sin-2015/path.h
1999-04-22 00:00:00 +00:00

197 lines
5.1 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/path.h $
// $Revision:: 22 $
// $Author:: Jimdose $
// $Date:: 10/25/98 11:53p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/path.h $
//
// 22 10/25/98 11:53p Jimdose
// added EXPORT_TEMPLATE
//
// 21 10/16/98 8:24p Jimdose
// Added distanceToNextNode and dirToNextNode;
// Optimized ClosestPointOnPath, DistanceAlongPath, PointAtDistance
//
// 20 10/16/98 1:54a Jimdose
// Added another NextNode function for finding the next node after the
// specified node
//
// 19 9/22/98 12:49p Markd
// Put in archive and unarchive functions
//
// 18 8/18/98 10:02p Jimdose
// Added NextNode
//
// 17 5/26/98 7:56p Jimdose
// added scripted cameras
//
// 16 5/20/98 6:39p Jimdose
// Made ClosestPointOnPath accept an Entity to do a trace for
//
// 15 5/16/98 3:38p Jimdose
// Added ClosestPointOnPath, DistanceAlongPath, and PointAtDistance
//
//
// 14 5/13/98 4:50p Jimdose
// Added use of SafePtrs
//
// 13 4/16/98 2:10p Jimdose
// Now uses PathNode as path point
//
// 12 3/05/98 3:49p Jimdose
// Made the pathinfo_t == operator EXPORT_FROM_DLL
//
// 11 3/04/98 1:42p Jimdose
// Added pathinfo_t comparison function
//
// 10 3/02/98 8:49p Jimdose
// Changed CLASS_PROTOTYPE to only take the classname
//
// 9 3/02/98 5:43p Jimdose
// Continued development on paths. Now uses Path class to represent a path.
//
// DESCRIPTION:
//
#ifndef __PATH_H__
#define __PATH_H__
#include "g_local.h"
#include "class.h"
#include "container.h"
#include "navigate.h"
//
// Exported templated classes must be explicitly instantiated
//
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL Container<PathNodePtr>;
template class EXPORT_FROM_DLL Container<float>;
template class EXPORT_FROM_DLL Container<Vector>;
#endif
class EXPORT_FROM_DLL Path : public Class
{
private:
Container<PathNodePtr> pathlist;
Container<float> distanceToNextNode;
Container<Vector> dirToNextNode;
float pathlength;
PathNodePtr from;
PathNodePtr to;
int nextnode;
public:
CLASS_PROTOTYPE( Path );
Path();
Path( int numnodes );
void Clear( void );
void Reset( void );
void AddNode( PathNode *node );
PathNode *GetNode( int num );
PathNode *NextNode( void );
PathNode *NextNode( PathNode *node );
Vector ClosestPointOnPath( Vector pos );
float DistanceAlongPath( Vector pos );
Vector PointAtDistance( float dist );
PathNode *NextNode( float dist );
void DrawPath( float r, float g, float b, float time );
int NumNodes( void );
float Length( void );
PathNode *Start( void );
PathNode *End( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void Path::Archive
(
Archiver &arc
)
{
PathNodePtr ptr;
int i, num;
Class::Archive( arc );
num = pathlist.NumObjects();
arc.WriteInteger( num );
for ( i = 1; i <= num; i++ )
{
ptr = pathlist.ObjectAt( i );
arc.WriteSafePointer( ptr );
}
arc.WriteFloat( pathlength );
arc.WriteSafePointer( from );
arc.WriteSafePointer( to );
arc.WriteInteger( nextnode );
}
inline EXPORT_FROM_DLL void Path::Unarchive
(
Archiver &arc
)
{
PathNodePtr *ptr;
PathNodePtr node;
float len;
Vector dir;
int i, num;
Class::Unarchive( arc );
pathlist.FreeObjectList();
distanceToNextNode.FreeObjectList();
dirToNextNode.FreeObjectList();
arc.ReadInteger( &num );
for( i = 1; i <= num; i++ )
{
pathlist.AddObject( node );
ptr = pathlist.AddressOfObjectAt( i );
arc.ReadSafePointer( ptr );
}
// Recalculate the path distances and directions
// only go up to the node before the last node.
for( i = 1; i < num; i++ )
{
dir = pathlist.ObjectAt( i + 1 )->worldorigin - pathlist.ObjectAt( i )->worldorigin;
len = dir.length();
dir *= 1 / len;
distanceToNextNode.SetObjectAt( i, len );
dirToNextNode.SetObjectAt( i, dir );
}
if ( num )
{
// special case for last node
len = 0;
distanceToNextNode.AddObject( len );
dirToNextNode.AddObject( vec_zero );
}
arc.ReadFloat( &pathlength );
arc.ReadSafePointer( &from );
arc.ReadSafePointer( &to );
arc.ReadInteger( &nextnode );
}
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL SafePtr<Path>;
#endif
typedef SafePtr<Path> PathPtr;
#endif /* path.h */