godot/scene/resources/curve.h

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/*************************************************************************/
/* curve.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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
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class Curve2D : public Resource {
GDCLASS(Curve2D,Resource);
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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;
PoolVector<Point2> bake(int p_subdivs=10) const;
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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 {
GDCLASS(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 PoolVector2Array 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;
PoolVector2Array get_baked_points() const; //useful for going thru
PoolVector2Array tesselate(int p_max_stages = 5, float p_tolerance = 4) const; //useful for display
Curve2D();
};
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class Curve3D : public Resource {
GDCLASS(Curve3D, Resource);
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struct Point {
Vector3 in;
Vector3 out;
Vector3 pos;
float tilt;
Point() { tilt = 0; }
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};
Vector<Point> points;
struct BakedPoint {
float ofs;
Vector3 point;
};
mutable bool baked_cache_dirty;
mutable PoolVector3Array baked_point_cache;
mutable PoolRealArray baked_tilt_cache;
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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;
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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);
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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);
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Vector3 get_point_in(int p_index) const;
void set_point_out(int p_index, const Vector3 &p_out);
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Vector3 get_point_out(int p_index) const;
void remove_point(int p_index);
void clear_points();
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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;
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float interpolate_baked_tilt(float p_offset) const;
PoolVector3Array get_baked_points() const; //useful for going thru
PoolRealArray get_baked_tilts() const; //useful for going thru
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PoolVector3Array tesselate(int p_max_stages = 5, float p_tolerance = 4) const; //useful for display
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Curve3D();
};
#endif // CURVE_H