITIAL_BEZ_ADJ 11
#define DRAW_DRAGGING_VECTOR 22
// Parameter types for shape interpolation (Must match interpolation types in object.h)
#define SPLINE_INTERP_SIMPLE 0 // Parameter space based on segments
#define SPLINE_INTERP_NORMALIZED 1 // Parameter space normalized to curve length
class Spline3D;
class SplineKnotAssy;
class SplineKnot;
//
// 'aux' fields in spline are available in 3 channels:
// 0: Used in capping process
// 1: Used to track topology changes in spline editing
// 2: Available to user
//
//watje
#define SEGMENT_VISIBLE (1<<0)
// This class has the vertex-level point information for the Spline3D class
class SplinePoint {
friend class Spline3D;
friend class SplineKnotAssy;
friend class SplineKnot;
private:
Point3 point;
int aux[3];
public:
CoreExport SplinePoint();
CoreExport SplinePoint(Point3 &p, int a1 = -1, int a2 = -1, int a3 = -1);
CoreExport SplinePoint& operator=(SplinePoint &fromSP);
inline Point3& GetPoint() { return point; }
inline int GetAux(int index) { return aux[index]; }
inline void SetPoint(const Point3 &p) { point = p; }
inline void SetAux(int index, int a) { aux[index] = a; }
};
// The mat ID is stored in the HIWORD of the knot flags
#define SPLINE_MATID_SHIFT 16
#define SPLINE_MATID_MASK 0xFFFF
// This class is used for the internal storage of spline knot assemblies
// in the Spline3D class
class SplineKnotAssy {
friend class Spline3D;
friend class SplineKnot;
private:
int ktype; // Knot type
int ltype; // Line type
float du; // Parameter value
SplinePoint inVec; // The in vector
SplinePoint knot; // The knot
SplinePoint outVec; // The out vector
DWORD flags;
public:
CoreExport SplineKnotAssy();
CoreExport SplineKnotAssy(int k, int l, Point3 p, Point3 in, Point3 out, int a1= -1, int a2= -1, int a3= -1, int Ia1= -1, int Ia2= -1, int Ia3= -1, int Oa1= -1, int Oa2= -1, int Oa3= -1, DWORD f=0);
CoreExport SplineKnotAssy(int k, int l, SplinePoint p, SplinePoint in, SplinePoint out, DWORD f=0);
CoreExport SplineKnotAssy(SplineKnot &k);
inline int Ktype() { return ktype; }
inline void SetKtype(int t) { ktype=t; }
inline int Ltype() { return ltype; }
inline void SetLtype(int t) { ltype=t; }
inline Point3 Knot() { return knot.point; }
inline void SetKnot(const Point3 &p) { knot.point=p; }
inline Point3 InVec() { return inVec.point; }
inline void SetInVec(const Point3 &p) { inVec.point=p; }
inline Point3 OutVec() { return outVec.point; }
inline void SetOutVec(const Point3 &p) { outVec.point=p; }
inline float GetParm() { return du; }
inline void SetParm(float p) { du = p; }
inline MtlID GetMatID() {return (int)((flags>>SPLINE_MATID_SHIFT)&SPLINE_MATID_MASK);}
inline void SetMatID(MtlID id) {flags &= 0xFFFF; flags |= (DWORD)(id<<SPLINE_MATID_SHIFT);}
// The following methods allow access as if the in/knot/out components
// are contained vertices. index:0=inVec 1=knot 2=outVec which: 0=aux1 1=aux2 2=aux3
CoreExport int GetAux(int index, int which);
CoreExport void SetAux(int index, int which, int value);
CoreExport Point3 GetVert(int index);
CoreExport void SetVert(int index, const Point3 &p);
inline SplinePoint GetKnot() { return knot; }
inline SplinePoint GetInVec() { return inVec; }
inline SplinePoint GetOutVec() { return outVec; }
inline void SetKnot(SplinePoint &sp) { knot = sp; }
inline void SetInVec(SplinePoint &sp) { inVec = sp; }
inline void SetOutVec(SplinePoint &sp) { outVec = sp; }
//watje
inline BOOL IsHidden() {return (flags&SEGMENT_VISIBLE);}
inline void Hide() { flags |= (DWORD)(SEGMENT_VISIBLE);}
inline void Unhide() { flags &= (DWORD)(~SEGMENT_VISIBLE);}
};
// This class is used by plugins to get and set knot information in the Spline3D class.
// This is primarily here for backward-compatibility with versions prior to MAXr3
class SplineKnot {
friend class Spline3D;
friend class SplineKnotAssy;
int ktype;
int ltype;
Point3 point;
Point3 inVec;
Point3 outVec;
int aux; // Used for capping
int aux2; // Used to track topo changes in spline editing
int aux3; // User aux field
int inAux;
int inAux2;
int inAux3;
int outAux;
int outAux2;
int outAux3;
DWORD flags;
public:
CoreExport SplineKnot();
CoreExport SplineKnot(int k, int l, Point3 p, Point3 in, Point3 out, int a1= -1, int a2= -1, int a3= -1, int Ia1= -1, int Ia2= -1, int Ia3= -1, int Oa1= -1, int Oa2= -1, int Oa3= -1, DWORD f=0);
CoreExport SplineKnot(SplineKnotAssy &k);
inline int Ktype() { return ktype; }
inline void SetKtype(int t) { ktype=t; }
inline int Ltype() { return ltype; }
inline void SetLtype(int t) { ltype=t; }
inline int Aux() { return aux; }
inline void SetAux(int a) { aux=a; }
inline int Aux2() { return aux2; }
inline void SetAux2(int a) { aux2=a; }
inline int Aux3() { return aux3; }
inline void SetAux3(int a) { aux3=a; }
inline int InAux() { return inAux; }
inline void SetInAux(int a) { inAux=a; }
inline int InAux2() { return inAux2; }
inline void SetInAux2(int a) { inAux2=a; }
inline int InAux3() { return inAux3; }
inline void SetInAux3(int a) { inAux3=a; }
inline int OutAux() { return outAux; }
inline void SetOutAux(int a) { outAux=a; }
inline int OutAux2() { return outAux2; }
inline void SetOutAux2(int a) { outAux2=a; }
inline int OutAux3() { return outAux3; }
inline void SetOutAux3(int a) { outAux3=a; }
inline Point3 Knot() { return point; }
inline void SetKnot(Point3 p) { point=p; }
inline Point3 InVec() { return inVec; }
inline void SetInVec(Point3 p) { inVec=p; }
inline Point3 OutVec() { return outVec; }
inline void SetOutVec(Point3 p) { outVec=p; }
inline MtlID GetMatID() {return (int)((flags>>SPLINE_MATID_SHIFT)&SPLINE_MATID_MASK);}
inline void SetMatID(MtlID id) {flags &= 0xFFFF; flags |= (DWORD)(id<<SPLINE_MATID_SHIFT);}
//watje
inline BOOL IsHidden() {return (flags&SEGMENT_VISIBLE);}
inline void Hide() { flags |= (DWORD)(SEGMENT_VISIBLE);}
inline void Unhide() { flags &= (DWORD)(~SEGMENT_VISIBLE);}
};
// Private spline flags
#define SPLINE_CLOSED (1<<0)
#define SPLINE_ORTHOG (1<<1)
class Spline3D {
friend class BezierShape;
friend class SplineShape;
private:
static int splineCount; // Number of splines in the system
int parmType; // Interpolation parameter type (needed?)
int knotCount; // Number of points in spline
int flags; // Private flags
int iCur; // Current editing point
int Interact(ViewExp *vpt,int msg, int point, int flags, IPoint2 m, Matrix3* mat, IObjParam *ip=NULL ); // Handle mouse interaction
float cachedLength;
BOOL cacheValid;
SplineKnotAssy* knots; // Knot assembly array
float * lengths; // Cached lengths
#ifdef DESIGN_VER
public:
#endif // break encapsulation to avoid changing the API
// used by railings - which must be modified if use of percents is modified!
float * percents; // Cached length percentages
#ifdef DESIGN_VER
private:
#endif
int drawPhase; // Drawing phase
int editMode; // 1 if editing, 0 otherwise
// Creation settings
int initialType; // Knot type at initial click
int dragType; // Knot type at drag
BOOL selfInt; // Cached self-intersection flag
BOOL siCacheValid; // Self-intersection cache valid?
Box3 bbox; // Cached bounding box
BOOL bboxValid; // Bounding box valid?
BOOL paramsValid; // Knot parameter values valid?
BOOL bezPointsValid; // Bezier points valid?
BOOL clockwise; // Clockwise cache
BOOL cwCacheValid; // Clockwise cache valid?
PolyLine polyLine; // Polyline cache
BOOL plineOpt;
int plineSteps;
BOOL plineCacheValid; // Polyline cache valid?
protected:
CoreExport void Allocate(int count);
CoreExport void ChordParams(); // Compute chord length params
CoreExport void UniformParams(); // Compute uniform params
CoreExport void CentripetalParams(); // Compute centripetal params
CoreExport void LinearFwd(int i);
CoreExport void LinearBack(int i);
CoreExport void ContinFwd(int i);
CoreExport void ContinBack(int i);
CoreExport void HybridPoint(int i);
CoreExport void CompCornerBezPoints(int n);
CoreExport void CompAdjBesselBezPoints(int i);
CoreExport void BesselStart(int i);
CoreExport void BesselEnd(int i);
CoreExport void NaturalFwd(int i);
CoreExport void NaturalBack(int i);
public:
CoreExport Spline3D(int itype = KTYPE_CORNER,int dtype = KTYPE_BEZIER,int ptype = PARM_UNIFORM); // Constructor
CoreExport Spline3D(Spline3D& fromSpline);
CoreExport ~Spline3D(); // Destructor
CoreExport Spline3D& operator=(Spline3D& fromSpline);
CoreExport Spline3D& operator=(PolyLine& fromLine);
CoreExport void NewSpline();
inline int ParmType() { return parmType; };
inline int KnotCount() { return knotCount; } // Point (knot) count
inline int Flags() { return flags; }
CoreExport int Segments(); // Segment count
inline int Closed() { return (flags & SPLINE_CLOSED) ? 1:0; } // Returns closed status
CoreExport int ShiftKnot(int where,int direction); // Shove array left or right 1,
// starting at given point
CoreExport int AddKnot(SplineKnot &k,int where = -1); // Add a knot to the spline
CoreExport void SetKnot(int i, SplineKnot &k);
CoreExport SplineKnot GetKnot(int i);
CoreExport int DeleteKnot(int where); // Delete the specified knot
CoreExport int Create(ViewExp *vpt,int msg, int point, int flags, IPoint2 m, Matrix3* mat, IObjParam *ip=NULL); // Create the spline
CoreExport int StartInsert(ViewExp *vpt,int msg, int point, int flags, IPoint2 theP, Matrix3* mat, int where ); // Start an insertion operation on the spline
CoreExport int SetParam(int index,float param); // Set custom param value
CoreExport float GetParam(int index); // Get param value
inline int GetKnotType(int index) { return knots[index].ktype; }
CoreExport int SetKnotType(int index,int type); // Set the knot type
inline int GetLineType(int index) { return knots[index].ltype; }
CoreExport int SetLineType(int index,int type); // Set the line type
virtual void CustomParams() { UniformParams(); } // Replace this as needed
CoreExport void CompParams(); // Compute param values
CoreExport void ComputeBezPoints();
CoreExport void FindSegAndParam(float u, int ptype, int &seg, float &param); // Find segment and parameter for whole-curve parameter
CoreExport void RefineCurve(float u, int ptype=SPLINE_INTERP_SIMPLE);
CoreExport void RefineSegment(int segment, float t, int ptype=SPLINE_INTERP_SIMPLE);
CoreExport Point2 InterpBezier(IPoint2 *bez, float t);
CoreExport Point3 InterpBezier3D(int segment, float t, int ptype=SPLINE_INTERP_SIMPLE);
CoreExport Point3 InterpCurve3D(float u, int ptype=SPLINE_INTERP_SIMPLE);
CoreExport Point3 TangentBezier3D(int segment, float t, int ptype=SPLINE_INTERP_SIMPLE);
CoreExport Point3 TangentCurve3D(float u, int ptype=SPLINE_INTERP_SIMPLE);
CoreExport Point3 AverageTangent(int i);
CoreExport void MakeBezCont(int i);
CoreExport void RedistTangents(int i, Point3 d);
CoreExport void FixAdjBezTangents(int i);
CoreExport void DrawCurve(GraphicsWindow *gw, Material *mtl);
inline void SetEditMode(int mode) { editMode = mode ? 1:0; }
CoreExport int IsAuto(int i);
CoreExport int IsBezierPt(int i);
CoreExport int IsCorner(int i);
CoreExport Point3 GetDragVector(ViewExp *vpt,IPoint2 p,int i,Matrix3* mat);
CoreExport int AppendPoint(ViewExp *vpt,const Point3& p, int where = -1);
CoreExport int DrawPhase() { return drawPhase; }
CoreExport int GetiCur() { return iCur; }
CoreExport void GetBBox(TimeValue t, Matrix3& tm, Box3& box);
CoreExport IPoint2 ProjectPoint(ViewExp *vpt, Point3 fp, Matrix3 *mat);
CoreExport Point3 UnProjectPoint(ViewExp *vpt, IPoint2 p, Matrix3 *mat);
CoreExport void Snap(GraphicsWindow *gw, SnapInfo *snap, IPoint2 *p, Matrix3 &tm);
CoreExport IOResult Save(ISave *isave);
CoreExport IOResult Load(ILoad *iload);
CoreExport int SetClosed(int flag = 1);
CoreExport int SetOpen();
CoreExport void Dump(int where);
CoreExport Point3 GetInVec(int i);
CoreExport void SetInVec(int i, const Point3 &p);
CoreExport Point3 GetRelInVec(int i);
CoreExport void SetRelInVec(int i, const Point3 &p);
CoreExport Point3 GetKnotPoint(int i);
CoreExport void SetKnotPoint(int i, const Point3 &p);
CoreExport Point3 GetOutVec(int i);
CoreExport void SetOutVec(int i, const Point3 &p);
CoreExport Point3 GetRelOutVec(int i);
CoreExport void SetRelOutVec(int i, const Point3 &p);
// The following methods return absolute coords for the bezier vertices
CoreExport Point3 GetVert(int i);
CoreExport void SetVert(int i, const Point3& p);
inline int Verts() { return knotCount*3; }
// The following methods get/set the knot aux fields based on knot index
// These are here for backward compatibility with MAXr2
CoreExport int GetAux(int knot);
CoreExport void SetAux(int knot, int value);
CoreExport int GetAux2(int knot);
CoreExport void SetAux2(int knot, int value);
CoreExport int GetAux3(int knot);
CoreExport void SetAux3(int knot, int value);
// The following methods are new to MAXr3 and get/set aux fields for in/knot/out
// knot: knot index
// which: 0=aux1 1=aux2 2=aux3
CoreExport int GetKnotAux(int knot, int which);
CoreExport void SetKnotAux(int knot, int which, int value);
CoreExport int GetInAux(int knot, int which);
CoreExport void SetInAux(int knot, int which, int value);
CoreExport int GetOutAux(int knot, int which);
CoreExport void SetOutAux(int knot, int which, int value);
// The following methods get/set the aux fields based on bezier vertex index
// i: bezier vertex index
// which: 0=aux1 1=aux2 2=aux3
CoreExport int GetVertAux(int i, int which);
CoreExport void SetVertAux(int i, int which, int value);
// The following methods get/set the material ID for a spline segment
CoreExport MtlID GetMatID(int seg);
CoreExport void SetMatID(int seg, MtlID id);
CoreExport float SplineLength();
CoreExport float SegmentLength(int seg);
CoreExport void Transform(Matrix3 *tm);
CoreExport void Reverse(BOOL keepZero = FALSE);
CoreExport BOOL Append(Spline3D *spline, BOOL weldCoincidentFirstVertex=TRUE); // Returns TRUE if first point auto-welded
CoreExport BOOL Prepend(Spline3D *spline, BOOL weldCoincidentLastVertex=TRUE); // Returns TRUE if last point auto-welded
CoreExport BOOL IsClockWise(); // 2D!
CoreExport BOOL SelfIntersects(); // 2D!
CoreExport BOOL IntersectsSpline(Spline3D *spline); // 2D!
CoreExport BOOL SurroundsPoint(Point2 p); // 2D!
CoreExport void MakePolyLine(PolyLine &line, int steps = -1, BOOL optimize = FALSE);
CoreExport void InvalidateGeomCache();
CoreExport void GetSmoothingMap(IntTab &map);
};
#endif // __SPLINE3D_H__