//----------------------------------------------------------------------------- // // $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; #endif typedef SafePtr 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__ */