Torque2D Reference
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SplinePatch Class Referenceabstract

#include <mSplinePatch.h>

Inheritance diagram for SplinePatch:

Public Member Functions

 SplinePatch ()
U32 getNumReqControlPoints ()
const SplCtrlPtsgetControlPoints ()
const Point3FgetControlPoint (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)

Detailed Description

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.

patch.submitControlPoints(ctrlPts);
SplinePatch()
Definition mSplinePatch.cc:81
virtual void submitControlPoints(SplCtrlPts &points)
Definition mSplinePatch.h:116

Next, use the SplineUtil namespace to draw your spline.

SplineUtil::drawSplineBeam(camPos, numSegments, width, patch[, uvOffset, numTexRep]);
void drawSplineBeam(const Point3F &camPos, U32 numSegments, F32 width, SplinePatch &spline, F32 uvOffset, F32 numTexRep)
Definition splineUtil.cc:33

You can also create a SplineBeamInfo structure (SplineUtil::SplineBeamInfo) and just pass the SplineBeamInfo structure to the SplineUtil::drawSplineBeam function.

See also
SplCtrlPts
SplineUtil

Constructor & Destructor Documentation

◆ SplinePatch()

Member Function Documentation

◆ calc() [1/2]

void calc ( F32 t,
Point3F & result )
pure virtual

Recalc function. Do not call this ever - only SplineUtil needs this.

See also
SplineUtil

Implemented in QuadPatch.

◆ calc() [2/2]

void calc ( Point3F * points,
F32 t,
Point3F & result )
pure virtual

Recalc function. Do not call this ever - only SplineUtil needs this.

See also
SplineUtil

Implemented in QuadPatch.

◆ getControlPoint()

const Point3F * getControlPoint ( U32 index)
inline

◆ getControlPoints()

const SplCtrlPts * getControlPoints ( )
inline

◆ getNumReqControlPoints()

U32 getNumReqControlPoints ( )
inline

◆ setControlPoint()

void setControlPoint ( Point3F & point,
int index )
virtual

Reimplemented in QuadPatch.

◆ setNumReqControlPoints()

void setNumReqControlPoints ( U32 numPts)
inlineprotected

◆ submitControlPoints()

virtual void submitControlPoints ( SplCtrlPts & points)
inlinevirtual

If you have a preconstructed "SplCtrlPts" class, submit it with this function.

See also
SplCtrlPts

Reimplemented in QuadPatch.


The documentation for this class was generated from the following files: