/** @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 */ 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 { 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