1 | |
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2 | /*! |
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3 | * @file curve.h |
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4 | * A basic 3D curve framework |
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5 | |
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6 | Contains classes to handle curves |
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7 | */ |
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8 | |
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9 | #ifndef _CURVE_H |
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10 | #define _CURVE_H |
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11 | |
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12 | #include "vector.h" |
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13 | #include "quaternion.h" |
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14 | |
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15 | template<class T> class tList; |
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16 | template<class T> class tIterator; |
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17 | |
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18 | //! An Enumerator that defines what sort of Curves are availible |
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19 | enum CurveType { |
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20 | CURVE_BEZIER |
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21 | }; |
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22 | |
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23 | |
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24 | //! An abstract class to handle curves. Needed for the Tracking system in orxonox. |
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25 | class Curve |
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26 | { |
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27 | protected: |
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28 | //! Handles the curve-points (dynamic List) |
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29 | struct PathNode |
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30 | { |
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31 | int number; //!< The N-th node of this curve. |
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32 | float factor; //!< Curve specific multiplier factor. |
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33 | Vector vFactor; //!< A Vector-factor for multipliing. |
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34 | Vector position; //!< Vector Pointung to this curve-point. |
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35 | PathNode* next; //!< Pointer to the next Node. |
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36 | }; |
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37 | |
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38 | public: |
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39 | Curve(); |
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40 | virtual ~Curve(); |
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41 | |
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42 | void addNode(const Vector& newNode); |
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43 | void addNode(const Vector& newNode, unsigned int insertPosition); |
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44 | Vector getNode(unsigned int nodeToFind); |
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45 | /** @returns the count of nodes in this curve */ |
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46 | inline int getNodeCount() const { return this->nodeCount; }; |
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47 | /** @returns the directional Curve */ |
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48 | Curve* getDirCurve() const { return this->dirCurve; }; |
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49 | float getLength(); |
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50 | |
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51 | /** @param t the value on the curve [0-1] @returns Vector to the position */ |
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52 | virtual Vector calcPos(float t) = 0; |
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53 | /** @param t the value on the curve [0-1] @returns the direction */ |
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54 | virtual Vector calcDir(float t) = 0; |
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55 | /** @param t the value on the curve [0-1] @returns the acceleration */ |
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56 | virtual Vector calcAcc(float t) = 0; |
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57 | /** @param t the value on the curve [0-1] @returns quaternion of the rotation */ |
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58 | virtual Quaternion calcQuat(float t) = 0; |
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59 | |
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60 | // DEBUG |
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61 | void debug(); |
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62 | |
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63 | private: |
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64 | /** \brief rebuilds the curve */ |
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65 | virtual void rebuild() = 0; |
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66 | |
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67 | protected: |
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68 | int nodeCount; //!< The count of nodes the Curve has. |
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69 | Vector curvePoint; //!< The point on the Cureve at a local Time. |
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70 | float localTime; //!< If the time of one point is asked more than once the programm will not calculate it again. |
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71 | int derivation; //!< Which derivation of a Curve is this. |
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72 | |
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73 | Curve* dirCurve; //!< The derivation-curve of this Curve. |
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74 | |
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75 | tList<PathNode>* nodeList; //!< A list of all the Nodes of a Curve. |
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76 | tIterator<PathNode>* nodeIterator; //!< An iterator that should point to the current Node |
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77 | PathNode* firstNode; //!< First node of the curve. |
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78 | PathNode* currentNode; //!< The node we are working with (the Last node). |
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79 | |
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80 | }; |
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81 | |
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82 | //! Class to handle bezier curves in 3-dimesnsional space |
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83 | /** |
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84 | This Curve is good, for Fast Interaction. If you want to change it during the game, go on. |
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85 | !!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. |
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86 | */ |
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87 | class BezierCurve : public Curve |
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88 | { |
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89 | public: |
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90 | BezierCurve(); |
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91 | BezierCurve(int derivation); |
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92 | virtual ~BezierCurve(); |
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93 | |
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94 | virtual Vector calcPos(float t); |
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95 | virtual Vector calcDir(float t); |
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96 | virtual Vector calcAcc(float t); |
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97 | virtual Quaternion calcQuat(float t); |
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98 | |
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99 | |
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100 | Vector getPos() const; |
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101 | |
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102 | private: |
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103 | void rebuild(); |
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104 | }; |
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105 | |
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106 | |
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107 | //! B-Spline |
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108 | /** |
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109 | class to handle b-spline in 3d space |
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110 | */ |
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111 | class BSplieCurve : public Curve |
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112 | { |
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113 | |
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114 | |
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115 | }; |
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116 | |
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117 | #endif /* _CURVE_H */ |
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