ef2gamesource/dlls/game/bspline.h

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/bspline.h $
// $Revision:: 9 $
// $Author:: Steven $
// $Date:: 10/13/03 8:53a $
//
// 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.
//
//
// 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 BSplineControlPoint : public Class
{
private:
float roll;
Vector position;
Vector orientation;
float speed;
public:
BSplineControlPoint();
BSplineControlPoint( const Vector &pos, Vector orient, float speed );
BSplineControlPoint( const Vector &pos );
void Clear( void );
void Set( const Vector &pos );
void Set( const Vector &pos, float speed );
void Set( const 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=( const BSplineControlPoint &point );
virtual void Archive( Archiver &arc );
};
inline void BSplineControlPoint::Archive( Archiver &arc )
{
arc.ArchiveFloat( &roll );
arc.ArchiveVector( &position );
arc.ArchiveVector( &orientation );
arc.ArchiveFloat( &speed );
}
inline void BSplineControlPoint::operator=
(
const BSplineControlPoint &point
)
{
position = point.position;
orientation = point.orientation;
speed = point.speed;
roll = point.roll;
}
inline BSplineControlPoint::BSplineControlPoint()
{
roll = 0;
speed = 1;
}
inline BSplineControlPoint::BSplineControlPoint
(
const Vector &pos
)
{
roll = 0;
speed = 1;
position = pos;
}
inline BSplineControlPoint::BSplineControlPoint
(
const Vector &pos,
Vector orient,
float init_speed
)
{
position = pos;
orient.AngleVectors( &orientation, NULL, NULL );
roll = orient[ ROLL ];
if ( roll > 180.0f )
{
roll -= 360.0f;
}
if ( roll < -180.0f )
{
roll += 360.0f;
}
speed = init_speed;
}
inline void BSplineControlPoint::Clear
(
void
)
{
roll = 0;
position = Vector(0, 0, 0);
vec_zero.AngleVectors( &orientation, NULL, NULL );
speed = 1.0f;
}
inline void BSplineControlPoint::Set
(
const Vector &pos
)
{
speed = 1;
position = pos;
}
inline void BSplineControlPoint::Set
(
const Vector &pos,
float pointspeed
)
{
speed = pointspeed;
position = pos;
}
inline void BSplineControlPoint::Set
(
const Vector &pos,
Vector orient,
float new_speed
)
{
position = pos;
orient.AngleVectors( &orientation, NULL, NULL );
roll = orient[ ROLL ];
if ( roll > 180.0f )
{
roll -= 360.0f;
}
if ( roll < -180.0f )
{
roll += 360.0f;
}
speed = new_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& spd
)
{
pos = position;
orient = orientation;
spd = speed;
}
inline Vector *BSplineControlPoint::GetOrientation
(
void
)
{
return &orientation;
}
inline float *BSplineControlPoint::GetRoll
(
void
)
{
return &roll;
}
inline float *BSplineControlPoint::GetSpeed
(
void
)
{
return &speed;
}
class BSpline : public Class
{
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=( const BSpline &spline );
void SetType( splinetype_t type );
int GetType( void );
void Clear( void );
void Set( const Vector *control_points_, int num_control_points_, splinetype_t type );
void Set( const Vector *control_points_, const Vector *control_orients_, const 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( const 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 );
};
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=
(
const 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;
if ( num_control_points )
{
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 ];
}
else
{
control_points = NULL;
}
}
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 ( !control_points )
return;
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 ( !control_points )
return;
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 ( !control_points )
return;
if ( ( id >= 0 ) && ( id < num_control_points ) )
{
control_points[ id ].Set( new_control_point, new_control_orient, speed );
}
}
inline void BSpline::Archive
(
Archiver &arc
)
{
int i;
arc.ArchiveInteger( &num_control_points );
if ( arc.Loading() )
{
if ( num_control_points )
control_points = new BSplineControlPoint[ num_control_points ];
}
arc.ArchiveInteger( &loop_control_point );
i = curvetype;
arc.ArchiveInteger( &i );
curvetype = ( splinetype_t )i;
arc.ArchiveBoolean( &has_orientation );
for( i = 0; i < num_control_points; i++ )
{
control_points[ i ].Archive( arc );
}
}
extern Event EV_SplinePath_Create;
extern Event EV_SplinePath_Loop;
extern Event EV_SplinePath_Speed;
class SplinePath : public Entity
{
protected:
SplinePath *owner;
SplinePath *next;
SplinePath *loop;
str loop_name;
void CreatePath( Event *ev );
void SetLoop( Event *ev );
void SetSpeed( Event *ev );
void SetTriggerTarget( Event *ev );
void SetThread( Event *ev );
void SetFov( Event *ev );
void SetWatch( Event *ev );
void SetFadeTime( Event *ev );
void MoveSpline( Event *ev );
void OffsetSpline( Event *ev );
void TurnSpline( Event *ev );
public:
float speed;
float fov;
float fadeTime;
qboolean doWatch;
str watchEnt;
str triggertarget;
str thread;
CLASS_PROTOTYPE( SplinePath );
SplinePath();
~SplinePath();
SplinePath *GetNext( void );
SplinePath *GetPrev( void );
SplinePath *GetLoop( void );
void SetFadeTime( float newFadeTime );
void SetFov( float theFov );
void SetWatch( const char *name );
void SetThread( const char *name );
void SetTriggerTarget( const char *name );
void NoWatch( void );
str GetWatch( void );
float GetFadeTime( void );
float GetFov( void );
void SetNext( SplinePath *node );
void SetPrev( SplinePath *node );
virtual void Archive( Archiver &arc );
};
typedef SafePtr<SplinePath> SplinePathPtr;
inline void SplinePath::Archive
(
Archiver &arc
)
{
Entity::Archive( arc );
arc.ArchiveObjectPointer( ( Class ** )&owner );
arc.ArchiveObjectPointer( ( Class ** )&next );
arc.ArchiveObjectPointer( ( Class ** )&loop );
arc.ArchiveString( &loop_name );
arc.ArchiveFloat( &speed );
arc.ArchiveFloat( &fov );
arc.ArchiveFloat( &fadeTime );
arc.ArchiveBoolean( &doWatch );
arc.ArchiveString( &watchEnt );
arc.ArchiveString( &thread );
arc.ArchiveString( &triggertarget );
if ( arc.Loading() )
{
CancelEventsOfType( EV_SplinePath_Create );
}
}
inline void SplinePath::SetThread
(
const char *name
)
{
thread = name;
}
inline void SplinePath::SetTriggerTarget
(
const char *name
)
{
triggertarget = name;
}
#endif /* __BSPLINE_H__ */