c253d3558b
prevent collision with windows min and max macros.
79 lines
2.7 KiB
Plaintext
79 lines
2.7 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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//osgParticle - Copyright (C) 2002 Marco Jez
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#ifndef OSGPARTICLE_INTERPOLATOR_
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#define OSGPARTICLE_INTERPOLATOR_
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#include <osgParticle/range>
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#include <osg/CopyOp>
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#include <osg/Object>
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec4>
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namespace osgParticle
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{
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/// An abstract base class for implementing interpolators.
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class Interpolator : public osg::Object {
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public:
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Interpolator()
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: osg::Object() {}
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Interpolator(const Interpolator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY)
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: osg::Object(copy, copyop) {}
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virtual const char *libraryName() const { return "osgParticle"; }
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virtual const char *className() const { return "Interpolator"; }
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virtual bool isSameKindAs(const osg::Object *obj) const { return dynamic_cast<const Interpolator *>(obj) != 0; }
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/// Interpolate between floats. Must be overriden in descendant classes.
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virtual float interpolate(float t, float y1, float y2) const = 0;
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/// Interpolate between 2-dimensional vectors. Default behavior is to interpolate each component separately.
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virtual osg::Vec2 interpolate(float t, const osg::Vec2 &y1, const osg::Vec2 &y2) const
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{
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return osg::Vec2(
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interpolate(t, y1.x(), y2.x()),
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interpolate(t, y1.y(), y2.y())
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);
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}
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/// Interpolate between 3-dimensional vectors. Default behavior is to interpolate each component separately.
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virtual osg::Vec3 interpolate(float t, const osg::Vec3 &y1, const osg::Vec3 &y2) const
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{
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return osg::Vec3(
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interpolate(t, y1.x(), y2.x()),
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interpolate(t, y1.y(), y2.y()),
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interpolate(t, y1.z(), y2.z())
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);
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}
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/// Interpolate between 4-dimensional vectors. Default behavior is to interpolate each component separately.
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virtual osg::Vec4 interpolate(float t, const osg::Vec4 &y1, const osg::Vec4 &y2) const
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{
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return osg::Vec4(
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interpolate(t, y1.x(), y2.x()),
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interpolate(t, y1.y(), y2.y()),
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interpolate(t, y1.z(), y2.z()),
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interpolate(t, y1.w(), y2.w())
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);
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}
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template<class T_>
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T_ interpolate(float t, const range<T_> &r) const
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{
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return interpolate(t, r.minimum, r.maximum);
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}
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protected:
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virtual ~Interpolator() {}
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};
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}
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#endif
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