/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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 .
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.
===========================================================================
*/
#include "tools/edit_gui_common.h"
#include "splines.h"
idCameraDef splineList;
idCameraDef *g_splineList = &splineList;
/*
================
glLabeledPoint
================
*/
void glLabeledPoint(idVec4 &color, idVec3 &point, float size, const char *label) {
qglColor3fv( color.ToFloatPtr() );
qglPointSize( size );
qglBegin( GL_POINTS );
qglVertex3fv( point.ToFloatPtr() );
qglEnd();
idVec3 v = point;
v.x += 1;
v.y += 1;
v.z += 1;
qglRasterPos3fv( v.ToFloatPtr() );
qglCallLists( strlen(label), GL_UNSIGNED_BYTE, label );
}
/*
================
glBox
================
*/
void glBox(idVec4 &color, idVec3 &point, float size) {
idVec3 mins(point);
idVec3 maxs(point);
mins[0] -= size;
mins[1] += size;
mins[2] -= size;
maxs[0] += size;
maxs[1] -= size;
maxs[2] += size;
idVec4 saveColor;
qglGetFloatv(GL_CURRENT_COLOR, saveColor.ToFloatPtr());
qglColor3fv( color.ToFloatPtr() );
qglBegin(GL_LINE_LOOP);
qglVertex3f(mins[0],mins[1],mins[2]);
qglVertex3f(maxs[0],mins[1],mins[2]);
qglVertex3f(maxs[0],maxs[1],mins[2]);
qglVertex3f(mins[0],maxs[1],mins[2]);
qglEnd();
qglBegin(GL_LINE_LOOP);
qglVertex3f(mins[0],mins[1],maxs[2]);
qglVertex3f(maxs[0],mins[1],maxs[2]);
qglVertex3f(maxs[0],maxs[1],maxs[2]);
qglVertex3f(mins[0],maxs[1],maxs[2]);
qglEnd();
qglBegin(GL_LINES);
qglVertex3f(mins[0],mins[1],mins[2]);
qglVertex3f(mins[0],mins[1],maxs[2]);
qglVertex3f(mins[0],maxs[1],maxs[2]);
qglVertex3f(mins[0],maxs[1],mins[2]);
qglVertex3f(maxs[0],mins[1],mins[2]);
qglVertex3f(maxs[0],mins[1],maxs[2]);
qglVertex3f(maxs[0],maxs[1],maxs[2]);
qglVertex3f(maxs[0],maxs[1],mins[2]);
qglEnd();
qglColor4fv(saveColor.ToFloatPtr());
}
/*
================
splineTest
================
*/
void splineTest() {
//g_splineList->load("p:/doom/base/maps/test_base1.camera");
}
/*
================
splineDraw
================
*/
void splineDraw() {
//g_splineList->addToRenderer();
}
/*
================
debugLine
================
*/
void debugLine(idVec4 &color, float x, float y, float z, float x2, float y2, float z2) {
idVec3 from(x, y, z);
idVec3 to(x2, y2, z2);
session->rw->DebugLine(color, from, to);
}
/*
=================================================================================
idPointListInterface
=================================================================================
*/
/*
================
idPointListInterface::selectPointByRay
================
*/
int idPointListInterface::selectPointByRay(const idVec3 &origin, const idVec3 &direction, bool single) {
int i, besti, count;
float d, bestd;
idVec3 temp, temp2;
// find the point closest to the ray
besti = -1;
bestd = 8;
count = numPoints();
for (i=0; i < count; i++) {
temp = *getPoint(i);
temp2 = temp;
temp -= origin;
d = DotProduct(temp, direction);
VectorMA (origin, d, direction, temp);
temp2 -= temp;
d = temp2.Length();
if (d <= bestd) {
bestd = d;
besti = i;
}
}
if (besti >= 0) {
selectPoint(besti, single);
}
return besti;
}
/*
================
idPointListInterface::isPointSelected
================
*/
int idPointListInterface::isPointSelected(int index) {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
if (selectedPoints[i] == index) {
return i;
}
}
return -1;
}
/*
================
idPointListInterface::selectPoint
================
*/
int idPointListInterface::selectPoint(int index, bool single) {
if (index >= 0 && index < numPoints()) {
if (single) {
deselectAll();
} else {
if (isPointSelected(index) >= 0) {
selectedPoints.Remove(index);
}
}
return selectedPoints.Append(index);
}
return -1;
}
/*
================
idPointListInterface::selectAll
================
*/
void idPointListInterface::selectAll() {
selectedPoints.Clear();
for (int i = 0; i < numPoints(); i++) {
selectedPoints.Append(i);
}
}
/*
================
idPointListInterface::deselectAll
================
*/
void idPointListInterface::deselectAll() {
selectedPoints.Clear();
}
/*
================
idPointListInterface::getSelectedPoint
================
*/
idVec3 *idPointListInterface::getSelectedPoint( int index ) {
assert(index >= 0 && index < numSelectedPoints());
return getPoint(selectedPoints[index]);
}
/*
================
idPointListInterface::updateSelection
================
*/
void idPointListInterface::updateSelection(const idVec3 &move) {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
*getPoint(selectedPoints[i]) += move;
}
}
/*
================
idPointListInterface::drawSelection
================
*/
void idPointListInterface::drawSelection() {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
glBox(colorRed, *getPoint(selectedPoints[i]), 4);
}
}
/*
=================================================================================
idSplineList
=================================================================================
*/
/*
================
idSplineList::clearControl
================
*/
void idSplineList::clearControl() {
for (int i = 0; i < controlPoints.Num(); i++) {
delete controlPoints[i];
}
controlPoints.Clear();
}
/*
================
idSplineList::clearSpline
================
*/
void idSplineList::clearSpline() {
for (int i = 0; i < splinePoints.Num(); i++) {
delete splinePoints[i];
}
splinePoints.Clear();
}
/*
================
idSplineList::clear
================
*/
void idSplineList::clear() {
clearControl();
clearSpline();
splineTime.Clear();
selected = NULL;
dirty = true;
activeSegment = 0;
granularity = 0.025f;
pathColor = idVec4(1.0f, 0.5f, 0.0f, 1.0f);
controlColor = idVec4(0.7f, 0.0f, 1.0f, 1.0f);
segmentColor = idVec4(0.0f, 0.0f, 1.0f, 1.0);
activeColor = idVec4(1.0f, 0.0f, 0.0f, 1.0f);
}
/*
================
idSplineList::setColors
================
*/
void idSplineList::setColors(idVec4 &path, idVec4 &segment, idVec4 &control, idVec4 &active) {
pathColor = path;
segmentColor = segment;
controlColor = control;
activeColor = active;
}
/*
================
idSplineList::validTime
================
*/
bool idSplineList::validTime() {
if (dirty) {
buildSpline();
}
// gcc doesn't allow static casting away from bools
// why? I've no idea...
return (bool)(splineTime.Num() > 0 && splineTime.Num() == splinePoints.Num());
}
/*
================
idSplineList::addToRenderer
================
*/
void idSplineList::addToRenderer() {
int i;
idVec3 mins, maxs;
if (controlPoints.Num() == 0) {
return;
}
for(i = 0; i < controlPoints.Num(); i++) {
VectorCopy(*controlPoints[i], mins);
VectorCopy(mins, maxs);
mins[0] -= 8;
mins[1] += 8;
mins[2] -= 8;
maxs[0] += 8;
maxs[1] -= 8;
maxs[2] += 8;
debugLine( colorYellow, mins[0], mins[1], mins[2], maxs[0], mins[1], mins[2]);
debugLine( colorYellow, maxs[0], mins[1], mins[2], maxs[0], maxs[1], mins[2]);
debugLine( colorYellow, maxs[0], maxs[1], mins[2], mins[0], maxs[1], mins[2]);
debugLine( colorYellow, mins[0], maxs[1], mins[2], mins[0], mins[1], mins[2]);
debugLine( colorYellow, mins[0], mins[1], maxs[2], maxs[0], mins[1], maxs[2]);
debugLine( colorYellow, maxs[0], mins[1], maxs[2], maxs[0], maxs[1], maxs[2]);
debugLine( colorYellow, maxs[0], maxs[1], maxs[2], mins[0], maxs[1], maxs[2]);
debugLine( colorYellow, mins[0], maxs[1], maxs[2], mins[0], mins[1], maxs[2]);
}
int step = 0;
idVec3 step1;
for(i = 3; i < controlPoints.Num(); i++) {
for (float tension = 0.0f; tension < 1.001f; tension += 0.1f) {
float x = 0;
float y = 0;
float z = 0;
for (int j = 0; j < 4; j++) {
x += controlPoints[i - (3 - j)]->x * calcSpline(j, tension);
y += controlPoints[i - (3 - j)]->y * calcSpline(j, tension);
z += controlPoints[i - (3 - j)]->z * calcSpline(j, tension);
}
if (step == 0) {
step1[0] = x;
step1[1] = y;
step1[2] = z;
step = 1;
} else {
debugLine( colorWhite, step1[0], step1[1], step1[2], x, y, z);
step = 0;
}
}
}
}
/*
================
idSplineList::buildSpline
================
*/
void idSplineList::buildSpline() {
clearSpline();
for(int i = 3; i < controlPoints.Num(); i++) {
for (float tension = 0.0f; tension < 1.001f; tension += granularity) {
float x = 0;
float y = 0;
float z = 0;
for (int j = 0; j < 4; j++) {
x += controlPoints[i - (3 - j)]->x * calcSpline(j, tension);
y += controlPoints[i - (3 - j)]->y * calcSpline(j, tension);
z += controlPoints[i - (3 - j)]->z * calcSpline(j, tension);
}
splinePoints.Append(new idVec3(x, y, z));
}
}
dirty = false;
}
/*
================
idSplineList::draw
================
*/
void idSplineList::draw(bool editMode) {
int i;
if (controlPoints.Num() == 0) {
return;
}
if (dirty) {
buildSpline();
}
qglColor3fv( controlColor.ToFloatPtr() );
qglPointSize( 5 );
qglBegin(GL_POINTS);
for (i = 0; i < controlPoints.Num(); i++) {
qglVertex3fv( (*controlPoints[i]).ToFloatPtr() );
}
qglEnd();
if (editMode) {
for(i = 0; i < controlPoints.Num(); i++) {
glBox(activeColor, *controlPoints[i], 4);
}
}
//Draw the curve
qglColor3fv( pathColor.ToFloatPtr() );
qglBegin(GL_LINE_STRIP);
int count = splinePoints.Num();
for (i = 0; i < count; i++) {
qglVertex3fv( (*splinePoints[i]).ToFloatPtr() );
}
qglEnd();
if (editMode) {
qglColor3fv( segmentColor.ToFloatPtr() );
qglPointSize(3);
qglBegin(GL_POINTS);
for (i = 0; i < count; i++) {
qglVertex3fv( (*splinePoints[i]).ToFloatPtr() );
}
qglEnd();
}
if (count > 0) {
//assert(activeSegment >=0 && activeSegment < count);
if (activeSegment >=0 && activeSegment < count) {
glBox(activeColor, *splinePoints[activeSegment], 6);
glBox(colorYellow, *splinePoints[activeSegment], 8);
}
}
}
/*
================
idSplineList::totalDistance
================
*/
float idSplineList::totalDistance() {
// FIXME: save dist and return
//
if (controlPoints.Num() == 0) {
return 0.0f;
}
if (dirty) {
buildSpline();
}
float dist = 0.0f;
idVec3 temp;
int count = splinePoints.Num();
for(int i = 1; i < count; i++) {
temp = *splinePoints[i-1];
temp -= *splinePoints[i];
dist += temp.Length();
}
return dist;
}
/*
================
idSplineList::initPosition
================
*/
void idSplineList::initPosition(long bt, long totalTime) {
if (dirty) {
buildSpline();
}
if (splinePoints.Num() == 0) {
return;
}
baseTime = bt;
time = totalTime;
// calc distance to travel ( this will soon be broken into time segments )
splineTime.Clear();
splineTime.Append(bt);
double dist = totalDistance();
double distSoFar = 0.0;
idVec3 temp;
int count = splinePoints.Num();
//for(int i = 2; i < count - 1; i++) {
for(int i = 1; i < count; i++) {
temp = *splinePoints[i-1];
temp -= *splinePoints[i];
distSoFar += temp.Length();
double percent = distSoFar / dist;
percent *= totalTime;
splineTime.Append(percent + bt);
}
assert(splineTime.Num() == splinePoints.Num());
activeSegment = 0;
}
/*
================
idSplineList::calcSpline
================
*/
float idSplineList::calcSpline(int step, float tension) {
switch(step) {
case 0: return (pow(1 - tension, 3)) / 6;
case 1: return (3 * pow(tension, 3) - 6 * pow(tension, 2) + 4) / 6;
case 2: return (-3 * pow(tension, 3) + 3 * pow(tension, 2) + 3 * tension + 1) / 6;
case 3: return pow(tension, 3) / 6;
}
return 0.0f;
}
/*
================
idSplineList::updateSelection
================
*/
void idSplineList::updateSelection(const idVec3 &move) {
if (selected) {
dirty = true;
VectorAdd(*selected, move, *selected);
}
}
/*
================
idSplineList::setSelectedPoint
================
*/
void idSplineList::setSelectedPoint(idVec3 *p) {
if (p) {
p->SnapInt();
for(int i = 0; i < controlPoints.Num(); i++) {
if ( (*p).Compare( *controlPoints[i], VECTOR_EPSILON ) ) {
selected = controlPoints[i];
}
}
} else {
selected = NULL;
}
}
/*
================
idSplineList::getPosition
================
*/
const idVec3 *idSplineList::getPosition(long t) {
static idVec3 interpolatedPos;
int count = splineTime.Num();
if (count == 0) {
return &vec3_zero;
}
assert(splineTime.Num() == splinePoints.Num());
#if 0
float velocity = getVelocity(t);
float timePassed = t - lastTime;
lastTime = t;
// convert to seconds
timePassed /= 1000;
float distToTravel = timePassed * velocity;
distSoFar += distToTravel;
float tempDistance = 0;
idVec3 temp;
int count = splinePoints.Num();
//for(int i = 2; i < count - 1; i++) {
for(int i = 1; i < count; i++) {
temp = *splinePoints[i-1];
temp -= *splinePoints[i];
tempDistance += temp.Length();
if (tempDistance >= distSoFar) {
break;
}
}
if (i == count) {
interpolatedPos = splinePoints[i-1];
} else {
double timeHi = splineTime[i + 1];
double timeLo = splineTime[i - 1];
double percent = (timeHi - t) / (timeHi - timeLo);
idVec3 v1 = *splinePoints[i - 1];
idVec3 v2 = *splinePoints[i + 1];
v2 *= (1.0f - percent);
v1 *= percent;
v2 += v1;
interpolatedPos = v2;
}
return &interpolatedPos;
#else
while (activeSegment < count) {
if (splineTime[activeSegment] >= t) {
if (activeSegment > 0 && activeSegment < count - 1) {
double timeHi = splineTime[activeSegment + 1];
double timeLo = splineTime[activeSegment - 1];
//float percent = (float)(baseTime + time - t) / time;
double percent = (timeHi - t) / (timeHi - timeLo);
// pick two bounding points
idVec3 v1 = *splinePoints[activeSegment-1];
idVec3 v2 = *splinePoints[activeSegment+1];
v2 *= (1.0f - percent);
v1 *= percent;
v2 += v1;
interpolatedPos = v2;
return &interpolatedPos;
}
return splinePoints[activeSegment];
} else {
activeSegment++;
}
}
return splinePoints[count-1];
#endif
}
/*
================
idSplineList::parse
================
*/
void idSplineList::parse( idParser *src ) {
idToken token;
idStr key;
src->ExpectTokenString( "{" );
while ( 1 ) {
if ( !src->ExpectAnyToken( &token ) ) {
break;
}
if ( token == "}" ) {
break;
}
// if token is not a brace, it is a key for a key/value pair
if ( token == "(" ) {
src->UnreadToken( &token );
// read the control point
idVec3 point;
src->Parse1DMatrix( 3, point.ToFloatPtr() );
addPoint(point.x, point.y, point.z);
}
else {
key = token;
src->ReadTokenOnLine( &token );
if ( !key.Icmp( "granularity" ) ) {
granularity = atof(token.c_str());
}
else if ( !key.Icmp( "name" ) ) {
name = token;
}
else {
src->Error( "unknown spline list key: %s", key.c_str() );
break;
}
}
}
dirty = true;
}
/*
================
idSplineList::write
================
*/
void idSplineList::write( idFile *f, const char *p) {
f->Printf( "\t\t%s {\n", p );
//f->Printf( "\t\tname %s\n", name.c_str() );
f->Printf( "\t\t\tgranularity %f\n", granularity );
int count = controlPoints.Num();
for (int i = 0; i < count; i++) {
f->Printf( "\t\t\t( %f %f %f )\n", controlPoints[i]->x, controlPoints[i]->y, controlPoints[i]->z );
}
f->Printf( "\t\t}\n" );
}
/*
=================================================================================
idCamaraDef
=================================================================================
*/
/*
================
idCameraDef::clear
================
*/
void idCameraDef::clear() {
currentCameraPosition = 0;
cameraRunning = false;
lastDirection.Zero();
baseTime = 30;
activeTarget = 0;
name = "camera01";
fov.SetFOV(90);
int i;
for (i = 0; i < targetPositions.Num(); i++) {
delete targetPositions[i];
}
for (i = 0; i < events.Num(); i++) {
delete events[i];
}
delete cameraPosition;
cameraPosition = NULL;
events.Clear();
targetPositions.Clear();
}
/*
================
idCameraDef::startNewCamera
================
*/
idCameraPosition *idCameraDef::startNewCamera( idCameraPosition::positionType type ) {
clear();
if (type == idCameraPosition::SPLINE) {
cameraPosition = new idSplinePosition();
} else if (type == idCameraPosition::INTERPOLATED) {
cameraPosition = new idInterpolatedPosition();
} else {
cameraPosition = new idFixedPosition();
}
return cameraPosition;
}
/*
================
idCameraDef::addTarget
================
*/
void idCameraDef::addTarget(const char *name, idCameraPosition::positionType type) {
idCameraPosition *pos = newFromType(type);
if (pos) {
pos->setName(name);
targetPositions.Append(pos);
activeTarget = numTargets()-1;
if (activeTarget == 0) {
// first one
addEvent(idCameraEvent::EVENT_TARGET, name, 0);
}
}
}
/*
================
idCameraDef::getActiveTarget
================
*/
idCameraPosition *idCameraDef::getActiveTarget() {
if (targetPositions.Num() == 0) {
addTarget(NULL, idCameraPosition::FIXED);
}
return targetPositions[activeTarget];
}
/*
================
idCameraDef::getActiveTarget
================
*/
idCameraPosition *idCameraDef::getActiveTarget(int index) {
if (targetPositions.Num() == 0) {
addTarget(NULL, idCameraPosition::FIXED);
return targetPositions[0];
}
return targetPositions[index];
}
/*
================
idCameraDef::setActiveTargetByName
================
*/
void idCameraDef::setActiveTargetByName( const char *name ) {
for (int i = 0; i < targetPositions.Num(); i++) {
if (idStr::Icmp(name, targetPositions[i]->getName()) == 0) {
setActiveTarget(i);
return;
}
}
}
/*
================
idCameraDef::setActiveTarget
================
*/
void idCameraDef::setActiveTarget( int index ) {
assert(index >= 0 && index < targetPositions.Num());
activeTarget = index;
}
/*
================
idCameraDef::draw
================
*/
void idCameraDef::draw( bool editMode ) {
// gcc doesn't allow casting away from bools
// why? I've no idea...
if (cameraPosition) {
cameraPosition->draw((bool)((editMode || cameraRunning) && cameraEdit));
int count = targetPositions.Num();
for (int i = 0; i < count; i++) {
targetPositions[i]->draw((bool)((editMode || cameraRunning) && i == activeTarget && !cameraEdit));
}
}
}
/*
================
idCameraDef::numPoints
================
*/
int idCameraDef::numPoints() {
if (cameraEdit) {
return cameraPosition->numPoints();
}
return getActiveTarget()->numPoints();
}
/*
================
idCameraDef::getPoint
================
*/
const idVec3 *idCameraDef::getPoint(int index) {
if (cameraEdit) {
return cameraPosition->getPoint(index);
}
return getActiveTarget()->getPoint(index);
}
/*
================
idCameraDef::stopEdit
================
*/
void idCameraDef::stopEdit() {
editMode = false;
if (cameraEdit) {
cameraPosition->stopEdit();
} else {
getActiveTarget()->stopEdit();
}
}
/*
================
idCameraDef::startEdit
================
*/
void idCameraDef::startEdit(bool camera) {
cameraEdit = camera;
if (camera) {
cameraPosition->startEdit();
for (int i = 0; i < targetPositions.Num(); i++) {
targetPositions[i]->stopEdit();
}
} else {
getActiveTarget()->startEdit();
cameraPosition->stopEdit();
}
editMode = true;
}
/*
================
idCameraDef::getPositionObj
================
*/
idCameraPosition *idCameraDef::getPositionObj() {
if (cameraPosition == NULL) {
cameraPosition = new idFixedPosition();
}
return cameraPosition;
}
/*
================
idCameraDef::getActiveSegmentInfo
================
*/
void idCameraDef::getActiveSegmentInfo(int segment, idVec3 &origin, idVec3 &direction, float *fov) {
#if 0
if (!cameraSpline.validTime()) {
buildCamera();
}
double d = (double)segment / numSegments();
getCameraInfo(d * totalTime * 1000, origin, direction, fov);
#endif
/*
if (!cameraSpline.validTime()) {
buildCamera();
}
origin = *cameraSpline.getSegmentPoint(segment);
idVec3 temp;
int numTargets = getTargetSpline()->controlPoints.Num();
int count = cameraSpline.splineTime.Num();
if (numTargets == 0) {
// follow the path
if (cameraSpline.getActiveSegment() < count - 1) {
temp = *cameraSpline.splinePoints[cameraSpline.getActiveSegment()+1];
}
} else if (numTargets == 1) {
temp = *getTargetSpline()->controlPoints[0];
} else {
temp = *getTargetSpline()->getSegmentPoint(segment);
}
temp -= origin;
temp.Normalize();
direction = temp;
*/
}
/*
================
idCameraDef::getCameraInfo
================
*/
bool idCameraDef::getCameraInfo(long time, idVec3 &origin, idVec3 &direction, float *fv) {
char buff[ 1024 ];
int i;
if ((time - startTime) / 1000 <= totalTime) {
for( i = 0; i < events.Num(); i++ ) {
if (time >= startTime + events[i]->getTime() && !events[i]->getTriggered()) {
events[i]->setTriggered(true);
if (events[i]->getType() == idCameraEvent::EVENT_TARGET) {
setActiveTargetByName(events[i]->getParam());
getActiveTarget()->start(startTime + events[i]->getTime());
//common->Printf("Triggered event switch to target: %s\n",events[i]->getParam());
} else if (events[i]->getType() == idCameraEvent::EVENT_TRIGGER) {
#if 0
//FIXME: seperate game and editor spline code
idEntity *ent;
ent = gameLocal.FindEntity( events[i]->getParam() );
if (ent) {
ent->Signal( SIG_TRIGGER );
ent->ProcessEvent( &EV_Activate, gameLocal.world );
}
#endif
} else if (events[i]->getType() == idCameraEvent::EVENT_FOV) {
memset(buff, 0, sizeof(buff));
strcpy(buff, events[i]->getParam());
const char *param1 = strtok(buff, " \t,\0");
const char *param2 = strtok(NULL, " \t,\0");
fov.reset(fov.GetFOV(time), atof(param1), time, atoi(param2));
//*fv = fov = atof(events[i]->getParam());
} else if (events[i]->getType() == idCameraEvent::EVENT_CAMERA) {
} else if (events[i]->getType() == idCameraEvent::EVENT_STOP) {
return false;
}
}
}
} else {
}
origin = *cameraPosition->getPosition(time);
*fv = fov.GetFOV(time);
idVec3 temp = origin;
int numTargets = targetPositions.Num();
if (numTargets == 0) {
/*
// follow the path
if (cameraSpline.getActiveSegment() < count - 1) {
temp = *cameraSpline.splinePoints[cameraSpline.getActiveSegment()+1];
if (temp == origin) {
int index = cameraSpline.getActiveSegment() + 2;
while (temp == origin && index < count - 1) {
temp = *cameraSpline.splinePoints[index++];
}
}
}
*/
} else {
temp = *getActiveTarget()->getPosition(time);
}
temp -= origin;
temp.Normalize();
direction = temp;
return true;
}
/*
================
idCameraDef::waitEvent
================
*/
bool idCameraDef::waitEvent(int index) {
//for (int i = 0; i < events.Num(); i++) {
// if (events[i]->getSegment() == index && events[i]->getType() == idCameraEvent::EVENT_WAIT) {
// return true;
// }
//}
return false;
}
/*
================
idCameraDef::buildCamera
================
*/
#define NUM_CCELERATION_SEGS 10
#define CELL_AMT 5
void idCameraDef::buildCamera() {
int i;
idList waits;
idList targets;
totalTime = baseTime;
cameraPosition->setTime(totalTime * 1000);
// we have a base time layout for the path and the target path
// now we need to layer on any wait or speed changes
for (i = 0; i < events.Num(); i++) {
events[i]->setTriggered(false);
switch (events[i]->getType()) {
case idCameraEvent::EVENT_TARGET : {
targets.Append(i);
break;
}
case idCameraEvent::EVENT_FEATHER : {
long startTime = 0;
float speed = 0;
long loopTime = 10;
float stepGoal = cameraPosition->getBaseVelocity() / (1000 / loopTime);
while (startTime <= 1000) {
cameraPosition->addVelocity(startTime, loopTime, speed);
speed += stepGoal;
if (speed > cameraPosition->getBaseVelocity()) {
speed = cameraPosition->getBaseVelocity();
}
startTime += loopTime;
}
startTime = totalTime * 1000 - 1000;
long endTime = startTime + 1000;
speed = cameraPosition->getBaseVelocity();
while (startTime < endTime) {
speed -= stepGoal;
if (speed < 0) {
speed = 0;
}
cameraPosition->addVelocity(startTime, loopTime, speed);
startTime += loopTime;
}
break;
}
case idCameraEvent::EVENT_WAIT : {
waits.Append(atof(events[i]->getParam()));
//FIXME: this is quite hacky for Wolf E3, accel and decel needs
// do be parameter based etc..
long startTime = events[i]->getTime() - 1000;
if (startTime < 0) {
startTime = 0;
}
float speed = cameraPosition->getBaseVelocity();
long loopTime = 10;
float steps = speed / ((events[i]->getTime() - startTime) / loopTime);
while (startTime <= events[i]->getTime() - loopTime) {
cameraPosition->addVelocity(startTime, loopTime, speed);
speed -= steps;
startTime += loopTime;
}
cameraPosition->addVelocity(events[i]->getTime(), atof(events[i]->getParam()) * 1000, 0);
startTime = events[i]->getTime() + atof(events[i]->getParam()) * 1000;
long endTime = startTime + 1000;
speed = 0;
while (startTime <= endTime) {
cameraPosition->addVelocity(startTime, loopTime, speed);
speed += steps;
startTime += loopTime;
}
break;
}
case idCameraEvent::EVENT_TARGETWAIT : {
//targetWaits.Append(i);
break;
}
case idCameraEvent::EVENT_SPEED : {
/*
// take the average delay between up to the next five segments
float adjust = atof(events[i]->getParam());
int index = events[i]->getSegment();
total = 0;
count = 0;
// get total amount of time over the remainder of the segment
for (j = index; j < cameraSpline.numSegments() - 1; j++) {
total += cameraSpline.getSegmentTime(j + 1) - cameraSpline.getSegmentTime(j);
count++;
}
// multiply that by the adjustment
double newTotal = total * adjust;
// what is the difference..
newTotal -= total;
totalTime += newTotal / 1000;
// per segment difference
newTotal /= count;
int additive = newTotal;
// now propogate that difference out to each segment
for (j = index; j < cameraSpline.numSegments(); j++) {
cameraSpline.addSegmentTime(j, additive);
additive += newTotal;
}
break;
*/
}
}
}
for (i = 0; i < waits.Num(); i++) {
totalTime += waits[i];
}
// on a new target switch, we need to take time to this point ( since last target switch )
// and allocate it across the active target, then reset time to this point
long timeSoFar = 0;
long total = totalTime * 1000;
for (i = 0; i < targets.Num(); i++) {
long t;
if (i < targets.Num() - 1) {
t = events[targets[i+1]]->getTime();
} else {
t = total - timeSoFar;
}
// t is how much time to use for this target
setActiveTargetByName(events[targets[i]]->getParam());
getActiveTarget()->setTime(t);
timeSoFar += t;
}
}
/*
================
idCameraDef::startCamera
================
*/
void idCameraDef::startCamera(long t) {
cameraPosition->clearVelocities();
cameraPosition->start(t);
buildCamera();
//for (int i = 0; i < targetPositions.Num(); i++) {
// targetPositions[i]->
//}
startTime = t;
cameraRunning = true;
}
/*
================
idCameraDef::parse
================
*/
void idCameraDef::parse( idParser *src ) {
idToken token;
src->ReadToken(&token);
src->ExpectTokenString( "{" );
while ( 1 ) {
src->ExpectAnyToken( &token );
if ( token == "}" ) {
break;
}
else if ( !token.Icmp( "time" ) ) {
baseTime = src->ParseFloat();
}
else if ( !token.Icmp( "camera_fixed") ) {
cameraPosition = new idFixedPosition();
cameraPosition->parse( src );
}
else if ( !token.Icmp( "camera_interpolated") ) {
cameraPosition = new idInterpolatedPosition();
cameraPosition->parse( src );
}
else if ( !token.Icmp( "camera_spline") ) {
cameraPosition = new idSplinePosition();
cameraPosition->parse( src );
}
else if ( !token.Icmp( "target_fixed") ) {
idFixedPosition *pos = new idFixedPosition();
pos->parse( src );
targetPositions.Append(pos);
}
else if ( !token.Icmp( "target_interpolated") ) {
idInterpolatedPosition *pos = new idInterpolatedPosition();
pos->parse( src );
targetPositions.Append(pos);
}
else if ( !token.Icmp( "target_spline") ) {
idSplinePosition *pos = new idSplinePosition();
pos->parse( src );
targetPositions.Append(pos);
}
else if ( !token.Icmp( "fov") ) {
fov.parse( src );
}
else if ( !token.Icmp( "event") ) {
idCameraEvent *event = new idCameraEvent();
event->parse( src );
addEvent(event);
}
else {
src->Error( "unknown camera def: %s", token.c_str() );
break;
}
}
if ( !cameraPosition ) {
common->Printf( "no camera position specified\n" );
// prevent a crash later on
cameraPosition = new idFixedPosition();
}
}
/*
================
idCameraDef::load
================
*/
bool idCameraDef::load( const char *filename ) {
idParser *src;
src = new idParser( filename, LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES );
if ( !src->IsLoaded() ) {
common->Printf( "couldn't load %s\n", filename );
delete src;
return false;
}
clear();
parse( src );
delete src;
return true;
}
/*
================
idCameraDef::save
================
*/
void idCameraDef::save(const char *filename) {
idFile *f = fileSystem->OpenFileWrite( filename, "fs_devpath" );
if ( f ) {
int i;
f->Printf( "cameraPathDef { \n" );
f->Printf( "\ttime %f\n", baseTime );
cameraPosition->write( f, va("camera_%s",cameraPosition->typeStr()) );
for (i = 0; i < numTargets(); i++) {
targetPositions[i]->write( f, va("target_%s", targetPositions[i]->typeStr()) );
}
for (i = 0; i < events.Num(); i++) {
events[i]->write( f, "event" );
}
fov.write( f, "fov" );
f->Printf( "}\n" );
}
fileSystem->CloseFile( f );
}
/*
================
idCameraDef::sortEvents
================
*/
int idCameraDef::sortEvents(const void *p1, const void *p2) {
idCameraEvent *ev1 = (idCameraEvent*)(p1);
idCameraEvent *ev2 = (idCameraEvent*)(p2);
if (ev1->getTime() > ev2->getTime()) {
return -1;
}
if (ev1->getTime() < ev2->getTime()) {
return 1;
}
return 0;
}
/*
================
idCameraDef::addEvent
================
*/
void idCameraDef::addEvent(idCameraEvent *event) {
events.Append(event);
//events.Sort(&sortEvents);
}
/*
================
idCameraDef::addEvent
================
*/
void idCameraDef::addEvent(idCameraEvent::eventType t, const char *param, long time) {
addEvent(new idCameraEvent(t, param, time));
buildCamera();
}
/*
================
idCameraDef::newFromType
================
*/
idCameraPosition *idCameraDef::newFromType( idCameraPosition::positionType t ) {
switch (t) {
case idCameraPosition::FIXED : return new idFixedPosition();
case idCameraPosition::INTERPOLATED : return new idInterpolatedPosition();
case idCameraPosition::SPLINE : return new idSplinePosition();
};
return NULL;
}
/*
=================================================================================
idCamaraEvent
=================================================================================
*/
/*
================
idCameraEvent::eventStr
================
*/
const char *idCameraEvent::eventStr[] = {
"NA",
"WAIT",
"TARGETWAIT",
"SPEED",
"TARGET",
"SNAPTARGET",
"FOV",
"CMD",
"TRIGGER",
"STOP",
"CAMERA",
"FADEOUT",
"FADEIN",
"FEATHER"
};
/*
================
idCameraEvent::parse
================
*/
void idCameraEvent::parse( idParser *src ) {
idToken token;
idStr key;
src->ExpectTokenString( "{" );
while ( 1 ) {
if ( !src->ExpectAnyToken( &token ) ) {
break;
}
if ( token == "}" ) {
break;
}
key = token;
src->ReadTokenOnLine( &token );
if ( !key.Icmp( "type" ) ) {
type = static_cast(atoi(token.c_str()));
}
else if ( !key.Icmp( "param" ) ) {
paramStr = token;
}
else if ( !key.Icmp( "time" ) ) {
time = atoi(token.c_str());
}
else {
src->Error( "unknown camera event key: %s", key.c_str() );
break;
}
}
}
/*
================
idCameraEvent::write
================
*/
void idCameraEvent::write( idFile *f, const char *name) {
f->Printf( "\t%s {\n", name );
f->Printf( "\t\ttype %d\n", static_cast(type) );
f->Printf( "\t\tparam \"%s\"\n", paramStr.c_str() );
f->Printf( "\t\ttime %d\n", time );
f->Printf( "\t}\n" );
}
/*
=================================================================================
idCamaraPosition
=================================================================================
*/
/*
================
idCameraPosition::positionStr
================
*/
const char *idCameraPosition::positionStr[] = {
"Fixed",
"Interpolated",
"Spline",
};
/*
================
idCameraPosition::positionStr
================
*/
void idCameraPosition::clearVelocities() {
for (int i = 0; i < velocities.Num(); i++) {
delete velocities[i];
velocities[i] = NULL;
}
velocities.Clear();
}
/*
================
idCameraPosition::positionStr
================
*/
float idCameraPosition::getVelocity( long t ) {
long check = t - startTime;
for ( int i = 0; i < velocities.Num(); i++ ) {
if (check >= velocities[i]->startTime && check <= velocities[i]->startTime + velocities[i]->time) {
return velocities[i]->speed;
}
}
return baseVelocity;
}
/*
================
idCameraPosition::parseToken
================
*/
bool idCameraPosition::parseToken( const idStr &key, idParser *src ) {
idToken token;
if ( !key.Icmp( "time" ) ) {
time = src->ParseInt();
return true;
}
else if ( !key.Icmp( "type" ) ) {
type = static_cast ( src->ParseInt() );
return true;
}
else if ( !key.Icmp( "velocity" ) ) {
long t = atol(token);
long d = src->ParseInt();
float s = src->ParseFloat();
addVelocity(t, d, s);
return true;
}
else if ( !key.Icmp( "baseVelocity" ) ) {
baseVelocity = src->ParseFloat();
return true;
}
else if ( !key.Icmp( "name" ) ) {
src->ReadToken( &token );
name = token;
return true;
}
else {
src->Error( "unknown camera position key: %s", key.c_str() );
return false;
}
}
/*
================
idCameraPosition::write
================
*/
void idCameraPosition::write( idFile *f, const char *p ) {
f->Printf( "\t\ttime %i\n", time );
f->Printf( "\t\ttype %i\n", static_cast(type) );
f->Printf( "\t\tname %s\n", name.c_str() );
f->Printf( "\t\tbaseVelocity %f\n", baseVelocity );
for (int i = 0; i < velocities.Num(); i++) {
f->Printf( "\t\tvelocity %i %i %f\n", velocities[i]->startTime, velocities[i]->time, velocities[i]->speed );
}
}
/*
=================================================================================
idInterpolatedPosition
=================================================================================
*/
/*
================
idInterpolatedPosition::getPoint
================
*/
idVec3 *idInterpolatedPosition::getPoint( int index ) {
assert( index >= 0 && index < 2 );
if ( index == 0 ) {
return &startPos;
}
return &endPos;
}
/*
================
idInterpolatedPosition::addPoint
================
*/
void idInterpolatedPosition::addPoint( const float x, const float y, const float z ) {
if (first) {
startPos.Set(x, y, z);
first = false;
} else {
endPos.Set(x, y, z);
first = true;
}
}
/*
================
idInterpolatedPosition::addPoint
================
*/
void idInterpolatedPosition::addPoint( const idVec3 &v ) {
if (first) {
startPos = v;
first = false;
}
else {
endPos = v;
first = true;
}
}
/*
================
idInterpolatedPosition::draw
================
*/
void idInterpolatedPosition::draw( bool editMode ) {
glLabeledPoint(colorBlue, startPos, (editMode) ? 5 : 3, "Start interpolated");
glLabeledPoint(colorBlue, endPos, (editMode) ? 5 : 3, "End interpolated");
qglBegin(GL_LINES);
qglVertex3fv( startPos.ToFloatPtr() );
qglVertex3fv( endPos.ToFloatPtr() );
qglEnd();
}
/*
================
idInterpolatedPosition::start
================
*/
void idInterpolatedPosition::start( long t ) {
idCameraPosition::start(t);
lastTime = startTime;
distSoFar = 0.0f;
idVec3 temp = startPos;
temp -= endPos;
calcVelocity(temp.Length());
}
/*
================
idInterpolatedPosition::getPosition
================
*/
const idVec3 *idInterpolatedPosition::getPosition( long t ) {
static idVec3 interpolatedPos;
float velocity = getVelocity(t);
float timePassed = t - lastTime;
lastTime = t;
// convert to seconds
timePassed /= 1000;
float distToTravel = timePassed * velocity;
idVec3 temp = startPos;
temp -= endPos;
float distance = temp.Length();
distSoFar += distToTravel;
float percent = (float)(distSoFar) / distance;
if ( percent > 1.0f ) {
percent = 1.0f;
} else if ( percent < 0.0f ) {
percent = 0.0f;
}
// the following line does a straigt calc on percentage of time
// float percent = (float)(startTime + time - t) / time;
idVec3 v1 = startPos;
idVec3 v2 = endPos;
v1 *= (1.0f - percent);
v2 *= percent;
v1 += v2;
interpolatedPos = v1;
return &interpolatedPos;
}
/*
================
idInterpolatedPosition::parse
================
*/
void idInterpolatedPosition::parse( idParser *src ) {
idToken token;
src->ExpectTokenString( "{" );
while ( 1 ) {
if ( !src->ExpectAnyToken( &token ) ) {
break;
}
if ( token == "}" ) {
break;
}
if ( !token.Icmp( "startPos" ) ) {
src->Parse1DMatrix( 3, startPos.ToFloatPtr() );
}
else if ( !token.Icmp( "endPos" ) ) {
src->Parse1DMatrix( 3, endPos.ToFloatPtr() );
}
else {
idCameraPosition::parseToken( token, src);
}
}
}
/*
================
idInterpolatedPosition::write
================
*/
void idInterpolatedPosition::write( idFile *f, const char *p ) {
f->Printf( "\t%s {\n", p );
idCameraPosition::write( f, p );
f->Printf( "\t\tstartPos ( %f %f %f )\n", startPos.x, startPos.y, startPos.z );
f->Printf( "\t\tendPos ( %f %f %f )\n", endPos.x, endPos.y, endPos.z );
f->Printf( "\t}\n" );
}
/*
=================================================================================
idCameraFOV
=================================================================================
*/
/*
================
idCameraFOV::GetFOV
================
*/
float idCameraFOV::GetFOV( long t ) {
if (time) {
assert(startTime);
float percent = (t - startTime) / length;
if ( percent < 0.0f ) {
percent = 0.0f;
} else if ( percent > 1.0f ) {
percent = 1.0f;
}
float temp = endFOV - startFOV;
temp *= percent;
fov = startFOV + temp;
}
return fov;
}
/*
================
idCameraFOV::reset
================
*/
void idCameraFOV::reset( float startfov, float endfov, int start, int len ) {
startFOV = startfov;
endFOV = endfov;
startTime = start;
length = len;
}
/*
================
idCameraFOV::parse
================
*/
void idCameraFOV::parse( idParser *src ) {
idToken token;
src->ExpectTokenString( "{" );
while ( 1 ) {
if ( !src->ExpectAnyToken( &token ) ) {
break;
}
if ( token == "}" ) {
break;
}
if ( !token.Icmp( "fov" ) ) {
fov = src->ParseFloat();
}
else if ( !token.Icmp( "startFOV" ) ) {
startFOV = src->ParseFloat();
}
else if ( !token.Icmp( "endFOV" ) ) {
endFOV = src->ParseFloat();
}
else if ( !token.Icmp( "time" ) ) {
time = src->ParseInt();
}
else {
src->Error( "unknown camera FOV key: %s", token.c_str() );
break;
}
}
}
/*
================
idCameraFOV::write
================
*/
void idCameraFOV::write( idFile *f, const char *p ) {
f->Printf( "\t%s {\n", p );
f->Printf( "\t\tfov %f\n", fov );
f->Printf( "\t\tstartFOV %f\n", startFOV );
f->Printf( "\t\tendFOV %f\n", endFOV );
f->Printf( "\t\ttime %i\n", time );
f->Printf( "\t}\n" );
}
/*
=================================================================================
idFixedPosition
=================================================================================
*/
/*
================
idFixedPosition::parse
================
*/
void idFixedPosition::parse( idParser *src ) {
idToken token;
src->ExpectTokenString( "{" );
while ( 1 ) {
if ( !src->ExpectAnyToken( &token ) ) {
break;
}
if ( token == "}" ) {
break;
}
if ( !token.Icmp( "pos" ) ) {
src->Parse1DMatrix( 3, pos.ToFloatPtr() );
}
else {
idCameraPosition::parseToken( token, src );
}
}
}
/*
================
idFixedPosition::write
================
*/
void idFixedPosition::write( idFile *f, const char *p ) {
f->Printf( "\t%s {\n", p );
idCameraPosition::write( f, p );
f->Printf( "\t\tpos ( %f %f %f )\n", pos.x, pos.y, pos.z );
f->Printf( "\t}\n" );
}
/*
=================================================================================
idSplinePosition
=================================================================================
*/
/*
================
idSplinePosition::start
================
*/
void idSplinePosition::start( long t ) {
idCameraPosition::start( t );
target.initPosition(t, time);
lastTime = startTime;
distSoFar = 0.0f;
calcVelocity(target.totalDistance());
}
/*
================
idSplinePosition::parse
================
*/
void idSplinePosition::parse( idParser *src ) {
idToken token;
src->ExpectTokenString( "{" );
while ( 1 ) {
if ( !src->ExpectAnyToken( &token ) ) {
break;
}
if ( token == "}" ) {
break;
}
if ( !token.Icmp( "target" ) ) {
target.parse( src );
}
else {
idCameraPosition::parseToken( token, src );
}
}
}
/*
================
idSplinePosition::write
================
*/
void idSplinePosition::write( idFile *f, const char *p ) {
f->Printf( "\t%s {\n", p );
idCameraPosition::write( f, p );
target.write( f, "target" );
f->Printf( "\t}\n" );
}
/*
================
idSplinePosition::getPosition
================
*/
const idVec3 *idSplinePosition::getPosition(long t) {
static idVec3 interpolatedPos;
float velocity = getVelocity(t);
float timePassed = t - lastTime;
lastTime = t;
// convert to seconds
timePassed /= 1000;
float distToTravel = timePassed * velocity;
distSoFar += distToTravel;
double tempDistance = target.totalDistance();
double percent = (double)(distSoFar) / tempDistance;
double targetDistance = percent * tempDistance;
tempDistance = 0;
double lastDistance1,lastDistance2;
lastDistance1 = lastDistance2 = 0;
//FIXME: calc distances on spline build
idVec3 temp;
int count = target.numSegments();
//for(int i = 2; i < count - 1; i++) {
int i;
for( i = 1; i < count; i++) {
temp = *target.getSegmentPoint(i-1);
temp -= *target.getSegmentPoint(i);
tempDistance += temp.Length();
if (i & 1) {
lastDistance1 = tempDistance;
} else {
lastDistance2 = tempDistance;
}
if (tempDistance >= targetDistance) {
break;
}
}
if (i >= count - 1) {
interpolatedPos = *target.getSegmentPoint(i-1);
} else {
#if 0
double timeHi = target.getSegmentTime(i + 1);
double timeLo = target.getSegmentTime(i - 1);
double percent = (timeHi - t) / (timeHi - timeLo);
idVec3 v1 = *target.getSegmentPoint(i - 1);
idVec3 v2 = *target.getSegmentPoint(i + 1);
v2 *= (1.0f - percent);
v1 *= percent;
v2 += v1;
interpolatedPos = v2;
#else
if (lastDistance1 > lastDistance2) {
double d = lastDistance2;
lastDistance2 = lastDistance1;
lastDistance1 = d;
}
idVec3 v1 = *target.getSegmentPoint(i - 1);
idVec3 v2 = *target.getSegmentPoint(i);
percent = (lastDistance2 - targetDistance) / (lastDistance2 - lastDistance1);
v2 *= (1.0f - percent);
v1 *= percent;
v2 += v1;
interpolatedPos = v2;
#endif
}
return &interpolatedPos;
}