85 lines
3.0 KiB
C++
Executable File
85 lines
3.0 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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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 _SPLINEUTIL_H_
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#define _SPLINEUTIL_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 _MSPLINEPATCH_H_
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#include "math/mSplinePatch.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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/// Spline utility namespace. This is used for generating pretty splines so you can get nice curved surfaces.
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/// However, many polygons are required, so use these only when needed.
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namespace SplineUtil
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{
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/// All the info that is needed to define a spline. This is optional for actually drawing a spline
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/// @see drawSplineBeam
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struct SplineBeamInfo
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{
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Point3F * camPos;
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U32 numSegments;
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F32 width;
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SplinePatch * spline;
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/// Offset for u/v texture coordinates, useful for animating the texture on the spline
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F32 uvOffset;
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/// Stretch for texture
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F32 numTexRep;
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ColorF color;
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bool zeroAlphaStart; ///< first part of first segment has 0 alpha value
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SplineBeamInfo()
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{
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dMemset( this, 0, sizeof( SplineBeamInfo ) );
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numTexRep = 1.0;
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}
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};
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/// Function for drawing the spline.
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///
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/// Use this if you only have a SplinePatch object and want to specify all of the parameters
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///
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/// @param camPos This parameter is the point at which each polygon will face.
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///
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/// Usually, you want all of the polygons of the spline to be facing the
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/// camera, so the camera pos is a good bet for this parameter.
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///
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/// @param numSegments The SplineUtil will cut up the spline into numSegments segments.
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///
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/// More segments means more smoothness, but less framerate.
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///
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/// @param width The width of the spline beam.
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///
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/// @param spline The SplinePatch data structure for the given spline beam.
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///
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/// @see SplinePatch
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///
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/// @param uvOffset This should be called textureOffset, since it is only
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/// an offset along the spline and not perpendicular. This parameter
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/// can be used for "sliding" the spline texture down the spline shaft
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/// to make it a little more dynamic.
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///
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/// @param numTexRep This is the scale of the texture so you can squish or stretch it.
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void drawSplineBeam( const Point3F& camPos, U32 numSegments, F32 width,
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SplinePatch &spline, F32 uvOffset = 0.0, F32 numTexRep = 1.0 );
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/// Function for drawing a spline. Only needs SplineBeamInfo.
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/// @see SplineBeamInfo
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void drawSplineBeam( SplineBeamInfo &sbi );
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}
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#endif
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