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Object-Oriented Graphics Rendering Engine
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Ogre::RotationalSpline Class Reference

This class interpolates orientations (rotations) along a spline using derivatives of quaternions. More...

#include <OgreRotationalSpline.h>

+ Collaboration diagram for Ogre::RotationalSpline:

Public Member Functions

 RotationalSpline ()
 
 ~RotationalSpline ()
 
void addPoint (const Quaternion &p)
 Adds a control point to the end of the spline. More...
 
void clear (void)
 Clears all the points in the spline. More...
 
unsigned short getNumPoints (void) const
 Gets the number of control points in the spline. More...
 
const QuaterniongetPoint (unsigned short index) const
 Gets the detail of one of the control points of the spline. More...
 
Quaternion interpolate (Real t, bool useShortestPath=true)
 Returns an interpolated point based on a parametric value over the whole series. More...
 
Quaternion interpolate (unsigned int fromIndex, Real t, bool useShortestPath=true)
 Interpolates a single segment of the spline given a parametric value. More...
 
void recalcTangents (void)
 Recalculates the tangents associated with this spline. More...
 
void setAutoCalculate (bool autoCalc)
 Tells the spline whether it should automatically calculate tangents on demand as points are added. More...
 
void updatePoint (unsigned short index, const Quaternion &value)
 Updates a single point in the spline. More...
 

Protected Attributes

bool mAutoCalc
 
vector< Quaternion >::type mPoints
 
vector< Quaternion >::type mTangents
 

Detailed Description

This class interpolates orientations (rotations) along a spline using derivatives of quaternions.

Remarks
Like the SimpleSpline class, this class is about interpolating values smoothly over a spline. Whilst SimpleSpline deals with positions (the normal sense we think about splines), this class interpolates orientations. The theory is identical, except we're now in 4-dimensional space instead of 3.
In positional splines, we use the points and tangents on those points to generate control points for the spline. In this case, we use quaternions and derivatives of the quaternions (i.e. the rate and direction of change at each point). This is the same as SimpleSpline since a tangent is a derivative of a position. We effectively generate an extra quaternion in between each actual quaternion which when take with the original quaternion forms the 'tangent' of that quaternion.

Definition at line 58 of file OgreRotationalSpline.h.

Constructor & Destructor Documentation

Ogre::RotationalSpline::RotationalSpline ( )
Ogre::RotationalSpline::~RotationalSpline ( )

Member Function Documentation

void Ogre::RotationalSpline::addPoint ( const Quaternion p)

Adds a control point to the end of the spline.

void Ogre::RotationalSpline::clear ( void  )

Clears all the points in the spline.

unsigned short Ogre::RotationalSpline::getNumPoints ( void  ) const

Gets the number of control points in the spline.

const Quaternion& Ogre::RotationalSpline::getPoint ( unsigned short  index) const

Gets the detail of one of the control points of the spline.

Quaternion Ogre::RotationalSpline::interpolate ( Real  t,
bool  useShortestPath = true 
)

Returns an interpolated point based on a parametric value over the whole series.

Remarks
Given a t value between 0 and 1 representing the parametric distance along the whole length of the spline, this method returns an interpolated point.
Parameters
tParametric value.
useShortestPathDefines if rotation should take the shortest possible path
Quaternion Ogre::RotationalSpline::interpolate ( unsigned int  fromIndex,
Real  t,
bool  useShortestPath = true 
)

Interpolates a single segment of the spline given a parametric value.

Parameters
fromIndexThe point index to treat as t=0. fromIndex + 1 is deemed to be t=1
tParametric value
useShortestPathDefines if rotation should take the shortest possible path
void Ogre::RotationalSpline::recalcTangents ( void  )

Recalculates the tangents associated with this spline.

Remarks
If you tell the spline not to update on demand by calling setAutoCalculate(false) then you must call this after completing your updates to the spline points.
void Ogre::RotationalSpline::setAutoCalculate ( bool  autoCalc)

Tells the spline whether it should automatically calculate tangents on demand as points are added.

Remarks
The spline calculates tangents at each point automatically based on the input points. Normally it does this every time a point changes. However, if you have a lot of points to add in one go, you probably don't want to incur this overhead and would prefer to defer the calculation until you are finished setting all the points. You can do this by calling this method with a parameter of 'false'. Just remember to manually call the recalcTangents method when you are done.
Parameters
autoCalcIf true, tangents are calculated for you whenever a point changes. If false, you must call reclacTangents to recalculate them when it best suits.
void Ogre::RotationalSpline::updatePoint ( unsigned short  index,
const Quaternion value 
)

Updates a single point in the spline.

Remarks
This point must already exist in the spline.

Member Data Documentation

bool Ogre::RotationalSpline::mAutoCalc
protected

Definition at line 121 of file OgreRotationalSpline.h.

vector<Quaternion>::type Ogre::RotationalSpline::mPoints
protected

Definition at line 125 of file OgreRotationalSpline.h.

vector<Quaternion>::type Ogre::RotationalSpline::mTangents
protected

Definition at line 126 of file OgreRotationalSpline.h.


The documentation for this class was generated from the following file: