virtualx-engine/scene/resources/curve.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

237 lines
6.9 KiB
C++

/*************************************************************************/
/* curve.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 CURVE_H
#define CURVE_H
#include "resource.h"
#if 0
class Curve2D : public Resource {
OBJ_TYPE(Curve2D,Resource);
struct Point {
Vector2 in;
Vector2 out;
Vector2 pos;
};
Vector<Point> points;
protected:
static void _bind_methods();
void set_points_in(const Vector2Array& p_points_in);
void set_points_out(const Vector2Array& p_points_out);
void set_points_pos(const Vector2Array& p_points_pos);
Vector2Array get_points_in() const;
Vector2Array get_points_out() const;
Vector2Array get_points_pos() const;
public:
int get_point_count() const;
void add_point(const Vector2& p_pos, const Vector2& p_in=Vector2(), const Vector2& p_out=Vector2());
void set_point_pos(int p_index, const Vector2& p_pos);
Vector2 get_point_pos(int p_index) const;
void set_point_in(int p_index, const Vector2& p_in);
Vector2 get_point_in(int p_index) const;
void set_point_out(int p_index, const Vector2& p_out);
Vector2 get_point_out(int p_index) const;
void remove_point(int p_index);
Vector2 interpolate(int p_index, float p_offset) const;
Vector2 interpolatef(real_t p_findex) const;
DVector<Point2> bake(int p_subdivs=10) const;
void advance(real_t p_distance,int &r_index, real_t &r_pos) const;
void get_approx_position_from_offset(real_t p_offset,int &r_index, real_t &r_pos,int p_subdivs=16) const;
Curve2D();
};
#endif
class Curve2D : public Resource {
OBJ_TYPE(Curve2D,Resource);
struct Point {
Vector2 in;
Vector2 out;
Vector2 pos;
};
Vector<Point> points;
struct BakedPoint {
float ofs;
Vector2 point;
};
mutable bool baked_cache_dirty;
mutable Vector2Array baked_point_cache;
mutable float baked_max_ofs;
void _bake() const;
float bake_interval;
void _bake_segment2d(Map<float,Vector2>& r_bake, float p_begin, float p_end,const Vector2& p_a,const Vector2& p_out,const Vector2& p_b, const Vector2& p_in,int p_depth,int p_max_depth,float p_tol) const;
Dictionary _get_data() const;
void _set_data(const Dictionary &p_data);
protected:
static void _bind_methods();
public:
int get_point_count() const;
void add_point(const Vector2& p_pos, const Vector2& p_in=Vector2(), const Vector2& p_out=Vector2(),int p_atpos=-1);
void set_point_pos(int p_index, const Vector2& p_pos);
Vector2 get_point_pos(int p_index) const;
void set_point_in(int p_index, const Vector2& p_in);
Vector2 get_point_in(int p_index) const;
void set_point_out(int p_index, const Vector2& p_out);
Vector2 get_point_out(int p_index) const;
void remove_point(int p_index);
void clear_points();
Vector2 interpolate(int p_index, float p_offset) const;
Vector2 interpolatef(real_t p_findex) const;
void set_bake_interval(float p_distance);
float get_bake_interval() const;
float get_baked_length() const;
Vector2 interpolate_baked(float p_offset,bool p_cubic=false) const;
Vector2Array get_baked_points() const; //useful for going thru
Vector2Array tesselate(int p_max_stages=5,float p_tolerance=4) const; //useful for display
Curve2D();
};
class Curve3D : public Resource {
OBJ_TYPE(Curve3D,Resource);
struct Point {
Vector3 in;
Vector3 out;
Vector3 pos;
float tilt;
Point() { tilt=0; }
};
Vector<Point> points;
struct BakedPoint {
float ofs;
Vector3 point;
};
mutable bool baked_cache_dirty;
mutable Vector3Array baked_point_cache;
mutable RealArray baked_tilt_cache;
mutable float baked_max_ofs;
void _bake() const;
float bake_interval;
void _bake_segment3d(Map<float,Vector3>& r_bake, float p_begin, float p_end,const Vector3& p_a,const Vector3& p_out,const Vector3& p_b, const Vector3& p_in,int p_depth,int p_max_depth,float p_tol) const;
Dictionary _get_data() const;
void _set_data(const Dictionary &p_data);
protected:
static void _bind_methods();
public:
int get_point_count() const;
void add_point(const Vector3& p_pos, const Vector3& p_in=Vector3(), const Vector3& p_out=Vector3(),int p_atpos=-1);
void set_point_pos(int p_index, const Vector3& p_pos);
Vector3 get_point_pos(int p_index) const;
void set_point_tilt(int p_index, float p_tilt);
float get_point_tilt(int p_index) const;
void set_point_in(int p_index, const Vector3& p_in);
Vector3 get_point_in(int p_index) const;
void set_point_out(int p_index, const Vector3& p_out);
Vector3 get_point_out(int p_index) const;
void remove_point(int p_index);
void clear_points();
Vector3 interpolate(int p_index, float p_offset) const;
Vector3 interpolatef(real_t p_findex) const;
void set_bake_interval(float p_distance);
float get_bake_interval() const;
float get_baked_length() const;
Vector3 interpolate_baked(float p_offset,bool p_cubic=false) const;
float interpolate_baked_tilt(float p_offset) const;
Vector3Array get_baked_points() const; //useful for going thru
RealArray get_baked_tilts() const; //useful for going thru
Vector3Array tesselate(int p_max_stages=5,float p_tolerance=4) const; //useful for display
Curve3D();
};
#endif // CURVE_H