G3D::UprightSpline Class ReferenceShortest-path linear velocity spline for camera positions.
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#include <UprightFrame.h>
Inherits G3D::Spline< UprightFrame >.
List of all members.
Detailed Description
Shortest-path linear velocity spline for camera positions.
Always keeps the camera from rolling. - See also:
- G3D::UprightSplineManipulator, G3D::UprightFrame
Member Function Documentation
Normalize or otherwise adjust this interpolated Control before returning it.
| void G3D::UprightSpline::deserialize |
( |
class BinaryInput & |
b |
) |
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| virtual void G3D::UprightSpline::ensureShortestPath |
( |
UprightFrame * |
A, |
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int |
N | |
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) |
| | const [inline, protected, virtual] |
Mutates the array of N control points.
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 >.
Return the position at parameter s.
For a non-cyclic spline, the curve is clamped at the beginning and ending points and between 0 and 1
Returns the requested control point, wrapping at the ends.
The indices may be assumed to be treated cyclically.
| void G3D::UprightSpline::serialize |
( |
class BinaryOutput & |
b |
) |
const |
Number of control points.
Member Data Documentation
If cyclic, then the control points are assumed to wrap around.
If not cyclic, then the derivatives at the ends of the spline point to the final control points.
The documentation for this class was generated from the following file:
Generated on Thu Aug 2 11:40:48 2007 for G3D by
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