mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
586 lines
12 KiB
C++
586 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/bspline.h $
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// $Revision:: 9 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:53a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Uniform non-rational bspline class.
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//
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#ifndef __BSPLINE_H__
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#define __BSPLINE_H__
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#include "g_local.h"
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#include "vector.h"
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typedef enum
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{
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SPLINE_NORMAL,
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SPLINE_LOOP,
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SPLINE_CLAMP
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} splinetype_t;
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class BSplineControlPoint : public Class
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{
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private:
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float roll;
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Vector position;
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Vector orientation;
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float speed;
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public:
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BSplineControlPoint();
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BSplineControlPoint( const Vector &pos, Vector orient, float speed );
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BSplineControlPoint( const Vector &pos );
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void Clear( void );
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void Set( const Vector &pos );
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void Set( const Vector &pos, float speed );
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void Set( const Vector &pos, Vector orient, float speed );
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void Get( Vector& pos, Vector& orient, float& speed );
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void Get( Vector& pos );
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Vector *GetPosition( void );
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Vector *GetOrientation( void );
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float *GetRoll( void );
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float *GetSpeed( void );
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void operator=( const BSplineControlPoint &point );
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virtual void Archive( Archiver &arc );
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};
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inline void BSplineControlPoint::Archive( Archiver &arc )
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{
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arc.ArchiveFloat( &roll );
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arc.ArchiveVector( &position );
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arc.ArchiveVector( &orientation );
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arc.ArchiveFloat( &speed );
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}
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inline void BSplineControlPoint::operator=
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(
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const BSplineControlPoint &point
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)
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{
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position = point.position;
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orientation = point.orientation;
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speed = point.speed;
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roll = point.roll;
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}
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inline BSplineControlPoint::BSplineControlPoint()
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{
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roll = 0;
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speed = 1;
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}
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inline BSplineControlPoint::BSplineControlPoint
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(
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const Vector &pos
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)
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{
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roll = 0;
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speed = 1;
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position = pos;
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}
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inline BSplineControlPoint::BSplineControlPoint
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(
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const Vector &pos,
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Vector orient,
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float init_speed
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)
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{
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position = pos;
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orient.AngleVectors( &orientation, NULL, NULL );
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roll = orient[ ROLL ];
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if ( roll > 180.0f )
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{
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roll -= 360.0f;
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}
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if ( roll < -180.0f )
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{
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roll += 360.0f;
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}
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speed = init_speed;
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}
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inline void BSplineControlPoint::Clear
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(
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void
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)
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{
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roll = 0;
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position = Vector(0, 0, 0);
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vec_zero.AngleVectors( &orientation, NULL, NULL );
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speed = 1.0f;
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}
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inline void BSplineControlPoint::Set
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(
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const Vector &pos
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)
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{
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speed = 1;
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position = pos;
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}
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inline void BSplineControlPoint::Set
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(
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const Vector &pos,
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float pointspeed
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)
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{
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speed = pointspeed;
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position = pos;
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}
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inline void BSplineControlPoint::Set
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(
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const Vector &pos,
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Vector orient,
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float new_speed
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)
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{
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position = pos;
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orient.AngleVectors( &orientation, NULL, NULL );
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roll = orient[ ROLL ];
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if ( roll > 180.0f )
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{
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roll -= 360.0f;
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}
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if ( roll < -180.0f )
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{
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roll += 360.0f;
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}
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speed = new_speed;
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}
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inline void BSplineControlPoint::Get
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(
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Vector& pos
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)
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{
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pos = position;
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}
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inline Vector *BSplineControlPoint::GetPosition
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(
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void
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)
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{
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return &position;
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}
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inline void BSplineControlPoint::Get
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(
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Vector& pos,
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Vector& orient,
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float& spd
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)
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{
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pos = position;
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orient = orientation;
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spd = speed;
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}
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inline Vector *BSplineControlPoint::GetOrientation
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(
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void
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)
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{
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return &orientation;
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}
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inline float *BSplineControlPoint::GetRoll
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(
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void
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)
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{
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return &roll;
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}
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inline float *BSplineControlPoint::GetSpeed
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(
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void
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)
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{
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return &speed;
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}
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class BSpline : public Class
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{
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private:
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BSplineControlPoint *control_points;
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int num_control_points;
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int loop_control_point;
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splinetype_t curvetype;
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qboolean has_orientation;
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float EvalNormal( float u, Vector &pos, Vector& orient );
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float EvalLoop( float u, Vector &pos, Vector& orient );
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float EvalClamp( float u, Vector &pos, Vector& orient );
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public:
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BSpline();
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~BSpline();
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BSpline( Vector *control_points_, int num_control_points_, splinetype_t type );
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BSpline( Vector *control_points_, Vector *control_orients_, float *control_speeds_, int num_control_points_, splinetype_t type );
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void operator=( const BSpline &spline );
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void SetType( splinetype_t type );
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int GetType( void );
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void Clear( void );
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void Set( const Vector *control_points_, int num_control_points_, splinetype_t type );
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void Set( const Vector *control_points_, const Vector *control_orients_, const float *control_speeds_, int num_control_points_, splinetype_t type );
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void AppendControlPoint( const Vector& new_control_point );
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void AppendControlPoint( const Vector& new_control_point, const float& speed );
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void AppendControlPoint( const Vector& new_control_point, const Vector& new_control_orient, const float& speed );
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Vector Eval( float u );
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float Eval( float u, Vector& pos, Vector& orient );
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void DrawControlSegments( void );
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void DrawCurve( int num_subdivisions );
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void DrawCurve( const Vector &offset, int num_subdivisions );
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void SetLoopPoint( const Vector& pos );
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float EndPoint( void );
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// return the index of the control point picked or -1 if none.
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int PickControlPoint( const Vector& window_point, float pick_size );
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Vector *GetControlPoint( int id );
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void GetControlPoint( int id, Vector& pos, Vector& orient, float& speed );
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void SetControlPoint( int id, const Vector& new_control_point );
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void SetControlPoint( int id, const Vector& new_control_point, const Vector& new_control_orient, const float& speed );
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virtual void Archive( Archiver &arc );
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};
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inline BSpline::BSpline()
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{
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has_orientation = false;
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control_points = NULL;
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num_control_points = 0;
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loop_control_point = 0;
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curvetype = SPLINE_NORMAL;
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}
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inline BSpline::~BSpline()
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{
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if ( control_points )
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{
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delete [] control_points;
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control_points = NULL;
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}
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}
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inline BSpline::BSpline
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(
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Vector *control_points_,
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int num_control_points_,
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splinetype_t type
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)
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{
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has_orientation = false;
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control_points = NULL;
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num_control_points = 0;
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loop_control_point = 0;
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curvetype = SPLINE_NORMAL;
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Set( control_points_, num_control_points_, type );
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}
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inline BSpline::BSpline
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(
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Vector *control_points_,
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Vector *control_orients_,
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float *control_speeds_,
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int num_control_points_,
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splinetype_t type
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)
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{
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has_orientation = false;
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control_points = NULL;
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num_control_points = 0;
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loop_control_point = 0;
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curvetype = SPLINE_NORMAL;
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Set( control_points_, control_orients_, control_speeds_, num_control_points_, type );
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}
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inline void BSpline::operator=
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(
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const BSpline &spline
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)
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{
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int i;
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Clear();
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num_control_points = spline.num_control_points;
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loop_control_point = spline.loop_control_point;
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curvetype = spline.curvetype;
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has_orientation = spline.has_orientation;
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if ( num_control_points )
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{
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control_points = new BSplineControlPoint[num_control_points];
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assert( control_points );
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for ( i = 0; i < num_control_points ; i++ )
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control_points[ i ] = spline.control_points[ i ];
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}
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else
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{
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control_points = NULL;
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}
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}
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inline void BSpline::SetType
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(
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splinetype_t type
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)
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{
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curvetype = type;
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}
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inline int BSpline::GetType
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(
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void
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)
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{
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return curvetype;
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}
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inline float BSpline::EndPoint
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(
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void
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)
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{
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return num_control_points;
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}
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inline Vector *BSpline::GetControlPoint
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(
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int id
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)
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{
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assert( id >= 0 );
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assert( id < num_control_points );
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if ( ( id < 0 ) && ( id >= num_control_points ) )
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{
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// probably wrong, but if we're in release mode we have no recourse
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id = 0;
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}
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return control_points[ id ].GetPosition();
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}
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inline void BSpline::GetControlPoint
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(
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int id,
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Vector& pos,
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Vector& orient,
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float& speed
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)
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{
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assert( id >= 0 );
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assert( id < num_control_points );
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if ( !control_points )
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return;
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if ( ( id >= 0 ) && ( id < num_control_points ) )
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{
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control_points[ id ].Get( pos, orient, speed );
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}
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}
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inline void BSpline::SetControlPoint
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(
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int id,
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const Vector& new_control_point
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)
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{
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assert( id >= 0 );
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assert( id < num_control_points );
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if ( !control_points )
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return;
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if ( ( id >= 0 ) && ( id < num_control_points ) )
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{
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control_points[ id ].Set( new_control_point );
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}
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}
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inline void BSpline::SetControlPoint
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(
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int id,
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const Vector& new_control_point,
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const Vector& new_control_orient,
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const float& speed
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)
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{
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assert( id >= 0 );
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assert( id < num_control_points );
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if ( !control_points )
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return;
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if ( ( id >= 0 ) && ( id < num_control_points ) )
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{
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control_points[ id ].Set( new_control_point, new_control_orient, speed );
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}
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}
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inline void BSpline::Archive
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(
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Archiver &arc
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)
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{
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int i;
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arc.ArchiveInteger( &num_control_points );
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if ( arc.Loading() )
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{
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if ( num_control_points )
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control_points = new BSplineControlPoint[ num_control_points ];
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}
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arc.ArchiveInteger( &loop_control_point );
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i = curvetype;
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arc.ArchiveInteger( &i );
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curvetype = ( splinetype_t )i;
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arc.ArchiveBoolean( &has_orientation );
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for( i = 0; i < num_control_points; i++ )
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{
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control_points[ i ].Archive( arc );
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}
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}
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extern Event EV_SplinePath_Create;
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extern Event EV_SplinePath_Loop;
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extern Event EV_SplinePath_Speed;
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class SplinePath : public Entity
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{
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protected:
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SplinePath *owner;
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SplinePath *next;
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SplinePath *loop;
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str loop_name;
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void CreatePath( Event *ev );
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void SetLoop( Event *ev );
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void SetSpeed( Event *ev );
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void SetTriggerTarget( Event *ev );
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void SetThread( Event *ev );
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void SetFov( Event *ev );
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void SetWatch( Event *ev );
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void SetFadeTime( Event *ev );
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void MoveSpline( Event *ev );
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void OffsetSpline( Event *ev );
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void TurnSpline( Event *ev );
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public:
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float speed;
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float fov;
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float fadeTime;
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qboolean doWatch;
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str watchEnt;
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str triggertarget;
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str thread;
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CLASS_PROTOTYPE( SplinePath );
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SplinePath();
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~SplinePath();
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SplinePath *GetNext( void );
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SplinePath *GetPrev( void );
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SplinePath *GetLoop( void );
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void SetFadeTime( float newFadeTime );
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void SetFov( float theFov );
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void SetWatch( const char *name );
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void SetThread( const char *name );
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void SetTriggerTarget( const char *name );
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void NoWatch( void );
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str GetWatch( void );
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float GetFadeTime( void );
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float GetFov( void );
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void SetNext( SplinePath *node );
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void SetPrev( SplinePath *node );
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virtual void Archive( Archiver &arc );
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};
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typedef SafePtr<SplinePath> SplinePathPtr;
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inline void SplinePath::Archive
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(
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Archiver &arc
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)
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{
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Entity::Archive( arc );
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arc.ArchiveObjectPointer( ( Class ** )&owner );
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arc.ArchiveObjectPointer( ( Class ** )&next );
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arc.ArchiveObjectPointer( ( Class ** )&loop );
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arc.ArchiveString( &loop_name );
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arc.ArchiveFloat( &speed );
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arc.ArchiveFloat( &fov );
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arc.ArchiveFloat( &fadeTime );
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arc.ArchiveBoolean( &doWatch );
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arc.ArchiveString( &watchEnt );
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arc.ArchiveString( &thread );
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arc.ArchiveString( &triggertarget );
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if ( arc.Loading() )
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{
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CancelEventsOfType( EV_SplinePath_Create );
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}
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}
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inline void SplinePath::SetThread
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(
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const char *name
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)
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{
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thread = name;
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}
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inline void SplinePath::SetTriggerTarget
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(
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const char *name
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)
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{
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triggertarget = name;
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}
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#endif /* __BSPLINE_H__ */
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