/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ //osgParticle - Copyright (C) 2002 Marco Jez #ifndef OSGPARTICLE_INTERPOLATOR #define OSGPARTICLE_INTERPOLATOR #include #include #include #include #include #include namespace osgParticle { /// An abstract base class for implementing interpolators. class Interpolator : public osg::Object { public: Interpolator() : osg::Object() {} Interpolator(const Interpolator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY) : osg::Object(copy, copyop) {} virtual const char* libraryName() const { return "osgParticle"; } virtual const char* className() const { return "Interpolator"; } virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast(obj) != 0; } /// Interpolate between floats. Must be overriden in descendant classes. virtual float interpolate(float t, float y1, float y2) const = 0; /// Interpolate between 2-dimensional vectors. Default behavior is to interpolate each component separately. virtual osg::Vec2 interpolate(float t, const osg::Vec2& y1, const osg::Vec2& y2) const { return osg::Vec2( interpolate(t, y1.x(), y2.x()), interpolate(t, y1.y(), y2.y()) ); } /// Interpolate between 3-dimensional vectors. Default behavior is to interpolate each component separately. virtual osg::Vec3 interpolate(float t, const osg::Vec3& y1, const osg::Vec3& y2) const { return osg::Vec3( interpolate(t, y1.x(), y2.x()), interpolate(t, y1.y(), y2.y()), interpolate(t, y1.z(), y2.z()) ); } /// Interpolate between 4-dimensional vectors. Default behavior is to interpolate each component separately. virtual osg::Vec4 interpolate(float t, const osg::Vec4& y1, const osg::Vec4& y2) const { return osg::Vec4( interpolate(t, y1.x(), y2.x()), interpolate(t, y1.y(), y2.y()), interpolate(t, y1.z(), y2.z()), interpolate(t, y1.w(), y2.w()) ); } template ValueType interpolate(float t, const range& r) const { return interpolate(t, r.minimum, r.maximum); } protected: virtual ~Interpolator() {} }; } #endif