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source: downloads/OgreMain/include/OgreSimpleSpline.h @ 1

Last change on this file since 1 was 1, checked in by landauf, 17 years ago
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29
30#ifndef __SimpleSpline_H__
31#define __SimpleSpline_H__
32
33#include "OgrePrerequisites.h"
34#include "OgreVector3.h"
35#include "OgreMatrix4.h"
36
37namespace Ogre {
38
39
40    /** A very simple spline class which implements the Catmull-Rom class of splines.
41    @remarks
42        Splines are bendy lines. You define a series of points, and the spline forms
43        a smoother line between the points to eliminate the sharp angles.
44    @par
45        Catmull-Rom splines are a specialisation of the general Hermite spline. With
46        a Hermite spline, you define the start and end point of the line, and 2 tangents,
47        one at the start of the line and one at the end. The Catmull-Rom spline simplifies
48        this by just asking you to define a series of points, and the tangents are
49        created for you.
50    */
51    class _OgreExport SimpleSpline
52    {
53    public:
54        SimpleSpline();
55        ~SimpleSpline();
56
57        /** Adds a control point to the end of the spline. */
58        void addPoint(const Vector3& p);
59
60        /** Gets the detail of one of the control points of the spline. */
61        const Vector3& getPoint(unsigned short index) const;
62
63        /** Gets the number of control points in the spline. */
64        unsigned short getNumPoints(void) const;
65
66        /** Clears all the points in the spline. */
67        void clear(void);
68
69        /** Updates a single point in the spline.
70        @remarks
71            This point must already exist in the spline.
72        */
73        void updatePoint(unsigned short index, const Vector3& value);
74
75        /** Returns an interpolated point based on a parametric value over the whole series.
76        @remarks
77            Given a t value between 0 and 1 representing the parametric distance along the
78            whole length of the spline, this method returns an interpolated point.
79        @param t Parametric value.
80        */
81        Vector3 interpolate(Real t);
82
83        /** Interpolates a single segment of the spline given a parametric value.
84        @param fromIndex The point index to treat as t=0. fromIndex + 1 is deemed to be t=1
85        @param t Parametric value
86        */
87        Vector3 interpolate(unsigned int fromIndex, Real t);
88
89
90        /** Tells the spline whether it should automatically calculate tangents on demand
91            as points are added.
92        @remarks
93            The spline calculates tangents at each point automatically based on the input points.
94            Normally it does this every time a point changes. However, if you have a lot of points
95            to add in one go, you probably don't want to incur this overhead and would prefer to
96            defer the calculation until you are finished setting all the points. You can do this
97            by calling this method with a parameter of 'false'. Just remember to manually call
98            the recalcTangents method when you are done.
99        @param autoCalc If true, tangents are calculated for you whenever a point changes. If false,
100            you must call reclacTangents to recalculate them when it best suits.
101        */
102        void setAutoCalculate(bool autoCalc);
103
104        /** Recalculates the tangents associated with this spline.
105        @remarks
106            If you tell the spline not to update on demand by calling setAutoCalculate(false)
107            then you must call this after completing your updates to the spline points.
108        */
109        void recalcTangents(void);
110
111    protected:
112
113        bool mAutoCalc;
114
115        std::vector<Vector3> mPoints;
116        std::vector<Vector3> mTangents;
117
118        /// Matrix of coefficients
119        Matrix4 mCoeffs;
120
121
122
123    };
124
125
126}
127
128
129#endif
130
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