//Desc:  Contains classes for smooth splines
//Borrowed from Game Programming Gems4.  (Slightly changed to better suit our purposes 
//(and compatability).  Any references to external material can be found there

#ifndef INCLUDED_NUSPLINE
#define INCLUDED_NUSPLINE

#define MAX_SPLINE_NODES 40
#include <stdlib.h>
#include "Vector3D.h"

struct SplineData
{
    CVector3D Position;
    CVector3D Velocity;
    CVector3D Rotation;
    float Distance/*, DistanceOffset*/; //DistanceOffset is to keep track of how far into the spline this node is
};

class RNSpline
{
public:
    
    RNSpline() { NodeCount = 0; }
    virtual ~RNSpline() {}
  
  void AddNode(const CVector3D &pos);
  void BuildSpline();
  CVector3D GetPosition(float time) const;
  CVector3D GetRotation(float time) const;
  const std::vector<SplineData>& GetAllNodes() const { return Node; }
  
  float MaxDistance;
  int NodeCount;

protected:
  std::vector<SplineData> Node;
  CVector3D GetStartVelocity(int index);
  CVector3D GetEndVelocity(int index);
};

class SNSpline : public RNSpline
{
public:
    virtual ~SNSpline() {}
  void BuildSpline(){ RNSpline::BuildSpline(); Smooth(); Smooth(); Smooth(); }
  void Smooth();
};

class TNSpline : public SNSpline
{
public:
    virtual ~TNSpline() {}

  void AddNode(const CVector3D& pos, const CVector3D& rotation, float timePeriod);
  void PushNode() { Node.push_back( SplineData() ); }
  void InsertNode(const int index, const CVector3D &pos, const CVector3D& rotation, float timePeriod);
  void RemoveNode(const int index);
  void UpdateNodeTime(const int index, float time);
  void UpdateNodePos(const int index, const CVector3D &pos);
  
  void BuildSpline(){ RNSpline::BuildSpline();  Smooth(); Smooth(); Smooth(); }
  void Smooth(){ for( int x=0; x<3; x++ ) { SNSpline::Smooth(); Constrain(); }  }
  void Constrain(); 
};

#endif // INCLUDED_NUSPLINE