После создания моего сплайна Catmull Rom, такого как:
vector3 SplineVector = newSpline.createCatmulRomSpline(vectorOne, vectorTwo, vectorThree, vectorFour, i);
Тем не менее, когда я зачитал результат из
vector3 SplineVector
Я получаю значения мусора.
Вот список моего класса сплайнов, сегмента моего класса vector3 и реализации в рамках инициализации.
инициализации:
for(float i = 0.0f; i <= 1.0f; i += 0.1f)
{
vector3 SplineVector = newSpline.createCatmulRomSpline(vectorOne, vectorTwo, vectorThree, vectorFour, i);
cout << "\n\ncurve pos X: " << SplineVector.getx();
cout << "\ncurve pos Y: " << SplineVector.gety();
cout << "\ncurve pos Z: " << SplineVector.getz();
}
Vector3:
class vector3
{
public:
vector3::vector3():x(0),y(0),z(0)
{
}
vector3::~vector3()
{
}
vector3(float);
vector3(float inx,float iny,float inz): x(inx), y(iny), z(inz)
{
}
//Vector operators
_inline vector3 operator=(const vector3& invec){ // Assignment
return vector3(this->x=invec.x,this->y=invec.y,this->z=invec.z);
}
_inline vector3 operator+(const vector3& invec){//Addition
return vector3(this->x+invec.x,this->y+invec.y,this->z+invec.z);
}
_inline vector3 operator-(const vector3& invec){//Subtraction
return vector3(this->x-invec.x,this->y-invec.y,this->z-invec.z);
}
_inline vector3 operator*(const vector3& invec){//Multiplication
return vector3(this->x*invec.x,this->y*invec.y,this->z*invec.z);
}
_inline vector3 operator/(const vector3& invec){//Division
return vector3(this->x/invec.x,this->y/invec.y,this->z/invec.z);
}
//Scaler operators
_inline vector3& operator+=(const float& scaler){//Addition self-assignment
return vector3(this->x+=scaler,this->y+=scaler,this->z+=scaler);
}
_inline vector3& operator-=(const float& scaler){//Subtraction self-assignment
return vector3(this->x-=scaler,this->y-=scaler,this->z-=scaler);
}
_inline vector3& operator*=(const float& scaler){//Multiplication self-assignment
return vector3(this->x*=scaler,this->y*=scaler,this->z*=scaler);
}
_inline vector3& operator*(const float& scalar){
return vector3(this->x*scalar, this->y*scalar, this->z*scalar);
}
//Math methods
_inline vector3 operator^(vector3& invec){//Cross product
return vector3( (this->y*invec.z-this->z*invec.y),
(this->z*invec.x-this->x*invec.z),
(this->x*invec.y-this->y*invec.x));
}
_inline vector3 operator&(vector3& invec){//Dot product
return (this->x*invec.x)+(this->y*invec.y)+(this->z*invec.z);
}
_inline vector3 distance(vector3&);//Distance
_inline void normalize(){
float mag = sqrtf(this->x*this->x+this->y*this->y+this->z*this->z);
this->x/=mag;
this->y/=mag;
this->z/=mag;
}
float x;
float y;
float z;
float getx();
float gety();
float getz();
float getMagnitude();
private:
float mag;
};
Catmull Rom Spline Поколение
_inline vector3 createCatmulRomSpline(vector3 P0, vector3 P1, vector3 P2, vector3 P3, float t)
{
float t2 = t*t;
float t3 = t2*t;
vector3 result = ((P1*2) + (P2 - P0) * t + (P0*2 - P1 * 5 + P2*4 - P3)*t2 + (P1*3 - P0- P2*3 + P3) * t3)*0.5f;
return result;
}
Я пробовал код других людей, и когда дело доходит до вывода данных в окончательный вектор, он выводит фиктивные значения.
У вас был ряд проблем с вашими операторами, хотя большинство из них не использовалось. Я изменил ваш класс. Я заметил, что вы не показали свой код для getx()
(и т. д.) членов. Я реализовал эти inline, но, возможно, они были ответственны за мусор? Вот тестовая программа с моими изменениями. Вроде нормально работает
class vector3
{
public:
vector3::vector3()
:x(0), y(0), z(0)
{}
vector3::~vector3()
{}
vector3(float inx,float iny,float inz)
: x(inx), y(iny), z(inz)
{}
//Vector operators
_inline vector3& operator=(const vector3& invec) { // Assignment
x = invec.x;
y = invec.y;
z = invec.z;
return *this;
}
_inline vector3 operator+(const vector3& invec) const {//Addition
return vector3(x+invec.x,y+invec.y,z+invec.z);
}
_inline vector3 operator-(const vector3& invec) const {//Subtraction
return vector3(x-invec.x,y-invec.y,z-invec.z);
}
_inline vector3 operator*(const vector3& invec) const {//Multiplication
return vector3(x*invec.x,y*invec.y,z*invec.z);
}
_inline vector3 operator/(const vector3& invec) const {//Division
return vector3(x/invec.x,y/invec.y,z/invec.z);
}
//scalar operators
_inline vector3& operator+=(const float& scalar){//Addition self-assignment
x+=scalar,y+=scalar,z+=scalar;
return *this;
}
_inline vector3& operator-=(const float& scalar){//Subtraction self-assignment
x-=scalar,y-=scalar,z-=scalar;
return *this;
}
_inline vector3& operator*=(const float& scalar){//Multiplication self-assignment
x*=scalar,y*=scalar,z*=scalar;
return *this;
}
_inline vector3 operator*(const float& scalar) const {
return vector3(x*scalar, y*scalar, z*scalar);
}
//Math methods
_inline vector3 operator^(const vector3& invec) const {//Cross product
return vector3( (y*invec.z-z*invec.y),
(z*invec.x-x*invec.z),
(x*invec.y-y*invec.x));
}
_inline float operator&(const vector3& invec) const {//Dot product
return (x*invec.x)+(y*invec.y)+(z*invec.z);
}
_inline float distance(vector3&) const;//Distance
_inline void normalize(){
float mag = sqrtf(x*x+y*y+z*z);
x/=mag;
y/=mag;
z/=mag;
}
float x;
float y;
float z;
_inline float getx() const { return x; }
_inline float gety() const { return y; }
_inline float getz() const { return z; }
float getMagnitude() const;
};
_inline vector3 createCatmulRomSpline(vector3 P0, vector3 P1, vector3 P2, vector3 P3, float t)
{
float t2 = t*t;
float t3 = t2*t;
vector3 result = ((P1*2) + (P2 - P0) * t + (P0*2 - P1 * 5 + P2*4 - P3)*t2 + (P1*3 - P0- P2*3 + P3) * t3)*0.5f;
return result;
}
int main() {
vector3 vectorOne(0,0,0);
vector3 vectorTwo(5,10,1);
vector3 vectorThree(10,10,2);
vector3 vectorFour(15,0,3);
const int ndiv = 10;
for( int i = 0; i <= ndiv; i++ )
{
float t = (float)i / ndiv;
vector3 SplineVector = createCatmulRomSpline(vectorOne, vectorTwo, vectorThree, vectorFour, t);
cout << "curve pos X: " << SplineVector.getx() << "\n";
cout << "curve pos Y: " << SplineVector.gety() << "\n";
cout << "curve pos Z: " << SplineVector.getz() << "\n\n";
}
return 0;
}
Других решений пока нет …