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82 lines (66 loc) · 2.99 KB
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/*
* ParallelTransportFrames.h
*
* Copyright (c) 2012, Neil Mendoza, http://www.neilmendoza.com
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Neil Mendoza nor the names of its contributors may be used
* to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
#pragma once
#include "ofMain.h"
namespace ofxRobotArm
{
/*
* PTF based on Cinder's implementation as edge cases are all handled
*/
class ParallelTransportFrames
{
public:
// TODO: add startNormal
ParallelTransportFrames();
bool addPoint(const ofVec3f& point);
void debugDraw(float axisSize = 10.f);
glm::mat4x4 transformMatrix() const { return frames.back(); }
glm::mat4x4 normalMatrix() const;
unsigned framesSize() const { return frames.size(); }
unsigned pointsSize() const { return points.size(); }
deque<glm::mat4x4>& getFrames() { return frames; }
glm::mat4 frameAt(unsigned idx) const { return frames[idx]; }
glm::vec3 getStartNormal() const { return startNormal; }
glm::vec3 getCurrentTangent() const { return curTangent; }
glm::vec3 calcCurrentNormal() const;
void clear();
void setMaxFrames(unsigned maxFrames) { this->maxFrames = maxFrames; }
private:
unsigned maxPoints, maxFrames;
void firstFrame();
void nextFrame();
glm::vec3 startNormal;
glm::vec3 prevTangent, curTangent;
deque<glm::vec3> points;
deque<glm::mat4> frames;
};
}