Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
46 lines
700 B
C++
46 lines
700 B
C++
#pragma once
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#define STUFF_SPLINE_HPP
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#if !defined(STUFF_STUFF_HPP)
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#include <Stuff\Stuff.hpp>
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#endif
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#if !defined(STUFF_AFFINEMATRIX_HPP)
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#include <Stuff\AffineMatrix.hpp>
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#endif
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namespace Stuff {
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class CubicCurve {
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public:
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CubicCurve( // Hermite form
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const Point3D& p1,
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const Vector3D& r1,
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const Point3D& p4,
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const Vector3D& r4
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);
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CubicCurve( // Bezier form
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const Point3D& p1,
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const Point3D& p2,
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const Point3D& p3,
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const Point3D& p4
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);
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void
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Evaluate(
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Scalar t,
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Point3D *p,
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Vector3D *v
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);
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void
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TestInstance() const
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{}
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protected:
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AffineMatrix4D
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basisMatrix;
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};
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}
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