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source: orxonox.OLD/orxonox/branches/parenting/src/curve.h @ 3330

Last change on this file since 3330 was 3330, checked in by bensch, 19 years ago

orxonox/branches/parenting: written the Headers for the class TrackManager: this will be a lot of work.

File size: 2.8 KB
Line 
1
2/*!
3    \file curve.h
4    \brief A basic 3D curve framework
5   
6    Contains classes to handle curves
7*/ 
8
9#ifndef _CURVE_H
10#define _CURVE_H
11
12#include "vector.h"
13
14//! An Enumerator that defines what sort of Curves are availible
15enum CurveType {BEZIER, UPOINT};
16
17
18//! An abstract class to handle curves. Needed for the Tracking system in orxonox.
19class Curve
20{
21 protected:
22  int nodeCount;         //!< The count of nodes the Curve has.
23  Vector curvePoint;     //!< The point on the Cureve at a local Time.
24  float localTime;       //!< If the time of one point is asked more than once the programm will not calculate it again.
25  Curve* dirCurve;       //!< The derivation-curve of this Curve.
26  int derivation;        //!< Which derivation of a Curve is this.
27
28  //! Handles the curve-points (dynamic List)
29  struct PathNode
30  {
31    int number;          //!< The N-th node of this curve.
32    float factor;        //!< Curve specific multiplier factor.
33    Vector vFactor;      //!< A Vector-factor for multipliing.
34    Vector position;     //!< Vector Pointung to this curve-point.
35    PathNode* next;      //!< Pointer to the next Node.
36  };
37
38  PathNode* firstNode;   //!< First node of the curve.
39  PathNode* currentNode; //!< The node we are working with (the Last node).
40
41 private:
42  virtual void rebuild(void) = 0;
43 public:
44  void addNode (const Vector& newNode);
45
46  virtual Vector calcPos(float t) = 0;
47  virtual Vector calcDir(float t) = 0;
48  virtual Quaternion calcQuat(float t) = 0;
49 
50};
51
52//!    Class to handle bezier curves in 3-dimesnsional space
53/**
54   This Curve is good, for Fast Interaction. If you want to change it during the game, go on.
55   !!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.
56*/
57class BezierCurve : public Curve
58{
59 private:
60  void rebuild(void);
61 public:
62  BezierCurve(void);
63  BezierCurve(int derivation);
64  ~BezierCurve(void);
65  void init(void);
66
67  Vector calcPos(float t);
68  Vector calcDir(float t);
69  Quaternion calcQuat(float t);
70 
71 
72  Vector getPos(void) const;
73};
74
75
76//! B-Spline
77/**
78   class to handle b-spline in 3d space
79*/
80class BSplieCurve : public Curve
81{
82
83
84};
85
86//! Uniform Point Curve-class
87/**
88   A UPoint Curve is a A Curve, that flows through all the nodes given it.
89   The Algorithm to buid the curve is rather slow, but Painting and tracing along the curve has high speed, so do not change this curve during the Game.
90
91   This Curve is very erattic, so i do not recommend to use it.
92*/
93class UPointCurve : public Curve
94{
95 private:
96  void rebuild(void);
97 public:
98  UPointCurve(void);
99  UPointCurve(int derivation);
100  ~UPointCurve(void);
101  void init(void);
102
103  Vector calcPos(float t);
104  Vector calcDir(float t);
105  Quaternion calcQuat(float t);
106 
107  Vector getPos(void) const;
108};
109
110#endif /* _CURVE_H */
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