/*************************************************************************/ /* curve.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 class Curve2D : public Resource { GDCLASS(Curve2D,Resource); struct Point { Vector2 in; Vector2 out; Vector2 pos; }; Vector 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 bake(int p_subdivs=10) const; 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 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 &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(); }; class Curve3D : public Resource { GDCLASS(Curve3D, Resource); struct Point { Vector3 in; Vector3 out; Vector3 pos; float tilt; Point() { tilt = 0; } }; Vector points; struct BakedPoint { float ofs; Vector3 point; }; mutable bool baked_cache_dirty; mutable PoolVector3Array baked_point_cache; mutable PoolRealArray baked_tilt_cache; mutable float baked_max_ofs; void _bake() const; float bake_interval; void _bake_segment3d(Map &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; 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); 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); Vector3 get_point_in(int p_index) const; void set_point_out(int p_index, const Vector3 &p_out); Vector3 get_point_out(int p_index) const; void remove_point(int p_index); void clear_points(); 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; 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 PoolVector3Array tesselate(int p_max_stages = 5, float p_tolerance = 4) const; //useful for display Curve3D(); }; #endif // CURVE_H