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/**
@file PhysicsFrameSpline.h
@author Morgan McGuire, http://graphics.cs.williams.edu
*/
#ifndef G3D_PhysicsFrameSpline_h
#define G3D_PhysicsFrameSpline_h
#include "G3D/platform.h"
#include "G3D/PhysicsFrame.h"
#include "G3D/Spline.h"
namespace G3D {
/**
A subclass of Spline that keeps the rotation field of a
PhysicsFrame normalized and rotating the short direction.
\sa UprightFrameSpline
*/
class PhysicsFrameSpline : public Spline<PhysicsFrame> {
public:
PhysicsFrameSpline();
/** Accepts a table of properties, or any valid PhysicsFrame specification for a single control*/
PhysicsFrameSpline(const Any& any);
bool operator==(const PhysicsFrameSpline& a) const;
bool operator!=(const PhysicsFrameSpline& a) const {
return ! ((*this) == a);
}
/** Mutates all underlying PhysicsFrames by scaling their translation by \param scaleFactor */
void scaleControlPoints(float scaleFactor);
virtual void correct(PhysicsFrame& frame) const;
virtual void ensureShortestPath(PhysicsFrame* A, int N) const;
virtual Any toAny(const std::string& myName) const override {
return Spline<PhysicsFrame>::toAny(myName);
}
Any toAny() const {
return toAny("PFrameSpline");
}
};
}
#endif
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