dhewm3/neo/tools/radiant/splines.h

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
2011-11-22 21:28:15 +00:00
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __SPLINES_H__
#define __SPLINES_H__
extern void glBox(idVec4 &color, idVec3 &point, float size);
extern void glLabeledPoint(idVec4 &color, idVec3 &point, float size, const char *label);
class idPointListInterface {
public:
idPointListInterface() { selectedPoints.Clear(); };
~idPointListInterface() {};
virtual int numPoints() { return 0; }
virtual void addPoint( const float x, const float y, const float z ) {}
virtual void addPoint( const idVec3 &v ) {}
virtual void removePoint( int index ) {}
virtual idVec3 * getPoint( int index ) { return NULL; }
int numSelectedPoints() { return selectedPoints.Num(); }
idVec3 * getSelectedPoint( int index );
int selectPointByRay( const idVec3 &origin, const idVec3 &direction, bool single );
int isPointSelected( int index );
int selectPoint( int index, bool single );
void selectAll();
void deselectAll();
virtual void updateSelection( const idVec3 &move );
void drawSelection();
protected:
idList<int> selectedPoints;
};
class idSplineList {
friend class idCamera;
public:
idSplineList() { clear(); }
idSplineList( const char *p ) { clear(); name = p; }
~idSplineList() { clear(); }
void clearControl();
void clearSpline();
void parse( idParser *src );
void write( idFile *f, const char *name );
void clear();
void initPosition( long startTime, long totalTime );
const idVec3 * getPosition( long time );
void draw( bool editMode );
void addToRenderer();
void setSelectedPoint( idVec3 *p );
idVec3 * getSelectedPoint() { return selected; }
void addPoint( const idVec3 &v ) { controlPoints.Append(new idVec3(v) ); dirty = true; }
void addPoint( float x, float y, float z ) { controlPoints.Append(new idVec3(x, y, z)); dirty = true; }
void updateSelection(const idVec3 &move);
void startEdit() { editMode = true; }
void stopEdit() { editMode = false; }
void buildSpline();
void setGranularity( float f ) { granularity = f; }
float getGranularity() { return granularity; }
int numPoints() { return controlPoints.Num(); }
idVec3 * getPoint(int index) { assert(index >= 0 && index < controlPoints.Num()); return controlPoints[index]; }
idVec3 * getSegmentPoint(int index) { assert(index >= 0 && index < splinePoints.Num()); return splinePoints[index]; }
void setSegmentTime(int index, int time) { assert(index >= 0 && index < splinePoints.Num()); splineTime[index] = time; }
int getSegmentTime(int index) { assert(index >= 0 && index < splinePoints.Num()); return splineTime[index]; }
void addSegmentTime(int index, int time) { assert(index >= 0 && index < splinePoints.Num()); splineTime[index] += time; }
float totalDistance();
int getActiveSegment() { return activeSegment; }
void setActiveSegment( int i ) { /* assert(i >= 0 && (splinePoints.Num() > 0 && i < splinePoints.Num())); */ activeSegment = i; }
int numSegments() { return splinePoints.Num(); }
void setColors(idVec4 &path, idVec4 &segment, idVec4 &control, idVec4 &active);
const char * getName() { return name.c_str(); }
void setName( const char *p ) { name = p; }
bool validTime();
void setTime( long t ) { time = t; }
void setBaseTime( long t ) { baseTime = t; }
protected:
idStr name;
float calcSpline(int step, float tension);
idList<idVec3*> controlPoints;
idList<idVec3*> splinePoints;
idList<double> splineTime;
idVec3 * selected;
idVec4 pathColor, segmentColor, controlColor, activeColor;
float granularity;
bool editMode;
bool dirty;
int activeSegment;
long baseTime;
long time;
};
// time in milliseconds
// velocity where 1.0 equal rough walking speed
struct idVelocity {
idVelocity( long start, long duration, float s ) { startTime = start; time = duration; speed = s; }
long startTime;
long time;
float speed;
};
// can either be a look at or origin position for a camera
class idCameraPosition : public idPointListInterface {
public:
idCameraPosition() { time = 0; name = "position"; }
idCameraPosition( const char *p ) { name = p; }
idCameraPosition( long t ) { time = t; }
virtual ~idCameraPosition() { clear(); }
// this can be done with RTTI syntax but i like the derived classes setting a type
// makes serialization a bit easier to see
//
enum positionType {
FIXED = 0x00,
INTERPOLATED,
SPLINE,
POSITION_COUNT
};
virtual void clearVelocities();
virtual void clear() { editMode = false; time = 5000; clearVelocities(); }
virtual void start( long t ) { startTime = t; }
long getTime() { return time; }
virtual void setTime(long t) { time = t; }
float getVelocity( long t );
float getBaseVelocity() { return baseVelocity; }
void addVelocity( long start, long duration, float speed ) { velocities.Append(new idVelocity(start, duration, speed)); }
virtual const idVec3 *getPosition( long t ) { return NULL; }
virtual void draw( bool editMode ) {};
virtual void parse( idParser *src ) {};
virtual void write( idFile *f, const char *name);
virtual bool parseToken( const idStr &key, idParser *src );
const char * getName() { return name.c_str(); }
void setName( const char *p ) { name = p; }
virtual void startEdit() { editMode = true; }
virtual void stopEdit() { editMode = false; }
virtual void draw() {};
const char * typeStr() { return positionStr[static_cast<int>(type)]; }
void calcVelocity( float distance ) { float secs = (float)time / 1000; baseVelocity = distance / secs; }
protected:
static const char * positionStr[POSITION_COUNT];
long startTime;
long time;
positionType type;
idStr name;
bool editMode;
idList<idVelocity*> velocities;
float baseVelocity;
};
class idFixedPosition : public idCameraPosition {
public:
idFixedPosition() : idCameraPosition() { init(); }
idFixedPosition(idVec3 p) : idCameraPosition() { init(); pos = p; }
~idFixedPosition() { }
void init() { pos.Zero(); type = idCameraPosition::FIXED; }
virtual void addPoint( const idVec3 &v ) { pos = v; }
virtual void addPoint( const float x, const float y, const float z ) { pos.Set(x, y, z); }
virtual const idVec3 *getPosition( long t ) { return &pos; }
void parse( idParser *src );
void write( idFile *f, const char *name );
virtual int numPoints() { return 1; }
virtual idVec3 * getPoint( int index ) { assert( index == 0 ); return &pos; }
virtual void draw( bool editMode ) { glLabeledPoint(colorBlue, pos, (editMode) ? 5 : 3, "Fixed point"); }
protected:
idVec3 pos;
};
class idInterpolatedPosition : public idCameraPosition {
public:
idInterpolatedPosition() : idCameraPosition() { init(); }
idInterpolatedPosition( idVec3 start, idVec3 end, long time ) : idCameraPosition(time) { init(); startPos = start; endPos = end; }
~idInterpolatedPosition() { }
void init() { type = idCameraPosition::INTERPOLATED; first = true; startPos.Zero(); endPos.Zero(); }
virtual const idVec3 *getPosition(long t);
void parse( idParser *src );
void write( idFile *f, const char *name );
virtual int numPoints() { return 2; }
virtual idVec3 * getPoint( int index );
virtual void addPoint( const float x, const float y, const float z );
virtual void addPoint( const idVec3 &v );
virtual void draw( bool editMode );
virtual void start( long t );
protected:
bool first;
idVec3 startPos;
idVec3 endPos;
long lastTime;
float distSoFar;
};
class idSplinePosition : public idCameraPosition {
public:
idSplinePosition() : idCameraPosition() { init(); }
idSplinePosition( long time ) : idCameraPosition( time ) { init(); }
~idSplinePosition() { }
void init() { type = idCameraPosition::SPLINE; }
virtual void start( long t );
virtual const idVec3 *getPosition( long t );
void addControlPoint( idVec3 &v ) { target.addPoint(v); }
void parse( idParser *src );
void write( idFile *f, const char *name );
virtual int numPoints() { return target.numPoints(); }
virtual idVec3 * getPoint( int index ) { return target.getPoint(index); }
virtual void addPoint( const idVec3 &v ) { target.addPoint( v ); }
virtual void draw( bool editMode ) { target.draw( editMode ); }
virtual void updateSelection( const idVec3 &move ) { idCameraPosition::updateSelection(move); target.buildSpline(); }
protected:
idSplineList target;
long lastTime;
float distSoFar;
};
class idCameraFOV {
public:
idCameraFOV() { time = 0; fov = 90; }
idCameraFOV( int v ) { time = 0; fov = v; }
idCameraFOV( int s, int e, long t ) { startFOV = s; endFOV = e; time = t; }
~idCameraFOV() { }
void SetFOV( float f ) { fov = f; }
float GetFOV( long t );
void start( long t ) { startTime = t; }
void reset( float startfov, float endfov, int start, int len );
void parse( idParser *src );
void write( idFile *f, const char *name );
protected:
float fov;
float startFOV;
float endFOV;
int startTime;
int time;
int length;
};
class idCameraEvent {
public:
enum eventType {
EVENT_NA = 0x00,
EVENT_WAIT,
EVENT_TARGETWAIT,
EVENT_SPEED,
EVENT_TARGET,
EVENT_SNAPTARGET,
EVENT_FOV,
EVENT_CMD,
EVENT_TRIGGER,
EVENT_STOP,
EVENT_CAMERA,
EVENT_FADEOUT,
EVENT_FADEIN,
EVENT_FEATHER,
EVENT_COUNT
};
idCameraEvent() { paramStr = ""; type = EVENT_NA; time = 0; }
idCameraEvent( eventType t, const char *param, long n ) { type = t; paramStr = param; time = n; }
~idCameraEvent() { }
eventType getType() { return type; }
const char * typeStr() { return eventStr[static_cast<int>(type)]; }
const char * getParam() { return paramStr.c_str(); }
long getTime() { return time; }
void setTime(long n) { time = n; }
void parse( idParser *src );
void write( idFile *f, const char *name );
void setTriggered( bool b ) { triggered = b; }
bool getTriggered() { return triggered; }
static const char * eventStr[EVENT_COUNT];
protected:
eventType type;
idStr paramStr;
long time;
bool triggered;
};
class idCameraDef {
public:
idCameraDef() { cameraPosition = NULL; clear(); }
~idCameraDef() { clear(); }
void clear();
idCameraPosition * startNewCamera(idCameraPosition::positionType type);
void addEvent( idCameraEvent::eventType t, const char *param, long time );
void addEvent( idCameraEvent *event );
static int sortEvents( const void *p1, const void *p2 );
int numEvents() { return events.Num(); }
idCameraEvent * getEvent(int index) { assert(index >= 0 && index < events.Num()); return events[index]; }
void parse( idParser *src );
bool load( const char *filename );
void save( const char *filename );
void buildCamera();
void addTarget( const char *name, idCameraPosition::positionType type );
idCameraPosition * getActiveTarget();
idCameraPosition * getActiveTarget( int index );
int numTargets() { return targetPositions.Num(); }
void setActiveTargetByName(const char *name);
void setActiveTarget( int index );
void setRunning( bool b ) { cameraRunning = b; }
void setBaseTime( float f ) { baseTime = f; }
float getBaseTime() { return baseTime; }
float getTotalTime() { return totalTime; }
void startCamera( long t );
void stopCamera() { cameraRunning = true; }
void getActiveSegmentInfo(int segment, idVec3 &origin, idVec3 &direction, float *fv);
bool getCameraInfo(long time, idVec3 &origin, idVec3 &direction, float *fv);
void draw( bool editMode );
int numPoints();
const idVec3 * getPoint( int index );
void stopEdit();
void startEdit( bool camera );
bool waitEvent( int index );
const char * getName() { return name.c_str(); }
void setName( const char *p ) { name = p; }
idCameraPosition * getPositionObj();
static idCameraPosition *newFromType( idCameraPosition::positionType t );
protected:
idStr name;
int currentCameraPosition;
idVec3 lastDirection;
bool cameraRunning;
idCameraPosition * cameraPosition;
idList<idCameraPosition*> targetPositions;
idList<idCameraEvent*> events;
idCameraFOV fov;
int activeTarget;
float totalTime;
float baseTime;
long startTime;
bool cameraEdit;
bool editMode;
};
extern bool g_splineMode;
extern idCameraDef *g_splineList;
#endif /* !__SPLINES_H__ */