sin-sdk/bspline.h

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1998-12-20 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/bspline.h $
// $Revision:: 19 $
// $Author:: Jimdose $
// $Date:: 10/25/98 11:52p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/bspline.h $
//
// 19 10/25/98 11:52p Jimdose
// added EXPORT_TEMPLATE
//
// 18 10/19/98 9:52p Jimdose
// fixed savegame bugs with bspline
//
// 17 10/11/98 2:03p Markd
// Inverted pitch on orientation
//
// 16 10/10/98 9:12p Markd
// Fixed angle errors with bsplines
//
// 15 9/24/98 1:19a Markd
// bullet proofed some equating bspline code
//
// 14 9/23/98 11:00p Markd
// put in some garbage collection on stuff that wasn't freed up
//
// 13 9/21/98 10:15p Markd
// Putting archiving and unarchiving functions in
//
// 12 8/15/98 2:40p Markd
// fixed bspline stuff
//
// 11 7/11/98 6:31p Markd
// removed valid orientation, simplified code
//
// 10 7/10/98 2:10p Markd
// Endpoint now returns number of controlpoints.
//
// 9 7/10/98 1:12p Markd
// Added additonal setup function which takes speed as well as position
//
// 8 7/09/98 11:54p Markd
// Put in default speed of 1
//
// 7 7/08/98 12:42p Markd
// Added quaternion support
//
// 6 7/02/98 9:48p Markd
// added orientation
//
// 5 5/26/98 7:56p Jimdose
// added scripted cameras
//
// 4 5/07/98 10:41p Jimdose
// Added spline type for selecting between looping and non-looping curves
//
// 3 5/05/98 2:37p Jimdose
// Added code to allow spline loop and clamping the spline start and end
//
// 2 5/03/98 4:42p Jimdose
// Added file to Sin
//
// DESCRIPTION:
// Uniform non-rational bspline class.
//
#ifndef __BSPLINE_H__
#define __BSPLINE_H__
#include "g_local.h"
#include "Vector.h"
typedef enum
{
SPLINE_NORMAL,
SPLINE_LOOP,
SPLINE_CLAMP
} splinetype_t;
class EXPORT_FROM_DLL BSplineControlPoint
{
private:
float roll;
Vector position;
Vector orientation;
float speed;
public:
BSplineControlPoint();
BSplineControlPoint( Vector pos, Vector orient, float speed );
BSplineControlPoint( Vector pos );
void Clear( void );
void Set( Vector pos );
void Set( Vector pos, float speed );
void Set( Vector pos, Vector orient, float speed );
void Get( Vector& pos, Vector& orient, float& speed );
void Get( Vector& pos );
Vector *GetPosition( void );
Vector *GetOrientation( void );
float *GetRoll( void );
float *GetSpeed( void );
void operator=( BSplineControlPoint &point );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void BSplineControlPoint::Archive
(
Archiver &arc
)
{
arc.WriteVector( position );
arc.WriteVector( orientation );
arc.WriteFloat( speed );
arc.WriteFloat( roll );
}
inline EXPORT_FROM_DLL void BSplineControlPoint::Unarchive
(
Archiver &arc
)
{
arc.ReadVector( &position );
arc.ReadVector( &orientation );
arc.ReadFloat( &speed );
arc.ReadFloat( &roll );
}
inline void BSplineControlPoint::operator=
(
BSplineControlPoint &point
)
{
position = point.position;
orientation = point.orientation;
speed = point.speed;
roll = point.roll;
}
inline BSplineControlPoint::BSplineControlPoint()
{
roll = 0;
speed = 1;
}
inline BSplineControlPoint::BSplineControlPoint
(
Vector pos
)
{
speed = 1;
position = pos;
}
inline BSplineControlPoint::BSplineControlPoint
(
Vector pos,
Vector orient,
float speed
)
{
position = pos;
orient[ PITCH ] = -orient[ PITCH ];
orient.AngleVectors( &orientation, NULL, NULL );
roll = orient[ ROLL ];
if ( roll > 180 )
{
roll -= 360;
}
if ( roll < -180 )
{
roll += 360;
}
this->speed = speed;
}
inline void BSplineControlPoint::Clear
(
void
)
{
roll = 0;
position = "0 0 0";
vec_zero.AngleVectors( &orientation, NULL, NULL );
speed = 1.0f;
}
inline void BSplineControlPoint::Set
(
Vector pos
)
{
speed = 1;
position = pos;
}
inline void BSplineControlPoint::Set
(
Vector pos,
float pointspeed
)
{
speed = pointspeed;
position = pos;
}
inline void BSplineControlPoint::Set
(
Vector pos,
Vector orient,
float speed
)
{
position = pos;
orient[ PITCH ] = -orient[ PITCH ];
orient.AngleVectors( &orientation, NULL, NULL );
roll = orient[ ROLL ];
if ( roll > 180 )
{
roll -= 360;
}
if ( roll < -180 )
{
roll += 360;
}
this->speed = speed;
}
inline void BSplineControlPoint::Get
(
Vector& pos
)
{
pos = position;
}
inline Vector *BSplineControlPoint::GetPosition
(
void
)
{
return &position;
}
inline void BSplineControlPoint::Get
(
Vector& pos,
Vector& orient,
float& speed
)
{
pos = position;
orient = orientation;
speed = this->speed;
}
inline Vector *BSplineControlPoint::GetOrientation
(
void
)
{
return &orientation;
}
inline float *BSplineControlPoint::GetRoll
(
void
)
{
return &roll;
}
inline float *BSplineControlPoint::GetSpeed
(
void
)
{
return &speed;
}
class EXPORT_FROM_DLL BSpline
{
private:
BSplineControlPoint *control_points;
int num_control_points;
int loop_control_point;
splinetype_t curvetype;
qboolean has_orientation;
float EvalNormal( float u, Vector &pos, Vector& orient );
float EvalLoop( float u, Vector &pos, Vector& orient );
float EvalClamp( float u, Vector &pos, Vector& orient );
public:
BSpline();
~BSpline();
BSpline( Vector *control_points_, int num_control_points_, splinetype_t type );
BSpline( Vector *control_points_, Vector *control_orients_, float *control_speeds_, int num_control_points_, splinetype_t type );
void operator=( BSpline &spline );
void SetType( splinetype_t type );
int GetType( void );
void Clear( void );
void Set( Vector *control_points_, int num_control_points_, splinetype_t type );
void Set( Vector *control_points_, Vector *control_orients_, float *control_speeds_, int num_control_points_, splinetype_t type );
void AppendControlPoint( const Vector& new_control_point );
void AppendControlPoint( const Vector& new_control_point, const float& speed );
void AppendControlPoint( const Vector& new_control_point, const Vector& new_control_orient, const float& speed );
Vector Eval( float u );
float Eval( float u, Vector& pos, Vector& orient );
void DrawControlSegments( void );
void DrawCurve( int num_subdivisions );
void DrawCurve( Vector offset, int num_subdivisions );
void SetLoopPoint( const Vector& pos );
float EndPoint( void );
// return the index of the control point picked or -1 if none.
int PickControlPoint( const Vector& window_point, float pick_size );
Vector *GetControlPoint( int id );
void GetControlPoint( int id, Vector& pos, Vector& orient, float& speed );
void SetControlPoint( int id, const Vector& new_control_point );
void SetControlPoint( int id, const Vector& new_control_point, const Vector& new_control_orient, const float& speed );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline BSpline::BSpline()
{
has_orientation = false;
control_points = NULL;
num_control_points = 0;
loop_control_point = 0;
curvetype = SPLINE_NORMAL;
}
inline BSpline::~BSpline()
{
if ( control_points )
{
delete [] control_points;
control_points = NULL;
}
}
inline BSpline::BSpline
(
Vector *control_points_,
int num_control_points_,
splinetype_t type
)
{
has_orientation = false;
control_points = NULL;
num_control_points = 0;
loop_control_point = 0;
curvetype = SPLINE_NORMAL;
Set( control_points_, num_control_points_, type );
}
inline BSpline::BSpline
(
Vector *control_points_,
Vector *control_orients_,
float *control_speeds_,
int num_control_points_,
splinetype_t type
)
{
has_orientation = false;
control_points = NULL;
num_control_points = 0;
loop_control_point = 0;
curvetype = SPLINE_NORMAL;
Set( control_points_, control_orients_, control_speeds_, num_control_points_, type );
}
inline void BSpline::operator=
(
BSpline &spline
)
{
int i;
Clear();
num_control_points = spline.num_control_points;
loop_control_point = spline.loop_control_point;
curvetype = spline.curvetype;
has_orientation = spline.has_orientation;
control_points = new BSplineControlPoint[num_control_points];
assert( control_points );
for ( i = 0; i < num_control_points ; i++ )
control_points[ i ] = spline.control_points[ i ];
}
inline void BSpline::SetType
(
splinetype_t type
)
{
curvetype = type;
}
inline int BSpline::GetType
(
void
)
{
return curvetype;
}
inline float BSpline::EndPoint
(
void
)
{
return num_control_points;
}
inline Vector *BSpline::GetControlPoint
(
int id
)
{
assert( id >= 0 );
assert( id < num_control_points );
if ( ( id < 0 ) && ( id >= num_control_points ) )
{
// probably wrong, but if we're in release mode we have no recourse
id = 0;
}
return control_points[ id ].GetPosition();
}
inline void BSpline::GetControlPoint
(
int id,
Vector& pos,
Vector& orient,
float& speed
)
{
assert( id >= 0 );
assert( id < num_control_points );
if ( ( id >= 0 ) && ( id < num_control_points ) )
{
control_points[ id ].Get( pos, orient, speed );
}
}
inline void BSpline::SetControlPoint
(
int id,
const Vector& new_control_point
)
{
assert( id >= 0 );
assert( id < num_control_points );
if ( ( id >= 0 ) && ( id < num_control_points ) )
{
control_points[ id ].Set( new_control_point );
}
}
inline void BSpline::SetControlPoint
(
int id,
const Vector& new_control_point,
const Vector& new_control_orient,
const float& speed
)
{
assert( id >= 0 );
assert( id < num_control_points );
if ( ( id >= 0 ) && ( id < num_control_points ) )
{
control_points[ id ].Set( new_control_point, new_control_orient, speed );
}
}
inline EXPORT_FROM_DLL void BSpline::Archive
(
Archiver &arc
)
{
int i;
arc.WriteInteger( num_control_points );
arc.WriteInteger( loop_control_point );
arc.WriteInteger( curvetype );
arc.WriteBoolean( has_orientation );
for( i = 0; i < num_control_points; i++ )
{
control_points[ i ].Archive( arc );
}
}
inline EXPORT_FROM_DLL void BSpline::Unarchive
(
Archiver &arc
)
{
int i;
arc.ReadInteger( &num_control_points );
arc.ReadInteger( &loop_control_point );
arc.ReadInteger( &i );
curvetype = ( splinetype_t )i;
arc.ReadBoolean( &has_orientation );
control_points = new BSplineControlPoint[ num_control_points ];
for( i = 0; i < num_control_points; i++ )
{
control_points[ i ].Unarchive( arc );
}
}
class SplinePath;
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL SafePtr<SplinePath>;
#endif
typedef SafePtr<SplinePath> SplinePathPtr;
class EXPORT_FROM_DLL SplinePath : public Entity
{
protected:
SplinePathPtr owner;
SplinePathPtr next;
SplinePathPtr loop;
str loop_name;
void CreatePath( Event *ev );
public:
float speed;
CLASS_PROTOTYPE( SplinePath );
SplinePath();
SplinePath *GetNext( void );
SplinePath *GetLoop( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void SplinePath::Archive
(
Archiver &arc
)
{
Entity::Archive( arc );
arc.WriteSafePointer( owner );
arc.WriteSafePointer( next );
arc.WriteSafePointer( loop );
arc.WriteString( loop_name );
arc.WriteFloat( speed );
}
inline EXPORT_FROM_DLL void SplinePath::Unarchive
(
Archiver &arc
)
{
Entity::Unarchive( arc );
arc.ReadSafePointer( &owner );
arc.ReadSafePointer( &next );
arc.ReadSafePointer( &loop );
arc.ReadString( &loop_name );
arc.ReadFloat( &speed );
}
#endif /* __BSPLINE_H__ */