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https://github.com/dhewm/dhewm3.git
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79ad905e05
Excluding 3rd party files.
399 lines
14 KiB
C++
399 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SPLINES_H__
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#define __SPLINES_H__
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extern void glBox(idVec4 &color, idVec3 &point, float size);
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extern void glLabeledPoint(idVec4 &color, idVec3 &point, float size, const char *label);
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class idPointListInterface {
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public:
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idPointListInterface() { selectedPoints.Clear(); };
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~idPointListInterface() {};
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virtual int numPoints() { return 0; }
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virtual void addPoint( const float x, const float y, const float z ) {}
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virtual void addPoint( const idVec3 &v ) {}
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virtual void removePoint( int index ) {}
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virtual idVec3 * getPoint( int index ) { return NULL; }
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int numSelectedPoints() { return selectedPoints.Num(); }
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idVec3 * getSelectedPoint( int index );
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int selectPointByRay( const idVec3 &origin, const idVec3 &direction, bool single );
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int isPointSelected( int index );
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int selectPoint( int index, bool single );
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void selectAll();
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void deselectAll();
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virtual void updateSelection( const idVec3 &move );
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void drawSelection();
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protected:
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idList<int> selectedPoints;
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};
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class idSplineList {
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friend class idCamera;
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public:
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idSplineList() { clear(); }
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idSplineList( const char *p ) { clear(); name = p; }
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~idSplineList() { clear(); }
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void clearControl();
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void clearSpline();
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void parse( idParser *src );
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void write( idFile *f, const char *name );
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void clear();
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void initPosition( long startTime, long totalTime );
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const idVec3 * getPosition( long time );
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void draw( bool editMode );
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void addToRenderer();
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void setSelectedPoint( idVec3 *p );
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idVec3 * getSelectedPoint() { return selected; }
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void addPoint( const idVec3 &v ) { controlPoints.Append(new idVec3(v) ); dirty = true; }
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void addPoint( float x, float y, float z ) { controlPoints.Append(new idVec3(x, y, z)); dirty = true; }
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void updateSelection(const idVec3 &move);
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void startEdit() { editMode = true; }
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void stopEdit() { editMode = false; }
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void buildSpline();
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void setGranularity( float f ) { granularity = f; }
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float getGranularity() { return granularity; }
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int numPoints() { return controlPoints.Num(); }
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idVec3 * getPoint(int index) { assert(index >= 0 && index < controlPoints.Num()); return controlPoints[index]; }
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idVec3 * getSegmentPoint(int index) { assert(index >= 0 && index < splinePoints.Num()); return splinePoints[index]; }
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void setSegmentTime(int index, int time) { assert(index >= 0 && index < splinePoints.Num()); splineTime[index] = time; }
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int getSegmentTime(int index) { assert(index >= 0 && index < splinePoints.Num()); return splineTime[index]; }
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void addSegmentTime(int index, int time) { assert(index >= 0 && index < splinePoints.Num()); splineTime[index] += time; }
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float totalDistance();
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int getActiveSegment() { return activeSegment; }
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void setActiveSegment( int i ) { /* assert(i >= 0 && (splinePoints.Num() > 0 && i < splinePoints.Num())); */ activeSegment = i; }
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int numSegments() { return splinePoints.Num(); }
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void setColors(idVec4 &path, idVec4 &segment, idVec4 &control, idVec4 &active);
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const char * getName() { return name.c_str(); }
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void setName( const char *p ) { name = p; }
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bool validTime();
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void setTime( long t ) { time = t; }
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void setBaseTime( long t ) { baseTime = t; }
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protected:
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idStr name;
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float calcSpline(int step, float tension);
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idList<idVec3*> controlPoints;
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idList<idVec3*> splinePoints;
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idList<double> splineTime;
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idVec3 * selected;
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idVec4 pathColor, segmentColor, controlColor, activeColor;
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float granularity;
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bool editMode;
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bool dirty;
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int activeSegment;
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long baseTime;
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long time;
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};
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// time in milliseconds
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// velocity where 1.0 equal rough walking speed
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struct idVelocity {
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idVelocity( long start, long duration, float s ) { startTime = start; time = duration; speed = s; }
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long startTime;
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long time;
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float speed;
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};
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// can either be a look at or origin position for a camera
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class idCameraPosition : public idPointListInterface {
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public:
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idCameraPosition() { time = 0; name = "position"; }
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idCameraPosition( const char *p ) { name = p; }
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idCameraPosition( long t ) { time = t; }
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virtual ~idCameraPosition() { clear(); }
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// this can be done with RTTI syntax but i like the derived classes setting a type
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// makes serialization a bit easier to see
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//
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enum positionType {
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FIXED = 0x00,
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INTERPOLATED,
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SPLINE,
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POSITION_COUNT
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};
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virtual void clearVelocities();
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virtual void clear() { editMode = false; time = 5000; clearVelocities(); }
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virtual void start( long t ) { startTime = t; }
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long getTime() { return time; }
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virtual void setTime(long t) { time = t; }
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float getVelocity( long t );
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float getBaseVelocity() { return baseVelocity; }
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void addVelocity( long start, long duration, float speed ) { velocities.Append(new idVelocity(start, duration, speed)); }
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virtual const idVec3 *getPosition( long t ) { return NULL; }
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virtual void draw( bool editMode ) {};
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virtual void parse( idParser *src ) {};
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virtual void write( idFile *f, const char *name);
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virtual bool parseToken( const idStr &key, idParser *src );
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const char * getName() { return name.c_str(); }
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void setName( const char *p ) { name = p; }
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virtual void startEdit() { editMode = true; }
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virtual void stopEdit() { editMode = false; }
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virtual void draw() {};
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const char * typeStr() { return positionStr[static_cast<int>(type)]; }
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void calcVelocity( float distance ) { float secs = (float)time / 1000; baseVelocity = distance / secs; }
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protected:
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static const char * positionStr[POSITION_COUNT];
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long startTime;
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long time;
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positionType type;
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idStr name;
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bool editMode;
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idList<idVelocity*> velocities;
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float baseVelocity;
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};
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class idFixedPosition : public idCameraPosition {
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public:
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idFixedPosition() : idCameraPosition() { init(); }
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idFixedPosition(idVec3 p) : idCameraPosition() { init(); pos = p; }
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~idFixedPosition() { }
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void init() { pos.Zero(); type = idCameraPosition::FIXED; }
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virtual void addPoint( const idVec3 &v ) { pos = v; }
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virtual void addPoint( const float x, const float y, const float z ) { pos.Set(x, y, z); }
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virtual const idVec3 *getPosition( long t ) { return &pos; }
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void parse( idParser *src );
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void write( idFile *f, const char *name );
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virtual int numPoints() { return 1; }
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virtual idVec3 * getPoint( int index ) { assert( index == 0 ); return &pos; }
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virtual void draw( bool editMode ) { glLabeledPoint(colorBlue, pos, (editMode) ? 5 : 3, "Fixed point"); }
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protected:
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idVec3 pos;
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};
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class idInterpolatedPosition : public idCameraPosition {
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public:
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idInterpolatedPosition() : idCameraPosition() { init(); }
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idInterpolatedPosition( idVec3 start, idVec3 end, long time ) : idCameraPosition(time) { init(); startPos = start; endPos = end; }
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~idInterpolatedPosition() { }
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void init() { type = idCameraPosition::INTERPOLATED; first = true; startPos.Zero(); endPos.Zero(); }
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virtual const idVec3 *getPosition(long t);
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void parse( idParser *src );
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void write( idFile *f, const char *name );
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virtual int numPoints() { return 2; }
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virtual idVec3 * getPoint( int index );
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virtual void addPoint( const float x, const float y, const float z );
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virtual void addPoint( const idVec3 &v );
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virtual void draw( bool editMode );
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virtual void start( long t );
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protected:
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bool first;
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idVec3 startPos;
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idVec3 endPos;
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long lastTime;
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float distSoFar;
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};
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class idSplinePosition : public idCameraPosition {
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public:
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idSplinePosition() : idCameraPosition() { init(); }
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idSplinePosition( long time ) : idCameraPosition( time ) { init(); }
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~idSplinePosition() { }
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void init() { type = idCameraPosition::SPLINE; }
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virtual void start( long t );
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virtual const idVec3 *getPosition( long t );
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void addControlPoint( idVec3 &v ) { target.addPoint(v); }
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void parse( idParser *src );
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void write( idFile *f, const char *name );
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virtual int numPoints() { return target.numPoints(); }
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virtual idVec3 * getPoint( int index ) { return target.getPoint(index); }
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virtual void addPoint( const idVec3 &v ) { target.addPoint( v ); }
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virtual void draw( bool editMode ) { target.draw( editMode ); }
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virtual void updateSelection( const idVec3 &move ) { idCameraPosition::updateSelection(move); target.buildSpline(); }
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protected:
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idSplineList target;
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long lastTime;
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float distSoFar;
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};
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class idCameraFOV {
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public:
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idCameraFOV() { time = 0; fov = 90; }
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idCameraFOV( int v ) { time = 0; fov = v; }
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idCameraFOV( int s, int e, long t ) { startFOV = s; endFOV = e; time = t; }
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~idCameraFOV() { }
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void SetFOV( float f ) { fov = f; }
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float GetFOV( long t );
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void start( long t ) { startTime = t; }
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void reset( float startfov, float endfov, int start, int len );
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void parse( idParser *src );
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void write( idFile *f, const char *name );
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protected:
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float fov;
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float startFOV;
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float endFOV;
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int startTime;
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int time;
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int length;
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};
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class idCameraEvent {
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public:
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enum eventType {
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EVENT_NA = 0x00,
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EVENT_WAIT,
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EVENT_TARGETWAIT,
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EVENT_SPEED,
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EVENT_TARGET,
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EVENT_SNAPTARGET,
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EVENT_FOV,
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EVENT_CMD,
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EVENT_TRIGGER,
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EVENT_STOP,
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EVENT_CAMERA,
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EVENT_FADEOUT,
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EVENT_FADEIN,
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EVENT_FEATHER,
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EVENT_COUNT
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};
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idCameraEvent() { paramStr = ""; type = EVENT_NA; time = 0; }
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idCameraEvent( eventType t, const char *param, long n ) { type = t; paramStr = param; time = n; }
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~idCameraEvent() { }
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eventType getType() { return type; }
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const char * typeStr() { return eventStr[static_cast<int>(type)]; }
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const char * getParam() { return paramStr.c_str(); }
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long getTime() { return time; }
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void setTime(long n) { time = n; }
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void parse( idParser *src );
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void write( idFile *f, const char *name );
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void setTriggered( bool b ) { triggered = b; }
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bool getTriggered() { return triggered; }
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static const char * eventStr[EVENT_COUNT];
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protected:
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eventType type;
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idStr paramStr;
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long time;
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bool triggered;
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};
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class idCameraDef {
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public:
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idCameraDef() { cameraPosition = NULL; clear(); }
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~idCameraDef() { clear(); }
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void clear();
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idCameraPosition * startNewCamera(idCameraPosition::positionType type);
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void addEvent( idCameraEvent::eventType t, const char *param, long time );
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void addEvent( idCameraEvent *event );
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static int sortEvents( const void *p1, const void *p2 );
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int numEvents() { return events.Num(); }
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idCameraEvent * getEvent(int index) { assert(index >= 0 && index < events.Num()); return events[index]; }
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void parse( idParser *src );
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bool load( const char *filename );
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void save( const char *filename );
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void buildCamera();
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void addTarget( const char *name, idCameraPosition::positionType type );
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idCameraPosition * getActiveTarget();
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idCameraPosition * getActiveTarget( int index );
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int numTargets() { return targetPositions.Num(); }
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void setActiveTargetByName(const char *name);
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void setActiveTarget( int index );
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void setRunning( bool b ) { cameraRunning = b; }
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void setBaseTime( float f ) { baseTime = f; }
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float getBaseTime() { return baseTime; }
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float getTotalTime() { return totalTime; }
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void startCamera( long t );
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void stopCamera() { cameraRunning = true; }
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void getActiveSegmentInfo(int segment, idVec3 &origin, idVec3 &direction, float *fv);
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bool getCameraInfo(long time, idVec3 &origin, idVec3 &direction, float *fv);
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void draw( bool editMode );
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int numPoints();
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const idVec3 * getPoint( int index );
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void stopEdit();
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void startEdit( bool camera );
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bool waitEvent( int index );
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const char * getName() { return name.c_str(); }
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void setName( const char *p ) { name = p; }
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idCameraPosition * getPositionObj();
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static idCameraPosition *newFromType( idCameraPosition::positionType t );
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protected:
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idStr name;
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int currentCameraPosition;
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idVec3 lastDirection;
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bool cameraRunning;
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idCameraPosition * cameraPosition;
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idList<idCameraPosition*> targetPositions;
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idList<idCameraEvent*> events;
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idCameraFOV fov;
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int activeTarget;
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float totalTime;
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float baseTime;
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long startTime;
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bool cameraEdit;
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bool editMode;
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};
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extern bool g_splineMode;
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extern idCameraDef *g_splineList;
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#endif /* !__SPLINES_H__ */
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