mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-25 21:31:12 +00:00
350 lines
8.9 KiB
C++
350 lines
8.9 KiB
C++
/*
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BobToolz plugin for GtkRadiant
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Copyright (C) 2001 Gordon Biggans
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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// BobView.cpp: implementation of the DBobView class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "StdAfx.h"
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#include "DBobView.h"
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#include "DListener.h"
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#include "misc.h"
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#include "funchandlers.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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DBobView::DBobView(){
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nPathCount = 0;
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refCount = 1;
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m_bHooked = FALSE;
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path = NULL;
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eyes = NULL;
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boundingShow = BOUNDS_APEX;
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}
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DBobView::~DBobView(){
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if ( path ) {
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delete[] path;
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}
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// oops forgot to remove our eyes, was causing access violation when it tried
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// to talk to it's parent
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if ( eyes ) {
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delete eyes;
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}
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if ( m_bHooked ) {
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UnRegister();
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}
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g_PathView = NULL;
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}
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//////////////////////////////////////////////////////////////////////
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// Implementation
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//////////////////////////////////////////////////////////////////////
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void DBobView::Draw2D( VIEWTYPE vt ){
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if ( !path ) {
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return;
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}
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g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS );
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g_QglTable.m_pfn_qglDisable( GL_BLEND );
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g_QglTable.m_pfn_qglEnable( GL_LINE_SMOOTH );
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g_QglTable.m_pfn_qglPushMatrix();
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switch ( vt )
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{
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case XY:
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break;
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case XZ:
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g_QglTable.m_pfn_qglRotatef( 270.0f, 1.0f, 0.0f, 0.0f );
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break;
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case YZ:
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g_QglTable.m_pfn_qglRotatef( 270.0f, 1.0f, 0.0f, 0.0f );
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g_QglTable.m_pfn_qglRotatef( 270.0f, 0.0f, 0.0f, 1.0f );
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break;
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}
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g_QglTable.m_pfn_qglLineWidth( 1.0f );
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g_QglTable.m_pfn_qglColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
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int i;
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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if ( m_bShowExtra ) {
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// +mars
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// for the bounding box stuff
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g_QglTable.m_pfn_qglColor4f( 0.25f, 0.75f, 0.75f, 1.0f );
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g_QglTable.m_pfn_qglTranslatef( 16.0f, 16.0f, 28.0f );
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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// ---------------
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g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // back to where we were
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g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // move to new postion
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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// --------------
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g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // back to where we were
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g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // new pos
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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// ----------------
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g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // back to where we were
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/* g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // new pos
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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if ( boundingShow == BOUNDS_ALL )
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{
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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}
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else if ( boundingShow == BOUNDS_APEX )
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{
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for ( i = (nPathCount/4); i < (nPathCount/4) * 3; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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}
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g_QglTable.m_pfn_qglEnd();*/ // djbob: er, um doesn't really seem to do anyhting
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}
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// -mars
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g_QglTable.m_pfn_qglPopMatrix();
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g_QglTable.m_pfn_qglPopAttrib();
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}
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void DBobView::Draw3D(){
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if ( !path ) {
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return;
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}
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g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS );
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g_QglTable.m_pfn_qglDisable( GL_BLEND );
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g_QglTable.m_pfn_qglEnable( GL_LINE_SMOOTH );
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g_QglTable.m_pfn_qglLineWidth( 1.0f );
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g_QglTable.m_pfn_qglColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( int i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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if ( m_bShowExtra ) {
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// +mars
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// ahhh -- a nice C&P job :)
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// for the bounding box stuff
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g_QglTable.m_pfn_qglColor4f( 0.25f, 0.75f, 0.75f, 1.0f );
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g_QglTable.m_pfn_qglTranslatef( 16.0f, 16.0f, 28.0f );
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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int i;
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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// ---------------
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g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // back to where we were
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g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // move to new postion
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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// --------------
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g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // back to where we were
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g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // new pos
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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// ----------------
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g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // back to where we were
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g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // new pos
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g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
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for ( i = 0; i < nPathCount; i++ )
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g_QglTable.m_pfn_qglVertex3fv( path[i] );
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g_QglTable.m_pfn_qglEnd();
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}
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// -mars
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g_QglTable.m_pfn_qglPopAttrib();
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}
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void DBobView::Register(){
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g_QglTable.m_pfnHookGL2DWindow( this );
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g_QglTable.m_pfnHookGL3DWindow( this );
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m_bHooked = TRUE;
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}
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void DBobView::UnRegister(){
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g_QglTable.m_pfnUnHookGL2DWindow( this );
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g_QglTable.m_pfnUnHookGL3DWindow( this );
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m_bHooked = FALSE;
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}
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void DBobView::SetPath( vec3_t *pPath ){
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if ( path ) {
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delete[] path;
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}
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path = pPath;
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}
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#define LOCAL_GRAVITY -800.0f
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bool DBobView::CalculateTrajectory( vec3_t start, vec3_t apex, float multiplier, int points, float varGravity ){
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if ( apex[2] <= start[2] ) {
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SetPath( NULL );
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return FALSE;
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}
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// ----think q3a actually would allow these
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//scrub that, coz the plugin wont :]
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vec3_t dist, speed;
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VectorSubtract( apex, start, dist );
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vec_t speed_z = (float)sqrt( -2 * LOCAL_GRAVITY * dist[2] );
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float flight_time = -speed_z / LOCAL_GRAVITY;
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VectorScale( dist, 1 / flight_time, speed );
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speed[2] = speed_z;
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// Sys_Printf("Speed: (%.4f %.4f %.4f)\n", speed[0], speed[1], speed[2]);
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vec3_t* pPath = new vec3_t[points];
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float interval = multiplier * flight_time / points;
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for ( int i = 0; i < points; i++ )
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{
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float ltime = interval * i;
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VectorScale( speed, ltime, pPath[i] );
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VectorAdd( pPath[i], start, pPath[i] );
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// could do this all with vectors
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// vGrav = {0, 0, -800.0f}
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// VectorScale(vGrav, 0.5f*ltime*ltime, vAdd);
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// VectorScale(speed, ltime, pPath[i]);
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// _VectorAdd(pPath[i], start, pPath[i])
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// _VectorAdd(pPath[i], vAdd, pPath[i])
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pPath[i][2] = start[2] + ( speed_z * ltime ) + ( varGravity * 0.5f * ltime * ltime );
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}
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SetPath( pPath );
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return TRUE;
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}
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void DBobView::Begin( const char* trigger, const char *target, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra ){
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strcpy( entTrigger, trigger );
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strcpy( entTarget, target );
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fMultiplier = multiplier;
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fVarGravity = varGravity;
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nPathCount = points;
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m_bShowExtra = bShowExtra;
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Register();
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if ( UpdatePath() ) {
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if ( !bNoUpdate ) {
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eyes = new DListener;
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eyes->parent = this;
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eyes->Register();
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}
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}
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else
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{
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Sys_ERROR( "Initialization Failure in DBobView::Begin" );
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delete this;
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}
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}
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bool DBobView::UpdatePath(){
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vec3_t start, apex;
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if ( GetEntityCentre( entTrigger, start ) ) {
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if ( GetEntityCentre( entTarget, apex ) ) {
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CalculateTrajectory( start, apex, fMultiplier, nPathCount, fVarGravity );
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return TRUE;
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}
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}
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return FALSE;
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}
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