Torque2D Reference
|
#include <mSplinePatch.h>
Public Member Functions | |
SplinePatch () | |
U32 | getNumReqControlPoints () |
const SplCtrlPts * | getControlPoints () |
const Point3F * | getControlPoint (U32 index) |
virtual void | setControlPoint (Point3F &point, int index) |
virtual void | submitControlPoints (SplCtrlPts &points) |
virtual void | calc (F32 t, Point3F &result)=0 |
virtual void | calc (Point3F *points, F32 t, Point3F &result)=0 |
Protected Member Functions | |
void | setNumReqControlPoints (U32 numPts) |
Base class for spline patches. The only child of this class is QuadPatch.
Spline utility class for drawing nice pretty splines. In order to draw a spline, you need to create a SplCtrlPts data structure, which contains all control points on the spline. See SplCtrlPts for more information on how to submit points to the spline utility. Next, submit the SplCtrlPts structure to the spline utility.
Next, use the SplineUtil namespace to draw your spline.
You can also create a SplineBeamInfo structure (SplineUtil::SplineBeamInfo) and just pass the SplineBeamInfo structure to the SplineUtil::drawSplineBeam function.
SplinePatch | ( | ) |
|
pure virtual |
Recalc function. Do not call this ever - only SplineUtil needs this.
Implemented in QuadPatch.
Recalc function. Do not call this ever - only SplineUtil needs this.
Implemented in QuadPatch.
|
inline |
|
inline |
|
inline |
|
inlineprotected |
|
inlinevirtual |
If you have a preconstructed "SplCtrlPts" class, submit it with this function.
Reimplemented in QuadPatch.