Prefix NUSpline member variables

To follow coding convention rename the vector Node to m_Nodes,
MaxDistance to m_MaxDistance and NodeCount to m_NodeCount.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser 2026-07-19 19:30:56 +02:00
parent 0da1e0c398
commit aeeda05433
No known key found for this signature in database
4 changed files with 92 additions and 92 deletions

View file

@ -92,12 +92,12 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
if (spline.GetAllNodes().size() == 2)
smoothness = 2;
const float start = spline.MaxDistance.ToFloat() / smoothness;
const float start = spline.m_MaxDistance.ToFloat() / smoothness;
std::vector<CVector3D> line;
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
const float time = start * i / spline.m_MaxDistance.ToFloat();
line.emplace_back(spline.GetPosition(time));
}
@ -108,7 +108,7 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
{
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
const float time = start * i / spline.m_MaxDistance.ToFloat();
const CVector3D tmp = spline.GetPosition(time);
const float groundY = g_Game->GetWorld()->GetTerrain().GetExactGroundLevel(tmp.X, tmp.Z);
g_Renderer.GetDebugRenderer().DrawLine(deviceCommandContext, tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false);

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -53,7 +53,7 @@ CVector3D GetPositionOnCubic(const CVector3D& startPos, const CVector3D& startVe
/*********************************** R N S **************************************************/
RNSpline::RNSpline()
: NodeCount(0)
: m_NodeCount(0)
{
}
@ -62,104 +62,104 @@ RNSpline::~RNSpline() = default;
// adds node and updates segment length
void RNSpline::AddNode(const CFixedVector3D& pos)
{
if (NodeCount >= MAX_SPLINE_NODES)
if (m_NodeCount >= MAX_SPLINE_NODES)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
if (m_NodeCount == 0)
m_MaxDistance = fixed::Zero();
else
{
Node[NodeCount-1].Distance = (Node[NodeCount-1].Position - pos).Length();
MaxDistance += Node[NodeCount-1].Distance;
m_Nodes[m_NodeCount-1].Distance = (m_Nodes[m_NodeCount-1].Position - pos).Length();
m_MaxDistance += m_Nodes[m_NodeCount-1].Distance;
}
SplineData temp;
temp.Position = pos;
Node.push_back(temp);
++NodeCount;
m_Nodes.push_back(temp);
++m_NodeCount;
}
// called after all nodes added. This function calculates the node velocities
void RNSpline::BuildSpline()
{
if (NodeCount == 2)
if (m_NodeCount == 2)
{
Node[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
m_Nodes[0].Velocity = GetStartVelocity(0);
m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
return;
}
else if (NodeCount < 2)
else if (m_NodeCount < 2)
return;
for (int i = 1; i < NodeCount-1; ++i)
for (int i = 1; i < m_NodeCount-1; ++i)
{
CVector3D Next = Node[i+1].Position - Node[i].Position;
CVector3D Previous = Node[i-1].Position - Node[i].Position;
CVector3D Next = m_Nodes[i+1].Position - m_Nodes[i].Position;
CVector3D Previous = m_Nodes[i-1].Position - m_Nodes[i].Position;
Next.Normalize();
Previous.Normalize();
// split the angle (figure 4)
Node[i].Velocity = Next - Previous;
Node[i].Velocity.Normalize();
m_Nodes[i].Velocity = Next - Previous;
m_Nodes[i].Velocity.Normalize();
}
// calculate start and end velocities
Node[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
m_Nodes[0].Velocity = GetStartVelocity(0);
m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
}
// spline access function. time is 0 -> 1
CVector3D RNSpline::GetPosition(float time) const
{
if (NodeCount < 2)
if (m_NodeCount < 2)
return CVector3D(0.0f, 0.0f, 0.0f);
if (time < 0.0f)
time = 0.0f;
if (time > 1.0f)
time = 1.0f;
float Distance = time * MaxDistance.ToFloat();
float Distance = time * m_MaxDistance.ToFloat();
float CurrentDistance = 0.f;
int i = 0;
// Find which node we're on
while (CurrentDistance + Node[i].Distance.ToFloat() < Distance && i < NodeCount - 2)
while (CurrentDistance + m_Nodes[i].Distance.ToFloat() < Distance && i < m_NodeCount - 2)
{
CurrentDistance += Node[i].Distance.ToFloat();
CurrentDistance += m_Nodes[i].Distance.ToFloat();
++i;
}
ENSURE(i < NodeCount - 1);
ENSURE(i < m_NodeCount - 1);
float t = Distance - CurrentDistance;
// TODO: reimplement CVector3D comparator (float comparing is bad without EPS)
if (Node[i].Position == Node[i+1].Position || Node[i].Distance.ToFloat() < 1e-7) // distance too small or zero
if (m_Nodes[i].Position == m_Nodes[i+1].Position || m_Nodes[i].Distance.ToFloat() < 1e-7) // distance too small or zero
{
return Node[i+1].Position;
return m_Nodes[i+1].Position;
}
t /= Node[i].Distance.ToFloat(); // scale t in range 0 - 1
CVector3D startVel = Node[i].Velocity * Node[i].Distance.ToFloat();
CVector3D endVel = Node[i+1].Velocity * Node[i].Distance.ToFloat();
return GetPositionOnCubic(Node[i].Position, startVel,
Node[i+1].Position, endVel, t);
t /= m_Nodes[i].Distance.ToFloat(); // scale t in range 0 - 1
CVector3D startVel = m_Nodes[i].Velocity * m_Nodes[i].Distance.ToFloat();
CVector3D endVel = m_Nodes[i+1].Velocity * m_Nodes[i].Distance.ToFloat();
return GetPositionOnCubic(m_Nodes[i].Position, startVel,
m_Nodes[i+1].Position, endVel, t);
}
const std::vector<SplineData>& RNSpline::GetAllNodes() const
{
return Node;
return m_Nodes;
}
// internal. Based on Equation 14
CVector3D RNSpline::GetStartVelocity(int index)
{
if (index >= NodeCount - 1 || index < 0)
if (index >= m_NodeCount - 1 || index < 0)
return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index+1].Position - Node[index].Position) * 3.0f * (1.0f / Node[index].Distance.ToFloat());
return (temp - Node[index+1].Velocity)*0.5f;
CVector3D temp = CVector3D(m_Nodes[index+1].Position - m_Nodes[index].Position) * 3.0f * (1.0f / m_Nodes[index].Distance.ToFloat());
return (temp - m_Nodes[index+1].Velocity)*0.5f;
}
// internal. Based on Equation 15
CVector3D RNSpline::GetEndVelocity(int index)
{
if (index >= NodeCount || index < 1)
if (index >= m_NodeCount || index < 1)
return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index].Position - Node[index-1].Position) * 3.0f * (1.0f / Node[index-1].Distance.ToFloat());
return (temp - Node[index-1].Velocity) * 0.5f;
CVector3D temp = CVector3D(m_Nodes[index].Position - m_Nodes[index-1].Position) * 3.0f * (1.0f / m_Nodes[index-1].Distance.ToFloat());
return (temp - m_Nodes[index-1].Velocity) * 0.5f;
}
/*********************************** S N S **************************************************/
@ -176,21 +176,21 @@ void SNSpline::BuildSpline()
// smoothing filter.
void SNSpline::Smooth()
{
if (NodeCount < 3)
if (m_NodeCount < 3)
return;
CVector3D newVel;
CVector3D oldVel = GetStartVelocity(0);
for (int i = 1; i < NodeCount-1; ++i)
for (int i = 1; i < m_NodeCount-1; ++i)
{
// Equation 12
newVel = GetEndVelocity(i) * Node[i].Distance.ToFloat() + GetStartVelocity(i) * Node[i-1].Distance.ToFloat();
newVel = newVel * (1 / (Node[i-1].Distance + Node[i].Distance).ToFloat());
Node[i-1].Velocity = oldVel;
newVel = GetEndVelocity(i) * m_Nodes[i].Distance.ToFloat() + GetStartVelocity(i) * m_Nodes[i-1].Distance.ToFloat();
newVel = newVel * (1 / (m_Nodes[i-1].Distance + m_Nodes[i].Distance).ToFloat());
m_Nodes[i-1].Velocity = oldVel;
oldVel = newVel;
}
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
Node[NodeCount-2].Velocity = oldVel;
m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
m_Nodes[m_NodeCount-2].Velocity = oldVel;
}
/*********************************** T N S **************************************************/
@ -201,15 +201,15 @@ TNSpline::~TNSpline() = default;
// ie time period is time from last node to this node
void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod)
{
if (NodeCount >= MAX_SPLINE_NODES)
if (m_NodeCount >= MAX_SPLINE_NODES)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
if (m_NodeCount == 0)
m_MaxDistance = fixed::Zero();
else
{
Node[NodeCount-1].Distance = timePeriod;
MaxDistance += Node[NodeCount-1].Distance;
m_Nodes[m_NodeCount-1].Distance = timePeriod;
m_MaxDistance += m_Nodes[m_NodeCount-1].Distance;
}
SplineData temp;
@ -219,56 +219,56 @@ void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation
temp.Distance = fixed::Zero();
temp.Velocity = CVector3D(0.0f, 0.0f, 0.0f);
temp.Rotation = rotation;
Node.push_back(temp);
++NodeCount;
m_Nodes.push_back(temp);
++m_NodeCount;
}
//Inserts node before position
void TNSpline::InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& /*rotation*/,
fixed timePeriod)
{
if (NodeCount >= MAX_SPLINE_NODES || index < 0 || index > NodeCount)
if (m_NodeCount >= MAX_SPLINE_NODES || index < 0 || index > m_NodeCount)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
if (m_NodeCount == 0)
m_MaxDistance = fixed::Zero();
else
MaxDistance += timePeriod;
m_MaxDistance += timePeriod;
SplineData temp;
temp.Position = pos;
temp.Distance = timePeriod;
Node.insert(Node.begin() + index, temp);
m_Nodes.insert(m_Nodes.begin() + index, temp);
if (index > 0)
std::swap(Node[index].Distance, Node[index - 1].Distance);
++NodeCount;
std::swap(m_Nodes[index].Distance, m_Nodes[index - 1].Distance);
++m_NodeCount;
}
//Removes node at index
void TNSpline::RemoveNode(const int index)
{
if (NodeCount == 0 || index > NodeCount - 1)
if (m_NodeCount == 0 || index > m_NodeCount - 1)
return;
MaxDistance -= Node[index].Distance;
Node.erase(Node.begin() + index);
--NodeCount;
m_MaxDistance -= m_Nodes[index].Distance;
m_Nodes.erase(m_Nodes.begin() + index);
--m_NodeCount;
}
void TNSpline::UpdateNodeTime(const int index, fixed time)
{
if (NodeCount == 0 || index > NodeCount - 1)
if (m_NodeCount == 0 || index > m_NodeCount - 1)
return;
Node[index].Distance = time;
m_Nodes[index].Distance = time;
}
void TNSpline::UpdateNodePos(const int index, const CFixedVector3D& pos)
{
if (NodeCount == 0 || index > NodeCount - 1)
if (m_NodeCount == 0 || index > m_NodeCount - 1)
return;
Node[index].Position = pos;
m_Nodes[index].Position = pos;
}
void TNSpline::BuildSpline()
@ -289,15 +289,15 @@ void TNSpline::Smooth()
void TNSpline::Constrain()
{
if (NodeCount < 3)
if (m_NodeCount < 3)
return;
for (int i = 1; i < NodeCount-1; ++i)
for (int i = 1; i < m_NodeCount-1; ++i)
{
// Equation 13
float r0 = (Node[i].Position - Node[i - 1].Position).Length().ToFloat() / Node[i-1].Distance.ToFloat();
float r1 = (Node[i+1].Position - Node[i].Position).Length().ToFloat() / Node[i].Distance.ToFloat();
Node[i].Velocity *= 4.0f*r0*r1 / ((r0 + r1)*(r0 + r1));
float r0 = (m_Nodes[i].Position - m_Nodes[i - 1].Position).Length().ToFloat() / m_Nodes[i-1].Distance.ToFloat();
float r1 = (m_Nodes[i+1].Position - m_Nodes[i].Position).Length().ToFloat() / m_Nodes[i].Distance.ToFloat();
m_Nodes[i].Velocity *= 4.0f*r0*r1 / ((r0 + r1)*(r0 + r1));
}
}

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -63,12 +63,12 @@ public:
CVector3D GetRotation(float time) const;
const std::vector<SplineData>& GetAllNodes() const;
fixed MaxDistance;
int NodeCount;
fixed m_MaxDistance;
int m_NodeCount;
protected:
std::vector<SplineData> Node;
std::vector<SplineData> m_Nodes;
CVector3D GetStartVelocity(int index);
CVector3D GetEndVelocity(int index);
};

View file

@ -80,22 +80,22 @@ CCinemaPath::CCinemaPath(const CCinemaData& data, const TNSpline& spline, const
CVector3D CCinemaPath::GetNodePosition(const int index) const
{
return Node[index].Position;
return m_Nodes[index].Position;
}
fixed CCinemaPath::GetNodeDuration(const int index) const
{
return Node[index].Distance;
return m_Nodes[index].Distance;
}
fixed CCinemaPath::GetDuration() const
{
return MaxDistance;
return m_MaxDistance;
}
float CCinemaPath::GetNodeFraction() const
{
return (m_TimeElapsed - m_PreviousNodeTime) / Node[m_CurrentNode].Distance.ToFloat();
return (m_TimeElapsed - m_PreviousNodeTime) / m_Nodes[m_CurrentNode].Distance.ToFloat();
}
float CCinemaPath::GetElapsedTime() const
@ -121,14 +121,14 @@ void CCinemaPath::MoveToPointAt(float t, float nodet, const CVector3D& startRota
if (m_LookAtTarget)
{
if (m_TimeElapsed <= m_TargetSpline.MaxDistance.ToFloat())
camera.LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.MaxDistance.ToFloat()), CVector3D(0, 1, 0));
if (m_TimeElapsed <= m_TargetSpline.m_MaxDistance.ToFloat())
camera.LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.m_MaxDistance.ToFloat()), CVector3D(0, 1, 0));
else
camera.LookAt(pos, m_TargetSpline.GetAllNodes().back().Position, CVector3D(0, 1, 0));
}
else
{
CVector3D nodeRotation = Node[m_CurrentNode + 1].Rotation;
CVector3D nodeRotation = m_Nodes[m_CurrentNode + 1].Rotation;
CQuaternion start, end;
start.FromEulerAngles(DEGTORAD(startRotation.X), DEGTORAD(startRotation.Y), DEGTORAD(startRotation.Z));
end.FromEulerAngles(DEGTORAD(nodeRotation.X), DEGTORAD(nodeRotation.Y), DEGTORAD(nodeRotation.Z));
@ -220,17 +220,17 @@ bool CCinemaPath::Validate()
float previousTime = 0.0f, cumulation = 0.0f;
// Ignore the last node, since it is a blank (node time values are shifted down one from interface)
for (size_t i = 0; i < Node.size() - 1; ++i)
for (size_t i = 0; i < m_Nodes.size() - 1; ++i)
{
cumulation += Node[i].Distance.ToFloat();
cumulation += m_Nodes[i].Distance.ToFloat();
if (m_TimeElapsed <= cumulation)
{
m_PreviousNodeTime = previousTime;
m_PreviousRotation = Node[i].Rotation;
m_PreviousRotation = m_Nodes[i].Rotation;
m_CurrentNode = i; // We're moving toward this next node, so use its rotation
return true;
}
previousTime += Node[i].Distance.ToFloat();
previousTime += m_Nodes[i].Distance.ToFloat();
}
debug_warn("validation of cinema path is wrong\n");
return false;
@ -248,7 +248,7 @@ bool CCinemaPath::Play(const float deltaRealTime, CCamera& camera)
bool CCinemaPath::Empty() const
{
return Node.empty();
return m_Nodes.empty();
}
void CCinemaPath::Reset()