tge/engine/dgl/splineUtil.h
2017-04-17 06:17:10 -06:00

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