/* 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 #include using namespace std; #include "olcConsoleGameEngine.h" struct sPoint2D { float x; float y; }; struct sSpline { vector 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; }