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83
deps/g3dlite/source/PhysicsFrameSpline.cpp
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83
deps/g3dlite/source/PhysicsFrameSpline.cpp
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/**
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\file PhysicsFrameSpline.cpp
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\author Morgan McGuire, http://graphics.cs.williams.edu
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*/
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#include "G3D/PhysicsFrameSpline.h"
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#include "G3D/Any.h"
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#include "G3D/stringutils.h"
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#include "G3D/UprightFrame.h"
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namespace G3D {
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PhysicsFrameSpline::PhysicsFrameSpline() {}
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PhysicsFrameSpline::PhysicsFrameSpline(const Any& any) {
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if (beginsWith(any.name(), "PFrameSpline") ||
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beginsWith(any.name(), "PhysicsFrameSpline") ||
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beginsWith(any.name(), "CFrameSpline") ||
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beginsWith(any.name(), "CoordinateFrameSpline") ||
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beginsWith(any.name(), "UprightSpline") ||
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beginsWith(any.name(), "UprightFrameSpline")) {
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AnyTableReader t(any);
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init(t);
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t.verifyDone();
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} else {
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// Must be a single control point
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control.append(any);
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time.append(0);
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}
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}
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bool PhysicsFrameSpline::operator==(const PhysicsFrameSpline& other) const {
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if ((extrapolationMode == other.extrapolationMode) &&
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(time.size() == other.size()) &&
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(finalInterval == other.finalInterval) &&
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(control.size() == other.control.size())) {
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// Check actual values
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for (int i = 0; i < time.size(); ++i) {
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if (time[i] != other.time[i]) {
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return false;
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}
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}
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for (int i = 0; i < control.size(); ++i) {
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if (control[i] != other.control[i]) {
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return false;
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}
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}
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return true;
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} else {
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return false;
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}
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}
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void PhysicsFrameSpline::correct(PhysicsFrame& frame) const {
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frame.rotation.unitize();
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}
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void PhysicsFrameSpline::scaleControlPoints(float scaleFactor) {
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for (int i = 0; i < control.size(); ++i) {
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control[i].translation *= scaleFactor;
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}
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}
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void PhysicsFrameSpline::ensureShortestPath(PhysicsFrame* A, int N) const {
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for (int i = 1; i < N; ++i) {
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const Quat& p = A[i - 1].rotation;
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Quat& q = A[i].rotation;
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float cosphi = p.dot(q);
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if (cosphi < 0) {
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// Going the long way, so change the order
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q = -q;
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}
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}
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}
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}
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