/** @file PhysicsFrameSpline.h @author Morgan McGuire, http://graphics.cs.williams.edu */ #ifndef G3D_PhysicsFrameSpline_h #define G3D_PhysicsFrameSpline_h #include "G3D/platform.h" #include "G3D/PhysicsFrame.h" #include "G3D/Spline.h" namespace G3D { /** A subclass of Spline that keeps the rotation field of a PhysicsFrame normalized and rotating the short direction. \sa UprightFrameSpline */ class PhysicsFrameSpline : public Spline { public: PhysicsFrameSpline(); /** Accepts a table of properties, or any valid PhysicsFrame specification for a single control*/ PhysicsFrameSpline(const Any& any); bool operator==(const PhysicsFrameSpline& a) const; bool operator!=(const PhysicsFrameSpline& a) const { return ! ((*this) == a); } /** Mutates all underlying PhysicsFrames by scaling their translation by \param scaleFactor */ void scaleControlPoints(float scaleFactor); virtual void correct(PhysicsFrame& frame) const; virtual void ensureShortestPath(PhysicsFrame* A, int N) const; virtual Any toAny(const std::string& myName) const override { return Spline::toAny(myName); } Any toAny() const { return toAny("PFrameSpline"); } }; } #endif