Bezier curve spline implementation.
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#include <bezier.h>
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| | Spline (float duration, std::vector< glm::vec3 > &points, glm::vec3 &vector) |
| | Spline (float duration, std::vector< glm::vec3 > &points, std::function< void(glm::vec3)> applyVector) |
| | Spline (float duration, std::vector< glm::vec3 > &points, glm::vec3 &vector, glm::vec3 &vectorDerivative) |
| | Spline (float duration, std::vector< glm::vec3 > &points, std::function< void(glm::vec3)> applyVector, glm::vec3 &vectorDerivative) |
| | Spline (float duration, std::vector< glm::vec3 > &points, glm::vec3 &vector, std::function< void(glm::vec3)> applyVectorDerivative) |
| | Spline (float duration, std::vector< glm::vec3 > &points, std::function< void(glm::vec3)> applyVector, std::function< void(glm::vec3)> applyVectorDerivative) |
| virtual | ~Spline ()=default |
| | Spline (float duration, std::vector< glm::vec3 > &points, glm::vec3 &vector) |
| | Spline (float duration, std::vector< glm::vec3 > &points, std::function< void(glm::vec3)> applyVector) |
| | Spline (float duration, std::vector< glm::vec3 > &points, glm::vec3 &vector, glm::vec3 &vectorDerivative) |
| | Spline (float duration, std::vector< glm::vec3 > &points, std::function< void(glm::vec3)> applyVector, glm::vec3 &vectorDerivative) |
| | Spline (float duration, std::vector< glm::vec3 > &points, glm::vec3 &vector, std::function< void(glm::vec3)> applyVectorDerivative) |
| | Spline (float duration, std::vector< glm::vec3 > &points, std::function< void(glm::vec3)> applyVector, std::function< void(glm::vec3)> applyVectorDerivative) |
| void | update (float deltaTime) |
| | Updates spline state and calculates new vectors based on time.
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| void | pause () |
| void | unpause () |
| void | reset () |
Bezier curve spline implementation.
◆ evaluateDerivative()
| glm::vec3 copakond::Bezier::evaluateDerivative |
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float | localT | ) |
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overrideprotectedvirtual |
Evaluates the tangent/derivative vector on the Bezier curve.
*
- Parameters
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| localT | Normalized time (0.0 to 1.0) within the segment. |
Implements copakond::Spline.
◆ evaluateNormal()
| glm::vec3 copakond::Bezier::evaluateNormal |
( |
float | localT | ) |
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overrideprotectedvirtual |
Evaluates the exact point on the Bezier curve segment.
*
- Parameters
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| localT | Normalized time (0.0 to 1.0) within the segment. |
Implements copakond::Spline.
◆ Spline() [1/6]
◆ Spline() [2/6]
| copakond::Spline::Spline |
( |
float | duration, |
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std::vector< glm::vec3 > & | points, |
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glm::vec3 & | vector, |
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glm::vec3 & | vectorDerivative ) |
◆ Spline() [3/6]
| copakond::Spline::Spline |
( |
float | duration, |
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std::vector< glm::vec3 > & | points, |
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glm::vec3 & | vector, |
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std::function< void(glm::vec3)> | applyVectorDerivative ) |
◆ Spline() [4/6]
| copakond::Spline::Spline |
( |
float | duration, |
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std::vector< glm::vec3 > & | points, |
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std::function< void(glm::vec3)> | applyVector ) |
◆ Spline() [5/6]
| copakond::Spline::Spline |
( |
float | duration, |
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std::vector< glm::vec3 > & | points, |
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std::function< void(glm::vec3)> | applyVector, |
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glm::vec3 & | vectorDerivative ) |
◆ Spline() [6/6]
| copakond::Spline::Spline |
( |
float | duration, |
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std::vector< glm::vec3 > & | points, |
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std::function< void(glm::vec3)> | applyVector, |
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std::function< void(glm::vec3)> | applyVectorDerivative ) |
The documentation for this class was generated from the following files: