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52
deps/g3dlite/include/G3D/PhysicsFrameSpline.h
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52
deps/g3dlite/include/G3D/PhysicsFrameSpline.h
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/**
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@file PhysicsFrameSpline.h
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@author Morgan McGuire, http://graphics.cs.williams.edu
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*/
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#ifndef G3D_PhysicsFrameSpline_h
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#define G3D_PhysicsFrameSpline_h
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#include "G3D/platform.h"
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#include "G3D/PhysicsFrame.h"
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#include "G3D/Spline.h"
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namespace G3D {
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/**
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A subclass of Spline that keeps the rotation field of a
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PhysicsFrame normalized and rotating the short direction.
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\sa UprightFrameSpline
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*/
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class PhysicsFrameSpline : public Spline<PhysicsFrame> {
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public:
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PhysicsFrameSpline();
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/** Accepts a table of properties, or any valid PhysicsFrame specification for a single control*/
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PhysicsFrameSpline(const Any& any);
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bool operator==(const PhysicsFrameSpline& a) const;
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bool operator!=(const PhysicsFrameSpline& a) const {
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return ! ((*this) == a);
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}
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/** Mutates all underlying PhysicsFrames by scaling their translation by \param scaleFactor */
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void scaleControlPoints(float scaleFactor);
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virtual void correct(PhysicsFrame& frame) const;
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virtual void ensureShortestPath(PhysicsFrame* A, int N) const;
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virtual Any toAny(const std::string& myName) const override {
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return Spline<PhysicsFrame>::toAny(myName);
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}
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Any toAny() const {
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return toAny("PFrameSpline");
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}
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};
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}
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#endif
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