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source: orxonox.OLD/orxonox/branches/nico/src/curve.h @ 3542

Last change on this file since 3542 was 3399, checked in by bensch, 20 years ago

orxonox/branches/nico: merged trunk into branches/nico
merged with command:
svn merge ../trunk/ nico/ -r 3238:HEAD
resolved conflict in favor of branches/nico.

File size: 2.9 KB
Line 
1
2/*!
3    \file curve.h
4    \brief A basic 3D curve framework
5   
6    Contains classes to handle curves
7*/ 
8
9#ifndef _CURVE_H
10#define _CURVE_H
11
12#include "vector.h"
13
14//! An Enumerator that defines what sort of Curves are availible
15enum CurveType {BEZIERCURVE, UPOINTCURVE};
16
17
18//! An abstract class to handle curves. Needed for the Tracking system in orxonox.
19class Curve
20{
21 protected:
22  int nodeCount;         //!< The count of nodes the Curve has.
23  Vector curvePoint;     //!< The point on the Cureve at a local Time.
24  float localTime;       //!< If the time of one point is asked more than once the programm will not calculate it again.
25  Curve* dirCurve;       //!< The derivation-curve of this Curve.
26  int derivation;        //!< Which derivation of a Curve is this.
27
28  //! Handles the curve-points (dynamic List)
29  struct PathNode
30  {
31    int number;          //!< The N-th node of this curve.
32    float factor;        //!< Curve specific multiplier factor.
33    Vector vFactor;      //!< A Vector-factor for multipliing.
34    Vector position;     //!< Vector Pointung to this curve-point.
35    PathNode* next;      //!< Pointer to the next Node.
36  };
37
38  PathNode* firstNode;   //!< First node of the curve.
39  PathNode* currentNode; //!< The node we are working with (the Last node).
40
41 private:
42  virtual void rebuild(void) = 0;
43 public:
44  void addNode(const Vector& newNode);
45  Vector getNode(unsigned int nodeToFind);
46  inline int getNodeCount(void) { return this->nodeCount;}
47
48  virtual Vector calcPos(float t) = 0;
49  virtual Vector calcDir(float t) = 0;
50  virtual Quaternion calcQuat(float t) = 0;
51 
52};
53
54//!    Class to handle bezier curves in 3-dimesnsional space
55/**
56   This Curve is good, for Fast Interaction. If you want to change it during the game, go on.
57   !!be aware!! BezierCurves only flow through their first and last Node. Their Tangents at those Points a directed to the second and second-last Point.
58*/
59class BezierCurve : public Curve
60{
61 private:
62  void rebuild(void);
63 public:
64  BezierCurve(void);
65  BezierCurve(int derivation);
66  ~BezierCurve(void);
67  void init(void);
68
69  Vector calcPos(float t);
70  Vector calcDir(float t);
71  Quaternion calcQuat(float t);
72 
73 
74  Vector getPos(void) const;
75};
76
77
78//! B-Spline
79/**
80   class to handle b-spline in 3d space
81*/
82class BSplieCurve : public Curve
83{
84
85
86};
87
88//! Uniform Point Curve-class
89/**
90   A UPoint Curve is a A Curve, that flows through all the nodes given it.
91   The Algorithm to buid the curve is rather slow, but Painting and tracing along the curve has high speed, so do not change this curve during the Game.
92
93   This Curve is very erattic, so i do not recommend to use it.
94*/
95class UPointCurve : public Curve
96{
97 private:
98  void rebuild(void);
99 public:
100  UPointCurve(void);
101  UPointCurve(int derivation);
102  ~UPointCurve(void);
103  void init(void);
104
105  Vector calcPos(float t);
106  Vector calcDir(float t);
107  Quaternion calcQuat(float t);
108 
109  Vector getPos(void) const;
110};
111
112#endif /* _CURVE_H */
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