背景和头像缺失
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cocos2d/extensions/Particle3D/PU/CCPUSimpleSpline.h
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109
cocos2d/extensions/Particle3D/PU/CCPUSimpleSpline.h
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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_PU_PARTICLE_3D_SIMPLE_SPLINE_H__
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#define __CC_PU_PARTICLE_3D_SIMPLE_SPLINE_H__
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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#include <vector>
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NS_CC_BEGIN
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class PUSimpleSpline
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{
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public:
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PUSimpleSpline();
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~PUSimpleSpline();
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/** Adds a control point to the end of the spline. */
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void addPoint(const Vec3& p);
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/** Gets the detail of one of the control points of the spline. */
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const Vec3& getPoint(unsigned short index) const;
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/** Gets the number of control points in the spline. */
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unsigned short getNumPoints(void) const;
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/** Clears all the points in the spline. */
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void clear(void);
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/** Updates a single point in the spline.
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@remarks
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This point must already exist in the spline.
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*/
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void updatePoint(unsigned short index, const Vec3& value);
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/** Returns an interpolated point based on a parametric value over the whole series.
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@remarks
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Given a t value between 0 and 1 representing the parametric distance along the
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whole length of the spline, this method returns an interpolated point.
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@param t Parametric value.
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*/
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Vec3 interpolate(float t) const;
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/** Interpolates a single segment of the spline given a parametric value.
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@param fromIndex The point index to treat as t=0. fromIndex + 1 is deemed to be t=1
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@param t Parametric value
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*/
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Vec3 interpolate(unsigned int fromIndex, float t) const;
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/** Tells the spline whether it should automatically calculate tangents on demand
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as points are added.
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@remarks
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The spline calculates tangents at each point automatically based on the input points.
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Normally it does this every time a point changes. However, if you have a lot of points
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to add in one go, you probably don't want to incur this overhead and would prefer to
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defer the calculation until you are finished setting all the points. You can do this
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by calling this method with a parameter of 'false'. Just remember to manually call
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the recalcTangents method when you are done.
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@param autoCalc If true, tangents are calculated for you whenever a point changes. If false,
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you must call reclacTangents to recalculate them when it best suits.
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*/
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void setAutoCalculate(bool autoCalc);
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/** Recalculates the tangents associated with this spline.
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@remarks
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If you tell the spline not to update on demand by calling setAutoCalculate(false)
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then you must call this after completing your updates to the spline points.
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*/
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void recalcTangents(void);
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protected:
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bool _autoCalc;
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std::vector<Vec3> _points;
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std::vector<Vec3> _tangents;
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/// Matrix of coefficients
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Mat4 _coeffs;
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};
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NS_CC_END
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#endif
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