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Diffstat (limited to 'externals/g3dlite/G3D/UprightFrame.h')
| -rw-r--r-- | externals/g3dlite/G3D/UprightFrame.h | 83 |
1 files changed, 0 insertions, 83 deletions
diff --git a/externals/g3dlite/G3D/UprightFrame.h b/externals/g3dlite/G3D/UprightFrame.h deleted file mode 100644 index ad5157cb14b..00000000000 --- a/externals/g3dlite/G3D/UprightFrame.h +++ /dev/null @@ -1,83 +0,0 @@ -/** - @file UprightFrame.h - - @author Morgan McGuire, http://graphics.cs.williams.edu - */ - -#ifndef G3D_UPRIGHTFRAME_H -#define G3D_UPRIGHTFRAME_H - -#include "G3D/platform.h" -#include "G3D/Spline.h" -#include "G3D/Vector3.h" -#include "G3D/CoordinateFrame.h" - -namespace G3D { - -/** - Coordinate frame expressed in Euler angles. - Unlike a G3D::Quat, UprightFrame always keeps the reference frame from rolling about its own z axis. - Particularly useful for cameras. - - @sa G3D::CoordinateFrame, G3D::Matrix4, G3D::PhysicsFrame, G3D::UprightSpline, G3D::UprightSplineManipulator - */ -class UprightFrame { -public: - - Vector3 translation; - - /** -pi/2 < pitch < pi/2 in radians about the X-axis */ - float pitch; - - /** In radians about the Y-axis */ - float yaw; - - inline UprightFrame(const Vector3& t = Vector3::zero(), float p = 0, float y = 0) - : translation(t), pitch(p), yaw(y) {} - - UprightFrame(const CoordinateFrame& cframe); - - CoordinateFrame toCoordinateFrame() const; - - /** Supports implicit cast to CoordinateFrame */ - inline operator CoordinateFrame() const { - return toCoordinateFrame(); - } - - /** Required for use with spline */ - UprightFrame operator+(const UprightFrame& other) const; - - /** Required for use with spline */ - UprightFrame operator*(const float k) const; - - /** - Unwraps the yaw values in the elements of the array such that - they still represent the same angles but strictly increase/decrease - without wrapping about zero. For use with Spline<UprightFrame> - */ - static void unwrapYaw(UprightFrame* a, int N); - - void serialize(class BinaryOutput& b) const; - void deserialize(class BinaryInput& b); -}; - -/** Shortest-path linear velocity spline for camera positions. Always keeps the camera from rolling. -@sa G3D::UprightSplineManipulator, G3D::UprightFrame -*/ -class UprightSpline : public Spline<UprightFrame> { -protected: - - virtual void ensureShortestPath(UprightFrame* A, int N) const { - UprightFrame::unwrapYaw(A, N); - } - -public: - - void serialize(class BinaryOutput& b) const; - void deserialize(class BinaryInput& b); - -}; - -} - -#endif |
