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Aquaria/BBGE/SplineGrid.h

76 lines
1.8 KiB
C++

#ifndef BBGE_SPLINEGRID_H
#define BBGE_SPLINEGRID_H
#include <vector>
#include "Vector.h"
#include "glm/glm.hpp"
#include "Quad.h"
#include "Interpolators.h"
class BoneKeyframe;
class SplineGridCtrlPoint : public Quad
{
public:
SplineGridCtrlPoint();
virtual ~SplineGridCtrlPoint();
virtual void onUpdate(float dt) OVERRIDE;
Vector getSplinePosition() const;
void setSplinePosition(Vector pos);
static SplineGridCtrlPoint *movingPoint;
};
class SplineGrid : public Quad
{
public:
typedef Vector value_type;
SplineGrid();
virtual ~SplineGrid();
// # of control points on each axis
DynamicRenderGrid *resize(size_t w, size_t h, size_t xres, size_t yres, unsigned degx, unsigned degy);
void recalc();
// Export/import grid points; depending on the mode these either correspond directly to control points
// or to spline points from which the control points need to be calculated first (using cpgen)
void exportGridPoints(Vector *pdst) const;
void importGridPoints(const Vector *psrc);
void importKeyframe(const BoneKeyframe *bk);
void exportKeyframe(BoneKeyframe *bk) const;
void resetControlPoints();
void setPointScale(const float scale);
float getPointScale() const { return pointscale; }
void setAssist(bool on);
virtual void onRender(const RenderState& rs) const OVERRIDE;
virtual void onUpdate(float dt) OVERRIDE;
BSpline2D& getSpline() { return bsp; }
const BSpline2D& getSpline() const { return bsp; }
bool wasModified; // to be checked/reset by external code
private:
void _generateControlPointsFromDesignPoints();
SplineGridCtrlPoint *createControlPoint(size_t x, size_t y);
std::vector<SplineGridCtrlPoint*> ctrlp;
unsigned deg;
BSpline2DWithPoints bsp;
float pointscale;
BSpline2DControlPointGeneratorWithPoints cpgen;
bool _assistMode;
};
#endif