quake3/q3radiant/splines/splines.h
2005-08-19 00:00:00 +00:00

1080 lines
No EOL
21 KiB
C++
Executable file

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef __SPLINES_H
#define __SPLINES_H
extern "C" {
#ifdef Q3RADIANT
#include "../qgl.h"
#else
#include "../renderer/qgl.h"
#endif
}
#include "util_list.h"
#include "util_str.h"
#include "math_vector.h"
typedef int fileHandle_t;
extern void glBox(idVec3_t &color, idVec3_t &point, float size);
extern void glLabeledPoint(idVec3_t &color, idVec3_t &point, float size, const char *label);
static vec4_t blue(0, 0, 1, 1);
static vec4_t red(1, 0, 0, 1);
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_t &v) {}
virtual void removePoint(int index) {}
virtual idVec3_t *getPoint(int index) { return NULL; }
int selectPointByRay(float ox, float oy, float oz, float dx, float dy, float dz, bool single) {
idVec3_t origin(ox, oy, oz);
idVec3_t dir(dx, dy, dz);
return selectPointByRay(origin, dir, single);
}
int selectPointByRay(const idVec3_t origin, const idVec3_t direction, bool single) {
int i, besti, count;
float d, bestd;
idVec3_t 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;
}
int isPointSelected(int index) {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
if (selectedPoints[i] == index) {
return i;
}
}
return -1;
}
int 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;
}
void selectAll() {
selectedPoints.Clear();
for (int i = 0; i < numPoints(); i++) {
selectedPoints.Append(i);
}
}
void deselectAll() {
selectedPoints.Clear();
}
int numSelectedPoints();
idVec3_t *getSelectedPoint(int index) {
assert(index >= 0 && index < numSelectedPoints());
return getPoint(selectedPoints[index]);
}
virtual void updateSelection(float x, float y, float z) {
idVec3_t move(x, y, z);
updateSelection(move);
}
virtual void updateSelection(const idVec3_t &move) {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
*getPoint(selectedPoints[i]) += move;
}
}
void drawSelection() {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
glBox(red, *getPoint(selectedPoints[i]), 4);
}
}
protected:
idList<int> selectedPoints;
};
class idSplineList {
public:
idSplineList() {
clear();
}
idSplineList(const char *p) {
clear();
name = p;
};
~idSplineList() {
clear();
};
void clearControl() {
for (int i = 0; i < controlPoints.Num(); i++) {
delete controlPoints[i];
}
controlPoints.Clear();
}
void clearSpline() {
for (int i = 0; i < splinePoints.Num(); i++) {
delete splinePoints[i];
}
splinePoints.Clear();
}
void parse(const char *(*text));
void write(fileHandle_t file, const char *name);
void clear() {
clearControl();
clearSpline();
splineTime.Clear();
selected = NULL;
dirty = true;
activeSegment = 0;
granularity = 0.025;
pathColor.set(1.0, 0.5, 0.0);
controlColor.set(0.7, 0.0, 1.0);
segmentColor.set(0.0, 0.0, 1.0);
activeColor.set(1.0, 0.0, 0.0);
}
void initPosition(long startTime, long totalTime);
const idVec3_t *getPosition(long time);
void draw(bool editMode);
void addToRenderer();
void setSelectedPoint(idVec3_t *p);
idVec3_t *getSelectedPoint() {
return selected;
}
void addPoint(const idVec3_t &v) {
controlPoints.Append(new idVec3_t(v));
dirty = true;
}
void addPoint(float x, float y, float z) {
controlPoints.Append(new idVec3_t(x, y, z));
dirty = true;
}
void updateSelection(const idVec3_t &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_t *getPoint(int index) {
assert(index >= 0 && index < controlPoints.Num());
return controlPoints[index];
}
idVec3_t *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();
static idVec3_t zero;
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(idVec3_t &path, idVec3_t &segment, idVec3_t &control, idVec3_t &active) {
pathColor = path;
segmentColor = segment;
controlColor = control;
activeColor = active;
}
const char *getName() {
return name.c_str();
}
void setName(const char *p) {
name = p;
}
bool 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());
}
void setTime(long t) {
time = t;
}
void setBaseTime(long t) {
baseTime = t;
}
protected:
idStr name;
float calcSpline(int step, float tension);
idList<idVec3_t*> controlPoints;
idList<idVec3_t*> splinePoints;
idList<float> splineTime;
idVec3_t *selected;
idVec3_t pathColor, segmentColor, controlColor, activeColor;
float granularity;
bool editMode;
bool dirty;
int activeSegment;
long baseTime;
long time;
friend class idCamera;
};
// 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:
virtual void clear() {
editMode = false;
for (int i = 0; i < velocities.Num(); i++) {
delete velocities[i];
velocities[i] = NULL;
}
velocities.Clear();
}
idCameraPosition(const char *p) {
name = p;
}
idCameraPosition() {
time = 0;
name = "position";
}
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 start(long t) {
startTime = t;
}
long getTime() {
return time;
}
virtual void setTime(long t) {
time = t;
}
float 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;
}
void addVelocity(long start, long duration, float speed) {
velocities.Append(new idVelocity(start, duration, speed));
}
virtual const idVec3_t *getPosition(long t) {
assert(true);
return NULL;
}
virtual void draw(bool editMode) {};
virtual void parse(const char *(*text)) {};
virtual void write(fileHandle_t file, const char *name);
virtual bool parseToken(const char *key, const char *(*text));
const char *getName() {
return name.c_str();
}
void setName(const char *p) {
name = p;
}
virtual startEdit() {
editMode = true;
}
virtual 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;
idCameraPosition::positionType type;
idStr name;
bool editMode;
idList<idVelocity*> velocities;
float baseVelocity;
};
class idFixedPosition : public idCameraPosition {
public:
void init() {
pos.Zero();
type = idCameraPosition::FIXED;
}
idFixedPosition() : idCameraPosition() {
init();
}
idFixedPosition(idVec3_t p) : idCameraPosition() {
init();
pos = p;
}
virtual void addPoint(const idVec3_t &v) {
pos = v;
}
virtual void addPoint(const float x, const float y, const float z) {
pos.set(x, y, z);
}
~idFixedPosition() {
}
virtual const idVec3_t *getPosition(long t) {
return &pos;
}
void parse(const char *(*text));
void write(fileHandle_t file, const char *name);
virtual int numPoints() {
return 1;
}
virtual idVec3_t *getPoint(int index) {
if (index != 0) {
assert(true);
};
return &pos;
}
virtual void draw(bool editMode) {
glLabeledPoint(blue, pos, (editMode) ? 5 : 3, "Fixed point");
}
protected:
idVec3_t pos;
};
class idInterpolatedPosition : public idCameraPosition {
public:
void init() {
type = idCameraPosition::INTERPOLATED;
first = true;
startPos.Zero();
endPos.Zero();
}
idInterpolatedPosition() : idCameraPosition() {
init();
}
idInterpolatedPosition(idVec3_t start, idVec3_t end, long time) : idCameraPosition(time) {
init();
startPos = start;
endPos = end;
}
~idInterpolatedPosition() {
}
virtual const idVec3_t *getPosition(long t);
void parse(const char *(*text));
void write(fileHandle_t file, const char *name);
virtual int numPoints() {
return 2;
}
virtual idVec3_t *getPoint(int index) {
assert(index >= 0 && index < 2);
if (index == 0) {
return &startPos;
}
return &endPos;
}
virtual void 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;
}
}
virtual void addPoint(const idVec3_t &v) {
if (first) {
startPos = v;
first = false;
} else {
endPos = v;
first = true;
}
}
virtual void draw(bool editMode) {
glLabeledPoint(blue, startPos, (editMode) ? 5 : 3, "Start interpolated");
glLabeledPoint(blue, endPos, (editMode) ? 5 : 3, "End interpolated");
qglBegin(GL_LINES);
qglVertex3fv(startPos);
qglVertex3fv(endPos);
qglEnd();
}
virtual void start(long t) {
idCameraPosition::start(t);
lastTime = startTime;
distSoFar = 0.0;
idVec3_t temp = startPos;
temp -= endPos;
calcVelocity(temp.Length());
}
protected:
bool first;
idVec3_t startPos;
idVec3_t endPos;
long lastTime;
float distSoFar;
};
class idSplinePosition : public idCameraPosition {
public:
void init() {
type = idCameraPosition::SPLINE;
}
idSplinePosition() : idCameraPosition() {
init();
}
idSplinePosition(long time) : idCameraPosition(time) {
init();
}
~idSplinePosition() {
}
virtual void start(long t) {
idCameraPosition::start(t);
target.initPosition(t, time);
calcVelocity(target.totalDistance());
}
virtual const idVec3_t *getPosition(long t) {
return target.getPosition(t);
}
//virtual const idVec3_t *getPosition(long t) const {
void addControlPoint(idVec3_t &v) {
target.addPoint(v);
}
void parse(const char *(*text));
void write(fileHandle_t file, const char *name);
virtual int numPoints() {
return target.numPoints();
}
virtual idVec3_t *getPoint(int index) {
return target.getPoint(index);
}
virtual void addPoint(const idVec3_t &v) {
target.addPoint(v);
}
virtual void addPoint(const float x, const float y, const float z) {
target.addPoint(x, y, z);
}
virtual void draw(bool editMode) {
target.draw(editMode);
}
virtual void updateSelection(const idVec3_t &move) {
idCameraPosition::updateSelection(move);
target.buildSpline();
}
protected:
idSplineList target;
};
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) {
if (time) {
assert(startTime);
float percent = t / startTime;
float temp = startFOV - endFOV;
temp *= percent;
fov = startFOV + temp;
}
return fov;
}
int start(long t) {
startTime = t;
}
void parse(const char *(*text));
void write(fileHandle_t file, const char *name);
protected:
float fov;
float startFOV;
float endFOV;
int startTime;
int time;
};
class idCameraEvent {
public:
enum eventType {
EVENT_NA = 0x00,
EVENT_WAIT,
EVENT_TARGETWAIT,
EVENT_SPEED,
EVENT_TARGET,
EVENT_SNAPTARGET,
EVENT_FOV,
EVENT_SCRIPT,
EVENT_TRIGGER,
EVENT_STOP,
EVENT_COUNT
};
static const char* eventStr[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(const char *(*text));
void write(fileHandle_t file, const char *name);
void setTriggered(bool b) {
triggered = b;
}
bool getTriggered() {
return triggered;
}
protected:
eventType type;
idStr paramStr;
long time;
bool triggered;
};
class idCameraDef {
public:
void 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();
}
idCameraPosition *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() {
clear();
}
~idCameraDef() {
clear();
}
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(const char *(*text));
bool load(const char *filename);
void save(const char *filename);
void buildCamera();
//idSplineList *getcameraPosition() {
// return &cameraPosition;
//}
static idCameraPosition *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;
}
void addTarget(const char *name, idCameraPosition::positionType type);
idCameraPosition *getActiveTarget() {
if (targetPositions.Num() == 0) {
addTarget(NULL, idCameraPosition::FIXED);
}
return targetPositions[activeTarget];
}
idCameraPosition *getActiveTarget(int index) {
if (targetPositions.Num() == 0) {
addTarget(NULL, idCameraPosition::FIXED);
return targetPositions[0];
}
return targetPositions[index];
}
int numTargets() {
return targetPositions.Num();
}
void setActiveTargetByName(const char *name) {
for (int i = 0; i < targetPositions.Num(); i++) {
if (stricmp(name, targetPositions[i]->getName()) == 0) {
setActiveTarget(i);
return;
}
}
}
void setActiveTarget(int index) {
assert(index >= 0 && index < targetPositions.Num());
activeTarget = 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_t &origin, idVec3_t &direction, float *fv);
bool getCameraInfo(long time, idVec3_t &origin, idVec3_t &direction, float *fv);
bool getCameraInfo(long time, float *origin, float *direction, float *fv) {
idVec3_t org, dir;
org[0] = origin[0];
org[1] = origin[1];
org[2] = origin[2];
dir[0] = direction[0];
dir[1] = direction[1];
dir[2] = direction[2];
bool b = getCameraInfo(time, org, dir, fv);
origin[0] = org[0];
origin[1] = org[1];
origin[2] = org[2];
direction[0] = dir[0];
direction[1] = dir[1];
direction[2] = dir[2];
return b;
}
void 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));
}
}
}
/*
int numSegments() {
if (cameraEdit) {
return cameraPosition.numSegments();
}
return getTargetSpline()->numSegments();
}
int getActiveSegment() {
if (cameraEdit) {
return cameraPosition.getActiveSegment();
}
return getTargetSpline()->getActiveSegment();
}
void setActiveSegment(int i) {
if (cameraEdit) {
cameraPosition.setActiveSegment(i);
} else {
getTargetSpline()->setActiveSegment(i);
}
}
*/
int numPoints() {
if (cameraEdit) {
return cameraPosition->numPoints();
}
return getActiveTarget()->numPoints();
}
const idVec3_t *getPoint(int index) {
if (cameraEdit) {
return cameraPosition->getPoint(index);
}
return getActiveTarget()->getPoint(index);
}
void stopEdit() {
editMode = false;
if (cameraEdit) {
cameraPosition->stopEdit();
} else {
getActiveTarget()->stopEdit();
}
}
void 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;
}
bool waitEvent(int index);
const char *getName() {
return name.c_str();
}
void setName(const char *p) {
name = p;
}
idCameraPosition *getPositionObj() {
if (cameraPosition == NULL) {
cameraPosition = new idFixedPosition();
}
return cameraPosition;
}
protected:
idStr name;
int currentCameraPosition;
idVec3_t 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