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83
deps/g3dlite/include/G3D/UprightFrame.h
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83
deps/g3dlite/include/G3D/UprightFrame.h
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/**
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@file UprightFrame.h
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@author Morgan McGuire, http://graphics.cs.williams.edu
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*/
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#ifndef G3D_UPRIGHTFRAME_H
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#define G3D_UPRIGHTFRAME_H
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#include "G3D/platform.h"
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#include "G3D/Spline.h"
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#include "G3D/Vector3.h"
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#include "G3D/CoordinateFrame.h"
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namespace G3D {
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/**
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Coordinate frame expressed in Euler angles.
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Unlike a G3D::Quat, UprightFrame always keeps the reference frame from rolling about its own z axis.
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Particularly useful for cameras.
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@sa G3D::CoordinateFrame, G3D::Matrix4, G3D::PhysicsFrame, G3D::UprightSpline, G3D::UprightSplineManipulator
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*/
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class UprightFrame {
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public:
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Vector3 translation;
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/** -pi/2 < pitch < pi/2 in radians about the X-axis */
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float pitch;
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/** In radians about the Y-axis */
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float yaw;
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inline UprightFrame(const Vector3& t = Vector3::zero(), float p = 0, float y = 0)
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: translation(t), pitch(p), yaw(y) {}
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UprightFrame(const CoordinateFrame& cframe);
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CoordinateFrame toCoordinateFrame() const;
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/** Supports implicit cast to CoordinateFrame */
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inline operator CoordinateFrame() const {
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return toCoordinateFrame();
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}
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/** Required for use with spline */
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UprightFrame operator+(const UprightFrame& other) const;
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/** Required for use with spline */
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UprightFrame operator*(const float k) const;
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/**
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Unwraps the yaw values in the elements of the array such that
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they still represent the same angles but strictly increase/decrease
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without wrapping about zero. For use with Spline<UprightFrame>
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*/
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static void unwrapYaw(UprightFrame* a, int N);
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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};
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/** Shortest-path linear velocity spline for camera positions. Always keeps the camera from rolling.
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@sa G3D::UprightSplineManipulator, G3D::UprightFrame
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*/
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class UprightSpline : public Spline<UprightFrame> {
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protected:
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virtual void ensureShortestPath(UprightFrame* A, int N) const {
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UprightFrame::unwrapYaw(A, N);
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}
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public:
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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};
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}
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#endif
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