tge/engine/math/mSplinePatch.h
2025-02-17 23:17:30 -06:00

111 lines
3.9 KiB
C++
Executable File

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