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use crate::matrix::Mat4;
use crate::vector::{Vector4};
use std::collections::VecDeque;
use std::ops::{Add, Sub, Mul, Div, Deref};
#[derive(Clone, Debug)]
pub struct SplineSegment<T>
where T : Add<T, Output=T> + Sub<T, Output=T> + Mul<T, Output=T> + Div<T, Output=T> + Copy
{
mat: Box<Mat4<f32>>,
points: Vector4<T>
}
impl<T> SplineSegment<T>
where T : Mul<f32, Output=T> + Add<T, Output=T> + Sub<T, Output=T> + Mul<T, Output=T> + Div<T, Output=T> + Copy,
Vector4<f32> : Mul<Mat4<f32>>
{
pub fn calc(&self, t: f32) -> T {
let tv = Vector4::new(1.0, t, t*t, t*t*t);
let mv = tv * self.mat.deref();
(self.points.x * mv.x) + (self.points.y * mv.y) + (self.points.z * mv.z) + (self.points.w * mv.w)
}
}
#[derive(Clone, Debug)]
pub struct Spline<T>
where T : Mul<f32, Output=T> + Add<T, Output=T> + Sub<T, Output=T> + Mul<T, Output=T> + Div<T, Output=T> + Copy
{
mat: Mat4<f32>,
segments: VecDeque<SplineSegment<T>>
}
impl<T> Spline<T>
where T : Mul<f32, Output=T> + Add<T, Output=T> + Sub<T, Output=T> + Mul<T, Output=T> + Div<T, Output=T> + Copy
{
pub fn new(&self, mat: Mat4<f32>, points: Vec<T>) -> Self {
let mut segments = VecDeque::new();
for i in 0..points.len()/4 {
if let (Some(a), Some(b), Some(c), Some(d)) = (points.get(i*4), points.get(i*4 + 1), points.get(i*4 + 2), points.get(i*4 + 3)) {
segments.push_back(SplineSegment::<T> {
mat: Box::new(mat),
points: Vector4::new(a.clone(), b.clone(), c.clone(), d.clone())
})
}
}
Self { mat, segments }
}
pub fn calc(&self, t: f32) -> Option<T> {
let f = t.floor();
let t0 = t - f;
match self.segments.get(f as usize) {
None => None,
Some(seg) => Some(seg.calc(t0))
}
}
pub fn mat(&self) -> Mat4<f32> { self.mat }
pub fn pop_last(&mut self) -> Option<SplineSegment<T>> { self.segments.pop_back() }
pub fn pop_first(&mut self) -> Option<SplineSegment<T>> { self.segments.pop_front() }
}