OpenSceneGraph/include/osgParticle/Interpolator
2002-06-06 13:25:36 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
//osgParticle - Copyright (C) 2002 Marco Jez
#ifndef OSGPARTICLE_INTERPOLATOR_
#define OSGPARTICLE_INTERPOLATOR_
#include <osgParticle/range>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
namespace osgParticle
{
/// An abstract base class for implementing interpolators.
class Interpolator : public osg::Object {
public:
Interpolator()
: osg::Object() {}
Interpolator(const Interpolator &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
: osg::Object(copy, copyop) {}
virtual const char *libraryName() const { return "osgParticle"; }
virtual const char *className() const { return "Interpolator"; }
virtual bool isSameKindAs(const osg::Object *obj) const { return dynamic_cast<const Interpolator *>(obj) != 0; }
/// Interpolate between floats. Must be overriden in descendant classes.
virtual float interpolate(float t, float y1, float y2) const = 0;
/// Interpolate between 2-dimensional vectors. Default behavior is to interpolate each component separately.
virtual osg::Vec2 interpolate(float t, const osg::Vec2 &y1, const osg::Vec2 &y2) const
{
return osg::Vec2(
interpolate(t, y1.x(), y2.x()),
interpolate(t, y1.y(), y2.y())
);
}
/// Interpolate between 3-dimensional vectors. Default behavior is to interpolate each component separately.
virtual osg::Vec3 interpolate(float t, const osg::Vec3 &y1, const osg::Vec3 &y2) const
{
return osg::Vec3(
interpolate(t, y1.x(), y2.x()),
interpolate(t, y1.y(), y2.y()),
interpolate(t, y1.z(), y2.z())
);
}
/// Interpolate between 4-dimensional vectors. Default behavior is to interpolate each component separately.
virtual osg::Vec4 interpolate(float t, const osg::Vec4 &y1, const osg::Vec4 &y2) const
{
return osg::Vec4(
interpolate(t, y1.x(), y2.x()),
interpolate(t, y1.y(), y2.y()),
interpolate(t, y1.z(), y2.z()),
interpolate(t, y1.w(), y2.w())
);
}
template<class T_>
T_ interpolate(float t, const range<T_> &r) const
{
return interpolate(t, r.min, r.max);
}
protected:
virtual ~Interpolator() {}
};
}
#endif