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Using Quaternions Efficiently in Real-time Applications

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10 Nov 2010CPOL11 min read 29.1K   63   29  
Various methods for using quaternions in ways that maximize performance
#ifndef _NODE_BASE_H
#define _NODE_BASE_H

#include <vector>
#include "ObjectBase.h"

class NodeBase
{
public:
    typedef std::vector< ObjectBase * > OBJ_PTR_VECTOR;
    typedef OBJ_PTR_VECTOR::iterator OBJ_PTR_VECTOR_ITERATOR;

    NodeBase(){}
    ~NodeBase()
    {
        OBJ_PTR_VECTOR::iterator it = objects_.begin();
        for(; it != objects_.end(); it++)
        {
            if ( *it != 0 ) delete *it;
        }
    }

    template< class CHILD_TYPE >
    CHILD_TYPE *addChild()
    {
        CHILD_TYPE *newNode = new CHILD_TYPE();
        objects_.push_back( newNode );
        return newNode;
    }

    unsigned int getNumObjects() { return static_cast<unsigned int>(objects_.size()); }

    void updateAllObjects( ObjectBase *parent )
    {
        OBJ_PTR_VECTOR::iterator begin = objects_.begin();
        OBJ_PTR_VECTOR::iterator end = objects_.end();
        for(; begin != end; begin++)
        {
            (*begin)->updateWorldTransform( parent );
        }
    }

    ObjectBase *getFirstObject( )
    {
        if ( objects_.begin() == objects_.end() )
            return 0;
        else
            return (*objects_.begin());
    }

protected:
    OBJ_PTR_VECTOR objects_;
};


#endif

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License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Software Developer Gameloft
United States United States
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