/* Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant 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 General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #ifndef __SPLINES_H #define __SPLINES_H #define GTKRADIANT #ifndef CAMERA_PLUGIN #ifdef GTKRADIANT #include "misc_def.h" #include "igl_to_qgl.h" #endif #endif #include "util_list.h" #include "util_str.h" #include "math_vector.h" typedef int fileHandle_t; extern void glBox( idVec3 &color, idVec3 &point, float size ); extern void glLabeledPoint( idVec3 &color, idVec3 &point, float size, const char *label ); static idVec4 blue( 0, 0, 1, 1 ); static idVec4 red( 1, 0, 0, 1 ); class idPointListInterface { public: idPointListInterface() { selectedPoints.Clear(); }; virtual ~idPointListInterface() {}; virtual int numPoints() { return 0; } virtual void addPoint( const float x, const float y, const float z ) {} virtual void addPoint( const idVec3 &v ) {} virtual void removePoint( int index ) {} virtual idVec3 *getPoint( int index ) { return NULL; } int selectPointByRay( float ox, float oy, float oz, float dx, float dy, float dz, bool single ) { idVec3 origin( ox, oy, oz ); idVec3 dir( dx, dy, dz ); return selectPointByRay( origin, dir, single ); } int selectPointByRay( const idVec3 origin, const idVec3 direction, bool single ) { int i, besti, count; float d, bestd; idVec3 temp, temp2; // find the point closest to the ray besti = -1; bestd = 8; count = numPoints(); for ( i = 0; i < count; i++ ) { temp = *getPoint( i ); temp2 = temp; temp -= origin; d = DotProduct( temp, direction ); __VectorMA( origin, d, direction, temp ); temp2 -= temp; d = temp2.Length(); if ( d <= bestd ) { bestd = d; besti = i; } } if ( besti >= 0 ) { selectPoint( besti, single ); } return besti; } int isPointSelected( int index ) { int count = selectedPoints.Num(); for ( int i = 0; i < count; i++ ) { if ( selectedPoints[i] == index ) { return i; } } return -1; } int selectPoint( int index, bool single ) { if ( index >= 0 && index < numPoints() ) { if ( single ) { deselectAll(); } else { if ( isPointSelected( index ) >= 0 ) { selectedPoints.Remove( index ); } } return selectedPoints.Append( index ); } return -1; } void selectAll() { selectedPoints.Clear(); for ( int i = 0; i < numPoints(); i++ ) { selectedPoints.Append( i ); } } void deselectAll() { selectedPoints.Clear(); } int numSelectedPoints(); idVec3 *getSelectedPoint( int index ) { assert( index >= 0 && index < numSelectedPoints() ); return getPoint( selectedPoints[index] ); } virtual void updateSelection( float x, float y, float z ) { idVec3 move( x, y, z ); updateSelection( move ); } virtual void updateSelection( const idVec3 &move ) { int count = selectedPoints.Num(); for ( int i = 0; i < count; i++ ) { *getPoint( selectedPoints[i] ) += move; } } void drawSelection() { int count = selectedPoints.Num(); for ( int i = 0; i < count; i++ ) { glBox( red, *getPoint( selectedPoints[i] ), 4 ); } } protected: idList selectedPoints; }; class idSplineList { public: idSplineList() { clear(); } idSplineList( const char *p ) { clear(); name = p; }; ~idSplineList() { clear(); }; void clearControl() { for ( int i = 0; i < controlPoints.Num(); i++ ) { delete controlPoints[i]; } controlPoints.Clear(); } void clearSpline() { for ( int i = 0; i < splinePoints.Num(); i++ ) { delete splinePoints[i]; } splinePoints.Clear(); } void parse( const char *( *text ) ); void write( fileHandle_t file, const char *name ); void clear() { clearControl(); clearSpline(); splineTime.Clear(); selected = NULL; dirty = true; activeSegment = 0; granularity = 0.025f; pathColor.set( 1.0f, 0.5f, 0.0f ); controlColor.set( 0.7f, 0.0f, 1.0f ); segmentColor.set( 0.0f, 0.0f, 1.0f ); activeColor.set( 1.0f, 0.0f, 0.0f ); } void initPosition( long startTime, long totalTime ); const idVec3 *getPosition( long time ); void draw( bool editMode ); void addToRenderer(); void setSelectedPoint( idVec3 *p ); idVec3 *getSelectedPoint() { return selected; } void addPoint( const idVec3 &v ) { controlPoints.Append( new idVec3( v ) ); dirty = true; } void addPoint( float x, float y, float z ) { controlPoints.Append( new idVec3( x, y, z ) ); dirty = true; } void updateSelection( const idVec3 &move ); void startEdit() { editMode = true; } void stopEdit() { editMode = false; } void buildSpline(); void setGranularity( float f ) { granularity = f; } float getGranularity() { return granularity; } int numPoints() { return controlPoints.Num(); } idVec3 *getPoint( int index ) { assert( index >= 0 && index < controlPoints.Num() ); return controlPoints[index]; } idVec3 *getSegmentPoint( int index ) { assert( index >= 0 && index < splinePoints.Num() ); return splinePoints[index]; } void setSegmentTime( int index, int time ) { assert( index >= 0 && index < splinePoints.Num() ); splineTime[index] = time; } int getSegmentTime( int index ) { assert( index >= 0 && index < splinePoints.Num() ); return (int)splineTime[index]; } void addSegmentTime( int index, int time ) { assert( index >= 0 && index < splinePoints.Num() ); splineTime[index] += time; } float totalDistance(); static idVec3 zero; int getActiveSegment() { return activeSegment; } void setActiveSegment( int i ) { //assert(i >= 0 && (splinePoints.Num() > 0 && i < splinePoints.Num())); activeSegment = i; } int numSegments() { return splinePoints.Num(); } void setColors( idVec3 &path, idVec3 &segment, idVec3 &control, idVec3 &active ) { pathColor = path; segmentColor = segment; controlColor = control; activeColor = active; } const char *getName() { return name.c_str(); } void setName( const char *p ) { name = p; } bool validTime() { if ( dirty ) { buildSpline(); } // gcc doesn't allow static casting away from bools // why? I've no idea... return (bool)( splineTime.Num() > 0 && splineTime.Num() == splinePoints.Num() ); } void setTime( long t ) { time = t; } void setBaseTime( long t ) { baseTime = t; } protected: idStr name; float calcSpline( int step, float tension ); idList controlPoints; idList splinePoints; idList splineTime; idVec3 *selected; idVec3 pathColor, segmentColor, controlColor, activeColor; float granularity; bool editMode; bool dirty; int activeSegment; long baseTime; long time; friend class idCamera; }; // time in milliseconds // velocity where 1.0 equal rough walking speed struct idVelocity { idVelocity( long start, long duration, float s ) { startTime = start; time = duration; speed = s; } long startTime; long time; float speed; }; // can either be a look at or origin position for a camera // class idCameraPosition : public idPointListInterface { public: virtual void clearVelocities() { for ( int i = 0; i < velocities.Num(); i++ ) { delete velocities[i]; velocities[i] = NULL; } velocities.Clear(); } virtual void clear() { editMode = false; clearVelocities(); } idCameraPosition( const char *p ) { name = p; } idCameraPosition() { time = 0; name = "position"; } idCameraPosition( long t ) { time = t; } virtual ~idCameraPosition() { clear(); } // this can be done with RTTI syntax but i like the derived classes setting a type // makes serialization a bit easier to see // enum positionType { FIXED = 0x00, INTERPOLATED, SPLINE, POSITION_COUNT }; virtual void start( long t ) { startTime = t; } long getTime() { return time; } virtual void setTime( long t ) { time = t; } float getBaseVelocity() { return baseVelocity; } float getVelocity( long t ) { long check = t - startTime; for ( int i = 0; i < velocities.Num(); i++ ) { if ( check >= velocities[i]->startTime && check <= velocities[i]->startTime + velocities[i]->time ) { return velocities[i]->speed; } } return baseVelocity; } void addVelocity( long start, long duration, float speed ) { velocities.Append( new idVelocity( start, duration, speed ) ); } virtual const idVec3 *getPosition( long t ) { assert( true ); return NULL; } virtual void draw( bool editMode ) {}; virtual void parse( const char *( *text ) ) {}; virtual void write( fileHandle_t file, const char *name ); virtual bool parseToken( const char *key, const char *( *text ) ); const char *getName() { return name.c_str(); } void setName( const char *p ) { name = p; } virtual void startEdit() { editMode = true; } virtual void stopEdit() { editMode = false; } virtual void draw() {}; const char *typeStr() { return positionStr[static_cast( type )]; } void calcVelocity( float distance ) { float secs = (float)time / 1000; baseVelocity = distance / secs; } protected: static const char* positionStr[POSITION_COUNT]; long startTime; long time; idCameraPosition::positionType type; idStr name; bool editMode; idList velocities; float baseVelocity; }; class idFixedPosition : public idCameraPosition { public: void init() { pos.Zero(); type = idCameraPosition::FIXED; } idFixedPosition() : idCameraPosition() { init(); } idFixedPosition( idVec3 p ) : idCameraPosition() { init(); pos = p; } virtual void addPoint( const idVec3 &v ) { pos = v; } virtual void addPoint( const float x, const float y, const float z ) { pos.set( x, y, z ); } ~idFixedPosition() { } virtual const idVec3 *getPosition( long t ) { return &pos; } void parse( const char *( *text ) ); void write( fileHandle_t file, const char *name ); virtual int numPoints() { return 1; } virtual idVec3 *getPoint( int index ) { if ( index != 0 ) { assert( true ); } ; return &pos; } virtual void draw( bool editMode ) { glLabeledPoint( blue, pos, ( editMode ) ? 5 : 3, "Fixed point" ); } protected: idVec3 pos; }; class idInterpolatedPosition : public idCameraPosition { public: void init() { type = idCameraPosition::INTERPOLATED; first = true; startPos.Zero(); endPos.Zero(); } idInterpolatedPosition() : idCameraPosition() { init(); } idInterpolatedPosition( idVec3 start, idVec3 end, long time ) : idCameraPosition( time ) { init(); startPos = start; endPos = end; } ~idInterpolatedPosition() { } virtual const idVec3 *getPosition( long t ); void parse( const char *( *text ) ); void write( fileHandle_t file, const char *name ); virtual int numPoints() { return 2; } virtual idVec3 *getPoint( int index ) { assert( index >= 0 && index < 2 ); if ( index == 0 ) { return &startPos; } return &endPos; } virtual void addPoint( const float x, const float y, const float z ) { if ( first ) { startPos.set( x, y, z ); first = false; } else { endPos.set( x, y, z ); first = true; } } virtual void addPoint( const idVec3 &v ) { if ( first ) { startPos = v; first = false; } else { endPos = v; first = true; } } virtual void draw( bool editMode ) { glLabeledPoint( blue, startPos, ( editMode ) ? 5 : 3, "Start interpolated" ); glLabeledPoint( blue, endPos, ( editMode ) ? 5 : 3, "End interpolated" ); qglBegin( GL_LINES ); qglVertex3fv( startPos ); qglVertex3fv( endPos ); qglEnd(); } virtual void start( long t ) { idCameraPosition::start( t ); lastTime = startTime; distSoFar = 0.0; idVec3 temp = startPos; temp -= endPos; calcVelocity( temp.Length() ); } protected: bool first; idVec3 startPos; idVec3 endPos; long lastTime; float distSoFar; }; class idSplinePosition : public idCameraPosition { public: void init() { type = idCameraPosition::SPLINE; } idSplinePosition() : idCameraPosition() { init(); } idSplinePosition( long time ) : idCameraPosition( time ) { init(); } ~idSplinePosition() { } virtual void start( long t ) { idCameraPosition::start( t ); target.initPosition( t, time ); lastTime = startTime; distSoFar = 0.0; calcVelocity( target.totalDistance() ); } //virtual const idVec3 *getPosition(long t) { // return target.getPosition(t); //} virtual const idVec3 *getPosition( long t ); //virtual const idVec3 *getPosition(long t) const { void addControlPoint( idVec3 &v ) { target.addPoint( v ); } void parse( const char *( *text ) ); void write( fileHandle_t file, const char *name ); virtual int numPoints() { return target.numPoints(); } virtual idVec3 *getPoint( int index ) { return target.getPoint( index ); } virtual void addPoint( const idVec3 &v ) { target.addPoint( v ); } virtual void addPoint( const float x, const float y, const float z ) { target.addPoint( x, y, z ); } virtual void draw( bool editMode ) { target.draw( editMode ); } virtual void updateSelection( const idVec3 &move ) { idCameraPosition::updateSelection( move ); target.buildSpline(); } protected: idSplineList target; long lastTime; float distSoFar; }; class idCameraFOV { public: idCameraFOV() { time = 0; length = 0; fov = 90; } idCameraFOV( int v ) { time = 0; length = 0; fov = v; } idCameraFOV( int s, int e, long t ) { startFOV = s; endFOV = e; length = t; } ~idCameraFOV(){} void setFOV( float f ) { fov = f; } float getFOV( long t ) { if ( length ) { float percent = ( t - startTime ) / length; if ( percent < 0.0 ) { percent = 0.0; } else if ( percent > 1.0 ) { percent = 1.0; } float temp = endFOV - startFOV; temp *= percent; fov = startFOV + temp; if ( percent == 1.0 ) { length = 0.0; } } return fov; } void start( long t ) { startTime = t; } void reset( float startfov, float endfov, int start, float len ) { startFOV = startfov; endFOV = endfov; startTime = start; length = len * 1000; } void parse( const char *( *text ) ); void write( fileHandle_t file, const char *name ); protected: float fov; float startFOV; float endFOV; int startTime; int time; float length; }; class idCameraEvent { public: // parameters enum eventType { EVENT_NA = 0x00, EVENT_WAIT, // EVENT_TARGETWAIT, // EVENT_SPEED, // EVENT_TARGET, // char(name) EVENT_SNAPTARGET, // EVENT_FOV, // int(time), int(targetfov) EVENT_CMD, // EVENT_TRIGGER, // EVENT_STOP, // EVENT_CAMERA, // EVENT_FADEOUT, // int(time) EVENT_FADEIN, // int(time) EVENT_FEATHER, // EVENT_COUNT }; static const char* eventStr[EVENT_COUNT]; idCameraEvent() { paramStr = ""; type = EVENT_NA; time = 0; } idCameraEvent( eventType t, const char *param, long n ) { type = t; paramStr = param; time = n; } ~idCameraEvent() {}; eventType getType() { return type; } const char *typeStr() { return eventStr[static_cast( type )]; } const char *getParam() { return paramStr.c_str(); } long getTime() { return time; } void setTime( long n ) { time = n; } void parse( const char *( *text ) ); void write( fileHandle_t file, const char *name ); void setTriggered( bool b ) { triggered = b; } bool getTriggered() { return triggered; } protected: eventType type; idStr paramStr; long time; bool triggered; }; class idCameraDef { public: void clear() { currentCameraPosition = 0; cameraRunning = false; lastDirection.Zero(); baseTime = 30; activeTarget = 0; name = "camera01"; fov.setFOV( 90 ); int i; for ( i = 0; i < targetPositions.Num(); i++ ) { delete targetPositions[i]; } for ( i = 0; i < events.Num(); i++ ) { delete events[i]; } delete cameraPosition; cameraPosition = NULL; events.Clear(); targetPositions.Clear(); } idCameraPosition *startNewCamera( idCameraPosition::positionType type ) { clear(); if ( type == idCameraPosition::SPLINE ) { cameraPosition = new idSplinePosition(); } else if ( type == idCameraPosition::INTERPOLATED ) { cameraPosition = new idInterpolatedPosition(); } else { cameraPosition = new idFixedPosition(); } return cameraPosition; } idCameraDef() { cameraPosition = NULL; clear(); } ~idCameraDef() { clear(); } void addEvent( idCameraEvent::eventType t, const char *param, long time ); void addEvent( idCameraEvent *event ); void removeEvent( int index ); static int sortEvents( const void *p1, const void *p2 ); int numEvents() { return events.Num(); } idCameraEvent *getEvent( int index ) { assert( index >= 0 && index < events.Num() ); return events[index]; } void parse( const char *( *text ) ); bool load( const char *filename ); void save( const char *filename ); void buildCamera(); //idSplineList *getcameraPosition() { // return &cameraPosition; //} static idCameraPosition *newFromType( idCameraPosition::positionType t ) { switch ( t ) { case idCameraPosition::FIXED: return new idFixedPosition(); case idCameraPosition::INTERPOLATED: return new idInterpolatedPosition(); case idCameraPosition::SPLINE: return new idSplinePosition(); default: break; }; return NULL; } void addTarget( const char *name, idCameraPosition::positionType type ); idCameraPosition *getActiveTarget() { if ( targetPositions.Num() == 0 ) { addTarget( NULL, idCameraPosition::FIXED ); } return targetPositions[activeTarget]; } idCameraPosition *getActiveTarget( int index ) { if ( targetPositions.Num() == 0 ) { addTarget( NULL, idCameraPosition::FIXED ); return targetPositions[0]; } return targetPositions[index]; } int numTargets() { return targetPositions.Num(); } void setActiveTargetByName( const char *name ) { for ( int i = 0; i < targetPositions.Num(); i++ ) { if ( Q_stricmp( name, targetPositions[i]->getName() ) == 0 ) { setActiveTarget( i ); return; } } } void setActiveTarget( int index ) { assert( index >= 0 && index < targetPositions.Num() ); activeTarget = index; } void setRunning( bool b ) { cameraRunning = b; } void setBaseTime( float f ) { baseTime = f; } float getBaseTime() { return baseTime; } float getTotalTime() { return totalTime; } void startCamera( long t ); void stopCamera() { cameraRunning = true; } void getActiveSegmentInfo( int segment, idVec3 &origin, idVec3 &direction, float *fv ); bool getCameraInfo( long time, idVec3 &origin, idVec3 &direction, float *fv ); bool getCameraInfo( long time, float *origin, float *direction, float *fv ) { idVec3 org, dir; org[0] = origin[0]; org[1] = origin[1]; org[2] = origin[2]; dir[0] = direction[0]; dir[1] = direction[1]; dir[2] = direction[2]; bool b = getCameraInfo( time, org, dir, fv ); origin[0] = org[0]; origin[1] = org[1]; origin[2] = org[2]; direction[0] = dir[0]; direction[1] = dir[1]; direction[2] = dir[2]; return b; } void draw( bool editMode ) { // gcc doesn't allow casting away from bools // why? I've no idea... if ( cameraPosition ) { cameraPosition->draw( (bool)( ( editMode || cameraRunning ) && cameraEdit ) ); int count = targetPositions.Num(); for ( int i = 0; i < count; i++ ) { targetPositions[i]->draw( (bool)( ( editMode || cameraRunning ) && i == activeTarget && !cameraEdit ) ); } } } /* int numSegments() { if (cameraEdit) { return cameraPosition.numSegments(); } return getTargetSpline()->numSegments(); } int getActiveSegment() { if (cameraEdit) { return cameraPosition.getActiveSegment(); } return getTargetSpline()->getActiveSegment(); } void setActiveSegment(int i) { if (cameraEdit) { cameraPosition.setActiveSegment(i); } else { getTargetSpline()->setActiveSegment(i); } } */ int numPoints() { if ( cameraEdit ) { return cameraPosition->numPoints(); } return getActiveTarget()->numPoints(); } const idVec3 *getPoint( int index ) { if ( cameraEdit ) { return cameraPosition->getPoint( index ); } return getActiveTarget()->getPoint( index ); } void stopEdit() { editMode = false; if ( cameraEdit ) { cameraPosition->stopEdit(); } else { getActiveTarget()->stopEdit(); } } void startEdit( bool camera ) { cameraEdit = camera; if ( camera ) { cameraPosition->startEdit(); for ( int i = 0; i < targetPositions.Num(); i++ ) { targetPositions[i]->stopEdit(); } } else { getActiveTarget()->startEdit(); cameraPosition->stopEdit(); } editMode = true; } bool waitEvent( int index ); const char *getName() { return name.c_str(); } void setName( const char *p ) { name = p; } idCameraPosition *getPositionObj() { if ( cameraPosition == NULL ) { cameraPosition = new idFixedPosition(); } return cameraPosition; } protected: idStr name; int currentCameraPosition; idVec3 lastDirection; bool cameraRunning; idCameraPosition *cameraPosition; idList targetPositions; idList events; idCameraFOV fov; int activeTarget; float totalTime; float baseTime; long startTime; bool cameraEdit; bool editMode; }; extern bool g_splineMode; extern idCameraDef *g_splineList; #endif