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- /****************************************************************************
- Copyright (C) 2013 Henry van Merode. All rights reserved.
- Copyright (c) 2015-2017 Chukong Technologies Inc.
-
- http://www.cocos2d-x.org
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #ifndef __CC_PU_PARTICLE_3D_SIMPLE_SPLINE_H__
- #define __CC_PU_PARTICLE_3D_SIMPLE_SPLINE_H__
- #include "base/CCRef.h"
- #include "math/CCMath.h"
- #include <vector>
- NS_CC_BEGIN
- class PUSimpleSpline
- {
- public:
- PUSimpleSpline();
- ~PUSimpleSpline();
- /** Adds a control point to the end of the spline. */
- void addPoint(const Vec3& p);
- /** Gets the detail of one of the control points of the spline. */
- const Vec3& getPoint(unsigned short index) const;
- /** Gets the number of control points in the spline. */
- unsigned short getNumPoints(void) const;
- /** Clears all the points in the spline. */
- void clear(void);
- /** Updates a single point in the spline.
- @remarks
- This point must already exist in the spline.
- */
- void updatePoint(unsigned short index, const Vec3& value);
- /** Returns an interpolated point based on a parametric value over the whole series.
- @remarks
- Given a t value between 0 and 1 representing the parametric distance along the
- whole length of the spline, this method returns an interpolated point.
- @param t Parametric value.
- */
- Vec3 interpolate(float t) const;
- /** Interpolates a single segment of the spline given a parametric value.
- @param fromIndex The point index to treat as t=0. fromIndex + 1 is deemed to be t=1
- @param t Parametric value
- */
- Vec3 interpolate(unsigned int fromIndex, float t) const;
- /** Tells the spline whether it should automatically calculate tangents on demand
- as points are added.
- @remarks
- The spline calculates tangents at each point automatically based on the input points.
- Normally it does this every time a point changes. However, if you have a lot of points
- to add in one go, you probably don't want to incur this overhead and would prefer to
- defer the calculation until you are finished setting all the points. You can do this
- by calling this method with a parameter of 'false'. Just remember to manually call
- the recalcTangents method when you are done.
- @param autoCalc If true, tangents are calculated for you whenever a point changes. If false,
- you must call reclacTangents to recalculate them when it best suits.
- */
- void setAutoCalculate(bool autoCalc);
- /** Recalculates the tangents associated with this spline.
- @remarks
- If you tell the spline not to update on demand by calling setAutoCalculate(false)
- then you must call this after completing your updates to the spline points.
- */
- void recalcTangents(void);
- protected:
- bool _autoCalc;
- std::vector<Vec3> _points;
- std::vector<Vec3> _tangents;
- /// Matrix of coefficients
- Mat4 _coeffs;
- };
- NS_CC_END
- #endif
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