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pattern.h
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#pragma once
#include "Camera.h"
#include "mathlib.h"
#include "Interpolation.h"
using namespace HW;
class Pattern {
public:
Pattern(Camera *_camera)
:camera(_camera), backup(*_camera) {}
virtual void UpdateCamera(double t) = 0;
virtual ~Pattern(){}
virtual void Reset() {
*camera = backup;
}
protected:
Camera *camera;
Camera backup;
};
class AngularSpeedTest :public Pattern{
public:
float PitchSpeed;
float YawSpeed;
AngularSpeedTest(Camera *camera, double pitchSpeed, double yawSpeed)
:Pattern(camera), PitchSpeed(pitchSpeed), YawSpeed(yawSpeed) {};
void UpdateCamera(double t) {
camera->RotatePitchYaw(t*PitchSpeed, t*YawSpeed);
}
};
class LinearSpeedTest :public Pattern {
public:
float Speed;
LinearSpeedTest(Camera *camera, float speed)
:Pattern(camera), Speed(speed) {};
void UpdateCamera(double t) {
Vector3 Pos = camera->getPosition();
Vector3 Dir = camera->getDirection();
Dir.normalize();
Pos += Speed*t*Dir;
camera->setPosition(Pos);
}
};
class SpeedTest :public Pattern {
public:
float PitchSpeed;
float YawSpeed;
float LinearSpeed;
float Acceleration;
SpeedTest(Camera *camera, double pitchSpeed, double yawSpeed, float linearSpeed, float acceleration)
:Pattern(camera), PitchSpeed(pitchSpeed), YawSpeed(yawSpeed), LinearSpeed(linearSpeed), Acceleration(acceleration){}
void UpdateCamera(double t) {
camera->RotatePitchYaw(t*PitchSpeed, t*YawSpeed);
Vector3 Pos = camera->getPosition();
Vector3 Dir = camera->getDirection();
Dir.normalize();
LinearSpeed += Acceleration*t;
Pos += LinearSpeed*t*Dir;
camera->setPosition(Pos);
}
};
struct InterpData {
float Time;
Vector3 Position;
Vector3 Direction;
InterpData(float time, Vector3 position, Vector3 direction)
:Time(time), Position(position), Direction(direction) {}
};
class InterpolationTest :public Pattern {
public:
InterpolationTest(Camera *camera, const vector<InterpData>& datas)
:Pattern(camera) {
int n = datas.size();
vector<double> times(n, 0);
vector<Vector3> positions(n), directions(n);
for (int i = 0; i < n;i++) {
times[i] = datas[i].Time;
positions[i] = datas[i].Position;
directions[i] = datas[i].Direction;
}
PosInterp.SetData(times, positions);
DirInterp.SetData(times, directions);
AbsolutTime = 0;
hasDir = true;
}
InterpolationTest(Camera *camera, const vector<double>& times, const vector<Vector3> &positions, const vector<Vector3> &directions)
:Pattern(camera){
assert(positions.size() == directions.size() && times.size() == positions.size());
PosInterp.SetData(times, positions);
DirInterp.SetData(times, directions);
AbsolutTime = 0;
hasDir = true;
}
InterpolationTest(Camera *camera, const vector<Vector3> &positions, const vector<Vector3> &directions)
:Pattern(camera) {
assert(positions.size() == directions.size());
int n = positions.size();
vector<double> times(n, 0);
for (int i = 1; i < n; i++)
times[i] = times[i - 1] + 1;
PosInterp.SetData(times, positions);
DirInterp.SetData(times, directions);
AbsolutTime = 0;
hasDir = true;
}
InterpolationTest(Camera *camera, const vector<Vector3> &positions)
:Pattern(camera) {
int n = positions.size();
vector<double> times(n, 0);
for (int i = 1; i < n; i++)
times[i] = times[i - 1] + 1;
PosInterp.SetData(times, positions);
AbsolutTime = 0;
hasDir = false;
}
void UpdateCamera(double t) {
AbsolutTime += t;
camera->setPosition(PosInterp.GetInterpolation(AbsolutTime));
if (hasDir)
camera->setDirection(DirInterp.GetInterpolation(AbsolutTime));
else
camera->setDirection(PosInterp.GetDerivative(AbsolutTime));
}
void Reset() {
AbsolutTime = 0;
*camera = backup;
}
private:
Interpolation PosInterp, DirInterp;
bool hasDir;
double AbsolutTime;
};