/** \file G3D/UprightFrame.h \author Morgan McGuire, http://graphics.cs.williams.edu */ #ifndef G3D_UprightFrame_h #define G3D_UprightFrame_h #include "G3D/platform.h" #include "G3D/Spline.h" #include "G3D/Any.h" #include "G3D/CoordinateFrame.h" namespace G3D { /** \brief Coordinate frame expressed in Euler angles. Unlike a G3D::Quat, UprightFrame always keeps the reference frame from rolling about its own z axis. Particularly useful for cameras. \sa G3D::CoordinateFrame, G3D::Matrix4, G3D::PhysicsFrame, G3D::UprightSpline, G3D::UprightSplineManipulator */ class UprightFrame { public: Vector3 translation; /** -pi/2 < pitch < pi/2 in radians about the X-axis */ float pitch; /** In radians about the Y-axis */ float yaw; UprightFrame(const Vector3& t = Vector3::zero(), float p = 0, float y = 0) : translation(t), pitch(p), yaw(y) {} UprightFrame(const CoordinateFrame& cframe); /** Constructs an UprightFrame from an Any object. The Any format for UprightFrame is: pitch = ##, translation = Vector3(), yaw = ## */ explicit UprightFrame(const Any& any); Any toAny() const; UprightFrame& operator=(const Any& any); /** Supports implicit cast to CoordinateFrame */ operator CoordinateFrame() const { return toCoordinateFrame(); } CoordinateFrame toCoordinateFrame() const; /** Required for use with spline */ UprightFrame operator+(const UprightFrame& other) const; /** Required for use with spline */ UprightFrame operator*(const float k) const; /** Unwraps the yaw values in the elements of the array such that they still represent the same angles but strictly increase/decrease without wrapping about zero. For use with Spline */ static void unwrapYaw(UprightFrame* a, int N); void serialize(class BinaryOutput& b) const; void deserialize(class BinaryInput& b); }; /** \brief Shortest-path linear velocity spline for camera positions. Always keeps the camera from rolling. \sa G3D::UprightSplineManipulator, G3D::UprightFrame */ class UprightSpline : public Spline { protected: virtual void ensureShortestPath(UprightFrame* A, int N) const { UprightFrame::unwrapYaw(A, N); } public: 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. */ explicit 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); }; } #endif