gtkradiant/contrib/bobtoolz/DBobView.cpp

277 lines
7.3 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// BobView.cpp: implementation of the DBobView class.
//
//////////////////////////////////////////////////////////////////////
#include "DBobView.h"
//#include "misc.h"
#include "funchandlers.h"
#include <list>
#include "iglrender.h"
#include "qerplugin.h"
#include "str.h"
#include "math/matrix.h"
#include "DEntity.h"
#include "DEPair.h"
#include "misc.h"
#include "dialogs/dialogs-gtk.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
DBobView::DBobView()
{
nPathCount = 0;
path = NULL;
boundingShow = BOUNDS_APEX;
constructShaders();
GlobalShaderCache().attachRenderable(*this);
}
DBobView::~DBobView()
{
GlobalShaderCache().detachRenderable(*this);
destroyShaders();
if(path)
delete[] path;
g_PathView = NULL;
}
//////////////////////////////////////////////////////////////////////
// Implementation
//////////////////////////////////////////////////////////////////////
void DBobView::render(RenderStateFlags state) const
{
glBegin(GL_LINE_STRIP);
for(int i = 0; i < nPathCount; i++)
glVertex3fv(path[i]);
glEnd();
}
const char* DBobView_state_line = "$bobtoolz/bobview/line";
const char* DBobView_state_box = "$bobtoolz/bobview/box";
void DBobView::constructShaders()
{
OpenGLState state;
GlobalOpenGLStateLibrary().getDefaultState(state);
state.m_state = RENDER_COLOURWRITE|RENDER_DEPTHWRITE|RENDER_BLEND|RENDER_LINESMOOTH;
state.m_sort = OpenGLState::eSortOpaque;
state.m_linewidth = 1;
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
GlobalOpenGLStateLibrary().insert(DBobView_state_line, state);
state.m_colour[0] = 0.25f;
state.m_colour[1] = 0.75f;
state.m_colour[2] = 0.75f;
state.m_colour[3] = 1;
GlobalOpenGLStateLibrary().insert(DBobView_state_box, state);
m_shader_line = GlobalShaderCache().capture(DBobView_state_line);
m_shader_box = GlobalShaderCache().capture(DBobView_state_box);
}
void DBobView::destroyShaders()
{
GlobalOpenGLStateLibrary().erase(DBobView_state_line);
GlobalOpenGLStateLibrary().erase(DBobView_state_box);
GlobalShaderCache().release(DBobView_state_line);
GlobalShaderCache().release(DBobView_state_box);
}
Matrix4 g_transform_box1 = matrix4_translation_for_vec3(Vector3(16.0f, 16.0f, 28.0f));
Matrix4 g_transform_box2 = matrix4_translation_for_vec3(Vector3(-16.0f, 16.0f, 28.0f));
Matrix4 g_transform_box3 = matrix4_translation_for_vec3(Vector3(16.0f, -16.0f, -28.0f));
Matrix4 g_transform_box4 = matrix4_translation_for_vec3(Vector3(-16.0f, -16.0f, -28.0f));
void DBobView::renderSolid(Renderer& renderer, const VolumeTest& volume) const
{
if(!path)
return;
renderer.SetState(m_shader_line, Renderer::eWireframeOnly);
renderer.SetState(m_shader_line, Renderer::eFullMaterials);
renderer.addRenderable(*this, g_matrix4_identity);
if(m_bShowExtra)
{
renderer.SetState(m_shader_box, Renderer::eWireframeOnly);
renderer.SetState(m_shader_box, Renderer::eFullMaterials);
renderer.addRenderable(*this, g_transform_box1);
renderer.addRenderable(*this, g_transform_box2);
renderer.addRenderable(*this, g_transform_box3);
renderer.addRenderable(*this, g_transform_box4);
}
}
void DBobView::renderWireframe(Renderer& renderer, const VolumeTest& volume) const
{
renderSolid(renderer, volume);
}
void DBobView::SetPath(vec3_t *pPath)
{
if(path)
delete[] path;
path = pPath;
}
#define LOCAL_GRAVITY -800.0f
bool DBobView::CalculateTrajectory(vec3_t start, vec3_t apex, float multiplier, int points, float varGravity)
{
if(apex[2] <= start[2])
{
SetPath(NULL);
return false;
}
// ----think q3a actually would allow these
//scrub that, coz the plugin wont :]
vec3_t dist, speed;
VectorSubtract(apex, start, dist);
vec_t speed_z = (float)sqrt(-2*LOCAL_GRAVITY*dist[2]);
float flight_time = -speed_z/LOCAL_GRAVITY;
VectorScale(dist, 1/flight_time, speed);
speed[2] = speed_z;
// Sys_Printf("Speed: (%.4f %.4f %.4f)\n", speed[0], speed[1], speed[2]);
vec3_t* pPath = new vec3_t[points];
float interval = multiplier*flight_time/points;
for(int i = 0; i < points; i++)
{
float ltime = interval*i;
VectorScale(speed, ltime, pPath[i]);
VectorAdd(pPath[i], start, pPath[i]);
// could do this all with vectors
// vGrav = {0, 0, -800.0f}
// VectorScale(vGrav, 0.5f*ltime*ltime, vAdd);
// VectorScale(speed, ltime, pPath[i]);
// _VectorAdd(pPath[i], start, pPath[i])
// _VectorAdd(pPath[i], vAdd, pPath[i])
pPath[i][2] = start[2] + (speed_z*ltime) + (varGravity*0.5f*ltime*ltime);
}
SetPath(pPath);
return true;
}
void DBobView::Begin(const char* trigger, const char *target, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra)
{
strcpy(entTrigger, trigger);
strcpy(entTarget, target);
fMultiplier = multiplier;
fVarGravity = varGravity;
nPathCount = points;
m_bShowExtra = bShowExtra;
if(!UpdatePath())
{
globalErrorStream() << "Initialization Failure in DBobView::Begin";
delete this;
}
}
bool DBobView::UpdatePath()
{
vec3_t start, apex;
if(GetEntityCentre(entTrigger, start))
{
if(GetEntityCentre(entTarget, apex))
{
CalculateTrajectory(start, apex, fMultiplier, nPathCount, fVarGravity);
return true;
}
}
return false;
}
void DBobView_setEntity(Entity& entity, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra)
{
DEntity trigger;
trigger.LoadEPairList(&entity);
DEPair* trigger_ep = trigger.FindEPairByKey("targetname");
if(trigger_ep)
{
if(!strcmp(trigger.m_Classname, "trigger_push"))
{
DEPair* target_ep = trigger.FindEPairByKey("target");
if(target_ep)
{
const scene::Path* entTarget = FindEntityFromTargetname(target_ep->value);
if(entTarget)
{
if(g_PathView)
delete g_PathView;
g_PathView = new DBobView;
Entity* target = Node_getEntity(entTarget->top());
if(target != 0)
{
if(!bNoUpdate)
{
g_PathView->trigger = &entity;
entity.attach(*g_PathView);
g_PathView->target = target;
target->attach(*g_PathView);
}
g_PathView->Begin(trigger_ep->value, target_ep->value, multiplier, points, varGravity, bNoUpdate, bShowExtra);
}
}
else
DoMessageBox("trigger_push target could not be found.", "Error", eMB_OK);
}
else
DoMessageBox("trigger_push has no target.", "Error", eMB_OK);
}
else
DoMessageBox("You must select a 'trigger_push' entity.", "Error", eMB_OK);
}
else
DoMessageBox("Entity must have a targetname", "Error", eMB_OK);
}