Permalink
Cannot retrieve contributors at this time
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
236 lines (193 sloc)
5.76 KB
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
OneLoneCoder.com - Splines Part 1 | |
"Bendy Wavy Curly" - @Javidx9 | |
License | |
~~~~~~~ | |
Copyright (C) 2018 Javidx9 | |
This program comes with ABSOLUTELY NO WARRANTY. | |
This is free software, and you are welcome to redistribute it | |
under certain conditions; See license for details. | |
Original works located at: | |
https://www.github.com/onelonecoder | |
https://www.onelonecoder.com | |
https://www.youtube.com/javidx9 | |
GNU GPLv3 | |
https://github.com/OneLoneCoder/videos/blob/master/LICENSE | |
From Javidx9 :) | |
~~~~~~~~~~~~~~~ | |
Hello! Ultimately I don't care what you use this for. It's intended to be | |
educational, and perhaps to the oddly minded - a little bit of fun. | |
Please hack this, change it and use it in any way you see fit. You acknowledge | |
that I am not responsible for anything bad that happens as a result of | |
your actions. However this code is protected by GNU GPLv3, see the license in the | |
github repo. This means you must attribute me if you use it. You can view this | |
license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE | |
Cheers! | |
Background | |
~~~~~~~~~~ | |
Curvy things are always better. Splines are a nice way to approximate | |
curves and loops for games. This video is the first of two parts | |
demonstrating how Catmull-Rom splines can be implemented. | |
Use Z + X to select a point and move it with the arrow keys | |
Use A + S to move the agent around the spline loop | |
Author | |
~~~~~~ | |
Twitter: @javidx9 | |
Blog: www.onelonecoder.com | |
Video: | |
~~~~~~ | |
https://youtu.be/9_aJGUTePYo | |
Last Updated: 06/08/2017 | |
*/ | |
#include <iostream> | |
#include <string> | |
using namespace std; | |
#include "olcConsoleGameEngine.h" | |
struct sPoint2D | |
{ | |
float x; | |
float y; | |
}; | |
struct sSpline | |
{ | |
vector<sPoint2D> points; | |
sPoint2D GetSplinePoint(float t, bool bLooped = false) | |
{ | |
int p0, p1, p2, p3; | |
if (!bLooped) | |
{ | |
p1 = (int)t + 1; | |
p2 = p1 + 1; | |
p3 = p2 + 1; | |
p0 = p1 - 1; | |
} | |
else | |
{ | |
p1 = (int)t; | |
p2 = (p1 + 1) % points.size(); | |
p3 = (p2 + 1) % points.size(); | |
p0 = p1 >= 1 ? p1 - 1 : points.size() - 1; | |
} | |
t = t - (int)t; | |
float tt = t * t; | |
float ttt = tt * t; | |
float q1 = -ttt + 2.0f*tt - t; | |
float q2 = 3.0f*ttt - 5.0f*tt + 2.0f; | |
float q3 = -3.0f*ttt + 4.0f*tt + t; | |
float q4 = ttt - tt; | |
float tx = 0.5f * (points[p0].x * q1 + points[p1].x * q2 + points[p2].x * q3 + points[p3].x * q4); | |
float ty = 0.5f * (points[p0].y * q1 + points[p1].y * q2 + points[p2].y * q3 + points[p3].y * q4); | |
return{ tx, ty }; | |
} | |
sPoint2D GetSplineGradient(float t, bool bLooped = false) | |
{ | |
int p0, p1, p2, p3; | |
if (!bLooped) | |
{ | |
p1 = (int)t + 1; | |
p2 = p1 + 1; | |
p3 = p2 + 1; | |
p0 = p1 - 1; | |
} | |
else | |
{ | |
p1 = (int)t; | |
p2 = (p1 + 1) % points.size(); | |
p3 = (p2 + 1) % points.size(); | |
p0 = p1 >= 1 ? p1 - 1 : points.size() - 1; | |
} | |
t = t - (int)t; | |
float tt = t * t; | |
float ttt = tt * t; | |
float q1 = -3.0f * tt + 4.0f*t - 1; | |
float q2 = 9.0f*tt - 10.0f*t; | |
float q3 = -9.0f*tt + 8.0f*t + 1.0f; | |
float q4 = 3.0f*tt - 2.0f*t; | |
float tx = 0.5f * (points[p0].x * q1 + points[p1].x * q2 + points[p2].x * q3 + points[p3].x * q4); | |
float ty = 0.5f * (points[p0].y * q1 + points[p1].y * q2 + points[p2].y * q3 + points[p3].y * q4); | |
return{ tx, ty }; | |
} | |
}; | |
class OneLoneCoder_Splines : public olcConsoleGameEngine | |
{ | |
public: | |
OneLoneCoder_Splines() | |
{ | |
m_sAppName = L"Splines"; | |
} | |
private: | |
sSpline path; | |
int nSelectedPoint = 0; | |
float fMarker = 0.0f; | |
protected: | |
// Called by olcConsoleGameEngine | |
virtual bool OnUserCreate() | |
{ | |
//path.points = { { 10, 41 },{ 40, 41 },{ 70, 41 },{ 100, 41 } }; | |
path.points = { { 10, 41 },{ 20, 41 },{ 30, 41 },{ 40, 41 },{ 50, 41 },{ 60, 41 },{ 70, 41 },{ 80, 41 },{ 90, 41 },{ 100, 41 } }; | |
return true; | |
} | |
// Called by olcConsoleGameEngine | |
virtual bool OnUserUpdate(float fElapsedTime) | |
{ | |
// Clear Screen | |
Fill(0, 0, ScreenWidth(), ScreenHeight(), L' '); | |
// Handle input | |
if (m_keys[L'X'].bReleased) | |
{ | |
nSelectedPoint++; | |
if (nSelectedPoint >= path.points.size()) | |
nSelectedPoint = 0; | |
} | |
if (m_keys[L'Z'].bReleased) | |
{ | |
nSelectedPoint--; | |
if (nSelectedPoint < 0) | |
nSelectedPoint = path.points.size() - 1; | |
} | |
if (m_keys[VK_LEFT].bHeld) | |
path.points[nSelectedPoint].x -= 30.0f * fElapsedTime; | |
if (m_keys[VK_RIGHT].bHeld) | |
path.points[nSelectedPoint].x += 30.0f * fElapsedTime; | |
if (m_keys[VK_UP].bHeld) | |
path.points[nSelectedPoint].y -= 30.0f * fElapsedTime; | |
if (m_keys[VK_DOWN].bHeld) | |
path.points[nSelectedPoint].y += 30.0f * fElapsedTime; | |
if (m_keys[L'A'].bHeld) | |
fMarker -= 5.0f * fElapsedTime; | |
if (m_keys[L'S'].bHeld) | |
fMarker += 5.0f * fElapsedTime; | |
if (fMarker >= (float)path.points.size()) | |
fMarker -= (float)path.points.size(); | |
if (fMarker < 0.0f) | |
fMarker += (float)path.points.size(); | |
// Draw Spline | |
for (float t = 0; t < (float)path.points.size(); t += 0.005f) | |
{ | |
sPoint2D pos = path.GetSplinePoint(t, true); | |
Draw(pos.x, pos.y); | |
} | |
// Draw Control Points | |
for (int i = 0; i < path.points.size(); i++) | |
{ | |
Fill(path.points[i].x - 1, path.points[i].y - 1, path.points[i].x + 2, path.points[i].y + 2, PIXEL_SOLID, FG_RED); | |
DrawString(path.points[i].x, path.points[i].y, to_wstring(i)); | |
} | |
// Highlight control point | |
Fill(path.points[nSelectedPoint].x - 1, path.points[nSelectedPoint].y - 1, path.points[nSelectedPoint].x + 2, path.points[nSelectedPoint].y + 2, PIXEL_SOLID, FG_YELLOW); | |
DrawString(path.points[nSelectedPoint].x, path.points[nSelectedPoint].y, to_wstring(nSelectedPoint)); | |
// Draw agent to demonstrate gradient | |
sPoint2D p1 = path.GetSplinePoint(fMarker, true); | |
sPoint2D g1 = path.GetSplineGradient(fMarker, true); | |
float r = atan2(-g1.y, g1.x); | |
DrawLine(5.0f * sin(r) + p1.x, 5.0f * cos(r) + p1.y, -5.0f * sin(r) + p1.x, -5.0f * cos(r) + p1.y, PIXEL_SOLID, FG_BLUE); | |
return true; | |
} | |
}; | |
int main() | |
{ | |
OneLoneCoder_Splines demo; | |
demo.ConstructConsole(160, 80, 10, 10); | |
demo.Start(); | |
return 0; | |
} |