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Torque/SDK/engine/math/mSplinePatch.h
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110
Torque/SDK/engine/math/mSplinePatch.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _MSPLINEPATCH_H_
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#define _MSPLINEPATCH_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _MPOINT_H_
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#include "math/mPoint.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/tVector.h"
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#endif
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//------------------------------------------------------------------------------
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// Spline control points
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//------------------------------------------------------------------------------
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/// Class for spline control points.
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/// @see SplinePatch
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class SplCtrlPts
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{
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private:
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/// Vector of points in the spline
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Vector <Point3F > mPoints;
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public:
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SplCtrlPts();
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virtual ~SplCtrlPts();
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/// Gets the number of points in the spline
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U32 getNumPoints(){ return mPoints.size(); }
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/// Gets the point at the given index
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/// @param pointNum index of the point in question
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const Point3F * getPoint( U32 pointNum );
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/// Sets a point at the given index to the point given
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/// @param point New value for the given point
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/// @param pointNum index of the given point
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void setPoint( Point3F &point, U32 pointNum );
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/// Adds a point to the end of the spline
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/// @param point New point to be added
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void addPoint( Point3F &point );
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/// Clears existing points and enters new points
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/// @param pts List of points to be added
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/// @param num Number of points to be added
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void submitPoints( Point3F *pts, U32 num );
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};
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//------------------------------------------------------------------------------
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// Base class for spline patches
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//------------------------------------------------------------------------------
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/// Base class for spline patches. The only child of this class is QuadPatch.
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///
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/// Spline utility class for drawing nice pretty splines. In order to draw a spline,
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/// you need to create a SplCtrlPts data structure, which contains all control
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/// points on the spline. See SplCtrlPts for more information on how to submit
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/// points to the spline utility. Next, submit the SplCtrlPts structure to the
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/// spline utility.
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/// @code
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/// SplinePatch patch;
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/// patch.submitControlPoints(ctrlPts);
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/// @endcode
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/// Next, use the SplineUtil namespace to draw your spline.
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/// @code
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/// SplineUtil::drawSplineBeam(camPos, numSegments, width, patch[, uvOffset, numTexRep]);
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/// @endcode
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///
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/// You can also create a SplineBeamInfo structure (SplineUtil::SplineBeamInfo)
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/// and just pass the SplineBeamInfo structure to the SplineUtil::drawSplineBeam function.
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/// @see SplCtrlPts
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/// @see SplineUtil
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class SplinePatch
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{
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private:
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U32 mNumReqControlPoints;
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SplCtrlPts mControlPoints;
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protected:
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void setNumReqControlPoints( U32 numPts ){ mNumReqControlPoints = numPts; }
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public:
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SplinePatch();
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U32 getNumReqControlPoints(){ return mNumReqControlPoints; }
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const SplCtrlPts * getControlPoints(){ return &mControlPoints; }
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const Point3F * getControlPoint( U32 index ){ return mControlPoints.getPoint( index ); }
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// virtuals
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virtual void setControlPoint( Point3F &point, int index );
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/// If you have a preconstructed "SplCtrlPts" class, submit it with this function.
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/// @see SplCtrlPts
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virtual void submitControlPoints( SplCtrlPts &points ){ mControlPoints = points; }
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/// Recalc function. Do not call this ever - only SplineUtil needs this.
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/// @see SplineUtil
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virtual void calc( F32 t, Point3F &result) = 0;
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/// Recalc function. Do not call this ever - only SplineUtil needs this.
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/// @see SplineUtil
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virtual void calc( Point3F *points, F32 t, Point3F &result ) = 0;
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};
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#endif
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