![]() |
TrinityCore
|
Shortest-path linear velocity spline for camera positions. Always keeps the camera from rolling. More...
#include <UprightFrame.h>
Public Member Functions | |
UprightSpline () | |
UprightSpline (const Any &any) | |
virtual Any | toAny (const std::string &myName) const override |
Any | toAny () const |
UprightSpline & | operator= (const Any &any) |
void | serialize (class BinaryOutput &b) const |
void | deserialize (class BinaryInput &b) |
![]() | |
Spline () | |
Spline (const Any &any) | |
void | append (float t, const UprightFrame &c) |
void | append (const UprightFrame &c) |
void | clear () |
int | size () const |
void | getControl (int i, float &t, UprightFrame &c) const |
UprightFrame | evaluate (float s) const |
![]() | |
SplineBase () | |
virtual | ~SplineBase () |
float | getFinalInterval () const |
float | duration () const |
void | computeIndex (float s, int &i, float &u) const |
Protected Member Functions | |
virtual void | ensureShortestPath (UprightFrame *A, int N) const |
![]() | |
void | getControls (int i, float *T, UprightFrame *A, int N) const |
virtual void | correct (UprightFrame &A) const |
virtual void | init (AnyTableReader &propertyTable) |
![]() | |
void | computeIndexInBounds (float s, int &i, float &u) const |
Additional Inherited Members | |
![]() | |
static Matrix4 | computeBasis () |
![]() | |
Array< UprightFrame > | control |
![]() | |
Array< float > | time |
SplineExtrapolationMode | extrapolationMode |
float | finalInterval |
SplineInterpolationMode | interpolationMode |
![]() | |
UprightFrame | zero |
Shortest-path linear velocity spline for camera positions. Always keeps the camera from rolling.
G3D::UprightSpline::UprightSpline | ( | ) |
Constructs an UprightSpline from an Any object.
The Any format for UprightSpline is:
controls = (UprightFrame, ...), times = (##, ...), cyclic = bool
The controls and times arrays must have the same length.
void G3D::UprightSpline::deserialize | ( | class BinaryInput & | b | ) |
|
inlineprotectedvirtual |
Mutates the array of N control points that begins at A. It is useful to override this method by one that wraps the values if they are angles or quaternions for which "shortest path" interpolation is significant.
Reimplemented from G3D::Spline< UprightFrame >.
UprightSpline & G3D::UprightSpline::operator= | ( | const Any & | any | ) |
void G3D::UprightSpline::serialize | ( | class BinaryOutput & | b | ) | const |
Note that invoking classes can call setName on the returned value instead of passing a name in.
Reimplemented from G3D::Spline< UprightFrame >.
Any G3D::UprightSpline::toAny | ( | ) | const |