| [3365] | 1 |  | 
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| [4597] | 2 | /*! | 
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| [5039] | 3 | * @file curve.h | 
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| [4836] | 4 | *  A basic 3D curve framework | 
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| [4597] | 5 |  | 
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| [3018] | 6 | Contains classes to handle curves | 
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| [4597] | 7 | */ | 
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| [3018] | 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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| [6616] | 13 | #include "quaternion.h" | 
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| [3018] | 14 |  | 
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| [5225] | 15 | template<class T> class tList; | 
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|  | 16 | template<class T> class tIterator; | 
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|  | 17 |  | 
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| [3365] | 18 | //! An Enumerator that defines what sort of Curves are availible | 
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| [5225] | 19 | enum CurveType { | 
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|  | 20 | CURVE_BEZIER | 
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|  | 21 | }; | 
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| [3018] | 22 |  | 
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| [3365] | 23 |  | 
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|  | 24 | //! An abstract class to handle curves. Needed for the Tracking system in orxonox. | 
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| [3019] | 25 | class Curve | 
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| [3018] | 26 | { | 
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| [3019] | 27 | protected: | 
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| [3217] | 28 | //! Handles the curve-points (dynamic List) | 
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| [3018] | 29 | struct PathNode | 
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|  | 30 | { | 
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| [4472] | 31 | int          number;       //!< The N-th node of this curve. | 
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|  | 32 | float        factor;       //!< Curve specific multiplier factor. | 
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|  | 33 | Vector       vFactor;      //!< A Vector-factor for multipliing. | 
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|  | 34 | Vector       position;     //!< Vector Pointung to this curve-point. | 
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|  | 35 | PathNode*    next;         //!< Pointer to the next Node. | 
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| [3018] | 36 | }; | 
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|  | 37 |  | 
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| [3019] | 38 | public: | 
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| [4746] | 39 | Curve(); | 
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| [5231] | 40 | virtual ~Curve(); | 
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| [3588] | 41 |  | 
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| [3365] | 42 | void addNode(const Vector& newNode); | 
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| [3433] | 43 | void addNode(const Vector& newNode, unsigned int insertPosition); | 
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| [3365] | 44 | Vector getNode(unsigned int nodeToFind); | 
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| [4836] | 45 | /** @returns the count of nodes in this curve */ | 
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| [4746] | 46 | inline int getNodeCount() const { return this->nodeCount; }; | 
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| [4836] | 47 | /** @returns the directional Curve */ | 
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| [4746] | 48 | Curve* getDirCurve() const { return this->dirCurve; }; | 
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| [3019] | 49 |  | 
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| [4836] | 50 | /** @param t the value on the curve [0-1] @returns Vector to the position */ | 
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| [3365] | 51 | virtual Vector calcPos(float t) = 0; | 
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| [4836] | 52 | /** @param t the value on the curve [0-1] @returns the direction */ | 
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| [3365] | 53 | virtual Vector calcDir(float t) = 0; | 
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| [4836] | 54 | /** @param t the value on the curve [0-1] @returns the acceleration */ | 
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| [3433] | 55 | virtual Vector calcAcc(float t) = 0; | 
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| [4836] | 56 | /** @param t the value on the curve [0-1] @returns quaternion of the rotation */ | 
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| [3365] | 57 | virtual Quaternion calcQuat(float t) = 0; | 
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| [4597] | 58 |  | 
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| [3433] | 59 | // DEBUG | 
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| [4746] | 60 | void debug(); | 
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| [4472] | 61 |  | 
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|  | 62 | private: | 
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|  | 63 | /** \brief rebuilds the curve */ | 
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| [4746] | 64 | virtual void rebuild() = 0; | 
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| [4472] | 65 |  | 
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|  | 66 | protected: | 
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| [5225] | 67 | int                   nodeCount;       //!< The count of nodes the Curve has. | 
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|  | 68 | Vector                curvePoint;      //!< The point on the Cureve at a local Time. | 
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|  | 69 | float                 localTime;       //!< If the time of one point is asked more than once the programm will not calculate it again. | 
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|  | 70 | int                   derivation;      //!< Which derivation of a Curve is this. | 
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| [4472] | 71 |  | 
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| [5225] | 72 | Curve*                dirCurve;        //!< The derivation-curve of this Curve. | 
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| [4472] | 73 |  | 
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| [5225] | 74 | tList<PathNode>*      nodeList;        //!< A list of all the Nodes of a Curve. | 
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|  | 75 | tIterator<PathNode>*  nodeIterator;    //!< An iterator that should point to the current Node | 
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|  | 76 | PathNode*             firstNode;       //!< First node of the curve. | 
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|  | 77 | PathNode*             currentNode;     //!< The node we are working with (the Last node). | 
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| [4472] | 78 |  | 
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| [3019] | 79 | }; | 
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|  | 80 |  | 
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| [3365] | 81 | //!    Class to handle bezier curves in 3-dimesnsional space | 
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| [3019] | 82 | /** | 
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| [3365] | 83 | This Curve is good, for Fast Interaction. If you want to change it during the game, go on. | 
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|  | 84 | !!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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| [3019] | 85 | */ | 
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|  | 86 | class BezierCurve : public Curve | 
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|  | 87 | { | 
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| [3018] | 88 | public: | 
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| [4746] | 89 | BezierCurve(); | 
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| [3365] | 90 | BezierCurve(int derivation); | 
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| [4746] | 91 | virtual ~BezierCurve(); | 
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| [3365] | 92 |  | 
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| [4472] | 93 | virtual Vector calcPos(float t); | 
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|  | 94 | virtual Vector calcDir(float t); | 
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|  | 95 | virtual Vector calcAcc(float t); | 
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|  | 96 | virtual Quaternion calcQuat(float t); | 
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| [4597] | 97 |  | 
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|  | 98 |  | 
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| [4746] | 99 | Vector getPos() const; | 
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| [4472] | 100 |  | 
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|  | 101 | private: | 
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| [4746] | 102 | void rebuild(); | 
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| [3018] | 103 | }; | 
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|  | 104 |  | 
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|  | 105 |  | 
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| [3365] | 106 | //! B-Spline | 
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|  | 107 | /** | 
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|  | 108 | class to handle b-spline in 3d space | 
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|  | 109 | */ | 
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|  | 110 | class BSplieCurve : public Curve | 
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|  | 111 | { | 
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| [3018] | 112 |  | 
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| [3365] | 113 |  | 
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|  | 114 | }; | 
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|  | 115 |  | 
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| [3018] | 116 | #endif /* _CURVE_H */ | 
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