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bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
238 lines
7.0 KiB
C++
238 lines
7.0 KiB
C++
/*************************************************************************/
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/* curve.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CURVE_H
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#define CURVE_H
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#include "resource.h"
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#if 0
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class Curve2D : public Resource {
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GDCLASS(Curve2D,Resource);
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struct Point {
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Vector2 in;
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Vector2 out;
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Vector2 pos;
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};
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Vector<Point> points;
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protected:
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static void _bind_methods();
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void set_points_in(const Vector2Array& p_points_in);
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void set_points_out(const Vector2Array& p_points_out);
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void set_points_pos(const Vector2Array& p_points_pos);
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Vector2Array get_points_in() const;
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Vector2Array get_points_out() const;
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Vector2Array get_points_pos() const;
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public:
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int get_point_count() const;
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void add_point(const Vector2& p_pos, const Vector2& p_in=Vector2(), const Vector2& p_out=Vector2());
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void set_point_pos(int p_index, const Vector2& p_pos);
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Vector2 get_point_pos(int p_index) const;
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void set_point_in(int p_index, const Vector2& p_in);
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Vector2 get_point_in(int p_index) const;
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void set_point_out(int p_index, const Vector2& p_out);
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Vector2 get_point_out(int p_index) const;
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void remove_point(int p_index);
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Vector2 interpolate(int p_index, float p_offset) const;
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Vector2 interpolatef(real_t p_findex) const;
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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;
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void get_approx_position_from_offset(real_t p_offset,int &r_index, real_t &r_pos,int p_subdivs=16) const;
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Curve2D();
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};
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#endif
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class Curve2D : public Resource {
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GDCLASS(Curve2D,Resource);
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struct Point {
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Vector2 in;
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Vector2 out;
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Vector2 pos;
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};
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Vector<Point> points;
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struct BakedPoint {
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float ofs;
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Vector2 point;
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};
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mutable bool baked_cache_dirty;
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mutable PoolVector2Array baked_point_cache;
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mutable float baked_max_ofs;
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void _bake() const;
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float bake_interval;
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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;
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Dictionary _get_data() const;
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void _set_data(const Dictionary &p_data);
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protected:
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static void _bind_methods();
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public:
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int get_point_count() const;
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void add_point(const Vector2& p_pos, const Vector2& p_in=Vector2(), const Vector2& p_out=Vector2(),int p_atpos=-1);
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void set_point_pos(int p_index, const Vector2& p_pos);
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Vector2 get_point_pos(int p_index) const;
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void set_point_in(int p_index, const Vector2& p_in);
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Vector2 get_point_in(int p_index) const;
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void set_point_out(int p_index, const Vector2& p_out);
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Vector2 get_point_out(int p_index) const;
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void remove_point(int p_index);
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void clear_points();
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Vector2 interpolate(int p_index, float p_offset) const;
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Vector2 interpolatef(real_t p_findex) const;
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void set_bake_interval(float p_distance);
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float get_bake_interval() const;
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float get_baked_length() const;
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Vector2 interpolate_baked(float p_offset,bool p_cubic=false) const;
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PoolVector2Array get_baked_points() const; //useful for going thru
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PoolVector2Array tesselate(int p_max_stages=5,float p_tolerance=4) const; //useful for display
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Curve2D();
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};
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class Curve3D : public Resource {
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GDCLASS(Curve3D,Resource);
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struct Point {
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Vector3 in;
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Vector3 out;
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Vector3 pos;
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float tilt;
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Point() { tilt=0; }
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};
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Vector<Point> points;
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struct BakedPoint {
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float ofs;
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Vector3 point;
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};
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mutable bool baked_cache_dirty;
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mutable PoolVector3Array baked_point_cache;
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mutable PoolRealArray baked_tilt_cache;
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mutable float baked_max_ofs;
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void _bake() const;
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float bake_interval;
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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;
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void _set_data(const Dictionary &p_data);
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protected:
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static void _bind_methods();
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public:
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int get_point_count() const;
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void add_point(const Vector3& p_pos, const Vector3& p_in=Vector3(), const Vector3& p_out=Vector3(),int p_atpos=-1);
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void set_point_pos(int p_index, const Vector3& p_pos);
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Vector3 get_point_pos(int p_index) const;
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void set_point_tilt(int p_index, float p_tilt);
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float get_point_tilt(int p_index) const;
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void set_point_in(int p_index, const Vector3& p_in);
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Vector3 get_point_in(int p_index) const;
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void set_point_out(int p_index, const Vector3& p_out);
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Vector3 get_point_out(int p_index) const;
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void remove_point(int p_index);
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void clear_points();
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Vector3 interpolate(int p_index, float p_offset) const;
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Vector3 interpolatef(real_t p_findex) const;
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void set_bake_interval(float p_distance);
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float get_bake_interval() const;
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float get_baked_length() const;
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Vector3 interpolate_baked(float p_offset,bool p_cubic=false) const;
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float interpolate_baked_tilt(float p_offset) const;
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PoolVector3Array get_baked_points() const; //useful for going thru
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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();
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};
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#endif // CURVE_H
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