| 1 | |
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| 2 | /*! |
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| 3 | \file curve.h |
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| 4 | \brief A basic 3D curve framework |
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| 5 | |
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| 6 | Contains classes to handle curves |
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| 7 | */ |
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| 8 | |
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| 9 | #ifndef _CURVE_H |
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| 10 | #define _CURVE_H |
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| 11 | |
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| 12 | #include "vector.h" |
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| 13 | |
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| 14 | //! An Enumerator that defines what sort of Curves are availible |
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| 15 | enum CurveType {BEZIERCURVE, UPOINTCURVE}; |
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| 16 | |
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| 17 | |
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| 18 | //! An abstract class to handle curves. Needed for the Tracking system in orxonox. |
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| 19 | /** |
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| 20 | A Curve is a smooth line which tries to approximate a path through the nodes given to it. |
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| 21 | <br> |
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| 22 | |
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| 23 | <b>Usage of Curves:</b><br> |
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| 24 | \li Creation: Curve* newCurve = new BezierCurve(); |
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| 25 | \li Adding some Points: newCurve->addNode([Vector to the point to add]); |
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| 26 | \li Get Point on Curve: newCurve->calcPos(timeIndex); // where timeindex is in the interval [0,1] |
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| 27 | <br> |
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| 28 | More Fuctionality is: |
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| 29 | \li debug(): outputs some info about this curve. |
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| 30 | \li getNode(i): returns a Vector to the n'th node of the Curve. |
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| 31 | \li getNodeCount(): returns the count of nodes. |
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| 32 | <br> |
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| 33 | General Info: |
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| 34 | \li Curves take rather much power to be created/altered, but are fast calculated at runtime. |
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| 35 | */ |
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| 36 | class Curve |
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| 37 | { |
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| 38 | protected: |
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| 39 | int nodeCount; //!< The count of nodes the Curve has. |
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| 40 | Vector curvePoint; //!< The point on the Cureve at a local Time. |
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| 41 | float localTime; //!< If the time of one point is asked more than once the programm will not calculate it again. |
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| 42 | int derivation; //!< Which derivation of a Curve is this. |
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| 43 | |
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| 44 | //! Handles the curve-points (dynamic List) |
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| 45 | struct PathNode |
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| 46 | { |
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| 47 | int number; //!< The N-th node of this curve. |
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| 48 | float factor; //!< Curve specific multiplier factor. |
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| 49 | Vector vFactor; //!< A Vector-factor for multipliing. |
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| 50 | Vector position; //!< Vector Pointung to this curve-point. |
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| 51 | PathNode* next; //!< Pointer to the next Node. |
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| 52 | }; |
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| 53 | |
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| 54 | PathNode* firstNode; //!< First node of the curve. |
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| 55 | PathNode* currentNode; //!< The node we are working with (the Last node). |
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| 56 | |
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| 57 | private: |
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| 58 | //! rebuilds the Curve with the right algorithm |
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| 59 | virtual void rebuild(void) = 0; |
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| 60 | public: |
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| 61 | Curve* dirCurve; //!< The derivation-curve of this Curve. |
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| 62 | void addNode(const Vector& newNode); |
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| 63 | void addNode(const Vector& newNode, unsigned int insertPosition); |
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| 64 | Vector getNode(unsigned int nodeToFind); |
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| 65 | /** \returns the Count of nodes of this Curve */ |
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| 66 | inline int getNodeCount(void) { return this->nodeCount;} |
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| 67 | |
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| 68 | /** |
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| 69 | \brief A virtual function to calculate the Position on the Curve |
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| 70 | \returns positionVector |
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| 71 | \param t the timeindex on this curve [0,1]f |
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| 72 | */ |
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| 73 | virtual Vector calcPos(float t) = 0; |
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| 74 | /** |
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| 75 | \brief A virtual function to calculate the Direction of the Curve |
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| 76 | \returns directionVector |
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| 77 | \param t the timeindex on this curve [0,1]f |
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| 78 | */ |
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| 79 | virtual Vector calcDir(float t) = 0; |
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| 80 | /** |
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| 81 | \brief A virtual function to calculate the acceleration on the Curve |
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| 82 | \returns accelerationVector |
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| 83 | \param t the timeindex on this curve [0,1]f |
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| 84 | */ |
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| 85 | virtual Vector calcAcc(float t) = 0; |
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| 86 | /** |
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| 87 | \brief A virtual function to calculate the Quaternion on the Curve |
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| 88 | \returns directional Quaternion |
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| 89 | \param t the timeindex on this curve [0,1]f |
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| 90 | */ |
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| 91 | virtual Quaternion calcQuat(float t) = 0; |
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| 92 | |
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| 93 | // DEBUG |
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| 94 | void debug(void); |
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| 95 | }; |
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| 96 | |
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| 97 | //! Class to handle bezier curves in 3-dimesnsional space |
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| 98 | /** |
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| 99 | This Curve is good, for Fast Interaction. If you want to change it during the game, go on. |
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| 100 | !!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. |
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| 101 | */ |
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| 102 | class BezierCurve : public Curve |
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| 103 | { |
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| 104 | private: |
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| 105 | void rebuild(void); |
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| 106 | public: |
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| 107 | BezierCurve(void); |
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| 108 | BezierCurve(int derivation); |
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| 109 | ~BezierCurve(void); |
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| 110 | void init(void); |
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| 111 | |
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| 112 | Vector calcPos(float t); |
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| 113 | Vector calcDir(float t); |
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| 114 | Vector calcAcc(float t); |
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| 115 | Quaternion calcQuat(float t); |
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| 116 | |
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| 117 | |
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| 118 | Vector getPos(void) const; |
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| 119 | }; |
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| 120 | |
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| 121 | |
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| 122 | //! B-Spline |
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| 123 | /** |
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| 124 | class to handle b-spline in 3d space |
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| 125 | */ |
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| 126 | class BSplieCurve : public Curve |
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| 127 | { |
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| 128 | |
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| 129 | |
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| 130 | }; |
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| 131 | |
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| 132 | //! Uniform Point Curve-class |
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| 133 | /** |
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| 134 | A UPoint Curve is a A Curve, that flows through all the nodes given it. |
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| 135 | 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. |
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| 136 | |
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| 137 | This Curve is very erattic, so i do not recommend to use it. |
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| 138 | */ |
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| 139 | class UPointCurve : public Curve |
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| 140 | { |
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| 141 | private: |
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| 142 | void rebuild(void); |
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| 143 | public: |
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| 144 | UPointCurve(void); |
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| 145 | UPointCurve(int derivation); |
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| 146 | ~UPointCurve(void); |
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| 147 | void init(void); |
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| 148 | |
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| 149 | Vector calcPos(float t); |
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| 150 | Vector calcDir(float t); |
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| 151 | Vector calcAcc(float t); |
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| 152 | Quaternion calcQuat(float t); |
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| 153 | |
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| 154 | Vector getPos(void) const; |
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| 155 | }; |
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| 156 | |
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| 157 | #endif /* _CURVE_H */ |
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