/*
**	Command & Conquer Generals(tm)
**	Copyright 2025 Electronic Arts Inc.
**
**	This program is free software: you can redistribute it and/or modify
**	it under the terms of the GNU General Public License as published by
**	the Free Software Foundation, either version 3 of the License, or
**	(at your option) any later version.
**
**	This program is distributed in the hope that it will be useful,
**	but WITHOUT ANY WARRANTY; without even the implied warranty of
**	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
**	GNU General Public License for more details.
**
**	You should have received a copy of the GNU General Public License
**	along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

/***********************************************************************************************
 ***              C O N F I D E N T I A L  ---  W E S T W O O D  S T U D I O S               ***
 ***********************************************************************************************
 *                                                                                             *
 *                 Project Name : WWMath                                                       *
 *                                                                                             *
 *                     $Archive:: /VSS_Sync/wwmath/hermitespline.h                            $*
 *                                                                                             *
 *                       Author:: Greg Hjelstrom                                               *
 *                                                                                             *
 *                     $Modtime:: 6/13/01 2:18p                                               $*
 *                                                                                             *
 *                    $Revision:: 7                                                           $*
 *                                                                                             *
 *---------------------------------------------------------------------------------------------*
 * Functions:                                                                                  *
 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */


#if defined(_MSC_VER)
#pragma once
#endif

#ifndef HERMITE_H
#define HERMITE_H

#include "curve.h"

/*
** HermiteSpline3DClass
** 3-Dimensional hermite spline interpolation
** Hermite splines require you to input all of the tangents...
*/
class HermiteSpline3DClass : public Curve3DClass
{
public:
	HermiteSpline3DClass(void)
		: TangentsDirty (true) { }

	HermiteSpline3DClass(const HermiteSpline3DClass &that)
		: TangentsDirty (true) { (*this) = that; }

	const HermiteSpline3DClass &operator= (const HermiteSpline3DClass &that);
	
	virtual void		Evaluate(float time,Vector3 * set_val);
	virtual void		Evaluate_Derivative(float time,Vector3 * set_val);
	virtual void		Set_Looping(bool onoff);
	
	virtual void		Set_Key(int i,const Vector3 & point);
	virtual int			Add_Key(const Vector3 & point,float t);
	virtual void		Remove_Key(int i);
	virtual void		Clear_Keys(void);

	virtual void		Set_Tangents(int i,const Vector3 & in_tan,const Vector3 & out_tan);
	virtual void		Get_Tangents(int i,Vector3 * set_in,Vector3 * set_out);

	virtual void		Update_Tangents(void) { TangentsDirty = false; }

	// save-load support
	virtual const PersistFactoryClass &	Get_Factory(void) const;
	virtual bool								Save(ChunkSaveClass &csave);
	virtual bool								Load(ChunkLoadClass &cload);

protected:

	class TangentsClass
	{
	public:
		Vector3			InTangent;
		Vector3			OutTangent;
		bool				operator == (const TangentsClass & that) { return ((InTangent == that.InTangent) && (OutTangent == that.OutTangent)); }
		bool				operator != (const TangentsClass & that) { return !TangentsClass::operator == (that); }
	};	

	bool											TangentsDirty;
	DynamicVectorClass<TangentsClass>	Tangents;
};


/*
** HermiteSpline1DClass
** 1-Dimensional hermite spline interpolation
** Hermite splines require you to input all of the tangents...
*/
class HermiteSpline1DClass : public Curve1DClass
{
public:
	HermiteSpline1DClass (void)
		: TangentsDirty (true) { }
	
	virtual void		Evaluate(float time,float * set_val);
	virtual void		Set_Looping(bool onoff);
	
	virtual void		Set_Key(int i,float point,unsigned int extra=0);
	virtual int			Add_Key(float point,float t,unsigned int extra=0);
	virtual void		Remove_Key(int i);
	virtual void		Clear_Keys(void);

	virtual void		Set_Tangents(int i,float in_tan,float out_tan);
	virtual void		Get_Tangents(int i,float * set_in,float * set_out);

	// save-load support
	virtual const PersistFactoryClass &	Get_Factory(void) const;
	virtual bool								Save(ChunkSaveClass &csave);
	virtual bool								Load(ChunkLoadClass &cload);
	
protected:

	class TangentsClass
	{
	public:
		float			InTangent;
		float			OutTangent;
		bool				operator == (const TangentsClass & that) { return ((InTangent == that.InTangent) && (OutTangent == that.OutTangent)); }
		bool				operator != (const TangentsClass & that) { return !TangentsClass::operator == (that); }
	};

	virtual void		Update_Tangents(void) { TangentsDirty = false; }

	bool											TangentsDirty;
	DynamicVectorClass<TangentsClass>	Tangents;
};


#endif
