OpenSceneGraph/include/osgAnimation/CubicBezier
Cedric Pinson 9b95a78e5d From Michael Platings, I have removed Target::normalize() as calling it was incorrect - the interpolation is already done in such a way that the Target's value is always normalized.
Finally, I have fixed TemplateTarget<osg::Quat>::lerp() as it was giving incorrect results when interpolating between some small rotations.
From Cedric Pinson, i renamed the method in channel to be more general. Adjusted the CubicBezier key constructor to use a single value as input.
2009-09-09 09:52:54 +00:00

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2.4 KiB
C++

/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_CUBIC_BEZIER_H
#define OSGANIMATION_CUBIC_BEZIER_H
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Quat>
namespace osgAnimation
{
template <class T>
struct TemplateCubicBezier
{
T mPoint[3];
const T& getP0() const { return mPoint[0];}
const T& getP1() const { return mPoint[1];}
const T& getP2() const { return mPoint[2];}
TemplateCubicBezier(const T& v0, const T& v1, const T& v2)
{
mPoint[0] = v0;
mPoint[1] = v1;
mPoint[2] = v2;
}
// Constructor with value only
TemplateCubicBezier(const T& v0)
{
mPoint[0] = v0;
mPoint[1] = v0;
mPoint[2] = v0;
}
TemplateCubicBezier() {}
const T& getPosition() const { return mPoint[0];}
const T& getTangentPoint1() const { return mPoint[1];}
const T& getTangentPoint2() const { return mPoint[2];}
// steaming operators.
friend std::ostream& operator << (std::ostream& output, const TemplateCubicBezier<T>& vec)
{
output << vec.mPoint[0] << " "
<< vec.mPoint[1] << " "
<< vec.mPoint[2];
return output; // to enable cascading
}
friend std::istream& operator >> (std::istream& input, TemplateCubicBezier<T>& vec)
{
input >> vec.mPoint[0] >> vec.mPoint[1] >> vec.mPoint[2];
return input;
}
};
typedef TemplateCubicBezier<float> FloatCubicBezier;
typedef TemplateCubicBezier<double> DoubleCubicBezier;
typedef TemplateCubicBezier<osg::Vec2> Vec2CubicBezier;
typedef TemplateCubicBezier<osg::Vec3> Vec3CubicBezier;
typedef TemplateCubicBezier<osg::Vec4> Vec4CubicBezier;
}
#endif