1129 lines
21 KiB
C++
1129 lines
21 KiB
C++
/*
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Copyright (C) 1999-2006 Id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef __SPLINES_H
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#define __SPLINES_H
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#define GTKRADIANT
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#ifdef GTKRADIANT
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#include "igl.h"
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#endif
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#include "util_list.h"
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#include "util_str.h"
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#include "math_vector.h"
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typedef int fileHandle_t;
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extern void glBox( idVec3 &color, idVec3 &point, float size );
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extern void glLabeledPoint( idVec3 &color, idVec3 &point, float size, const char *label );
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static idVec4 blue( 0, 0, 1, 1 );
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static idVec4 red( 1, 0, 0, 1 );
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class idPointListInterface {
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public:
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idPointListInterface() {
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selectedPoints.Clear();
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};
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virtual ~idPointListInterface() {};
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virtual int numPoints() {
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return 0;
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}
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virtual void addPoint( const float x, const float y, const float z ) {}
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virtual void addPoint( const idVec3 &v ) {}
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virtual void removePoint( int index ) {}
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virtual idVec3 *getPoint( int index ) { return NULL; }
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int selectPointByRay( float ox, float oy, float oz, float dx, float dy, float dz, bool single ) {
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idVec3 origin( ox, oy, oz );
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idVec3 dir( dx, dy, dz );
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return selectPointByRay( origin, dir, single );
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}
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int selectPointByRay( const idVec3 origin, const idVec3 direction, bool single ) {
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int i, besti, count;
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float d, bestd;
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idVec3 temp, temp2;
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// find the point closest to the ray
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besti = -1;
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bestd = 8;
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count = numPoints();
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for ( i = 0; i < count; i++ ) {
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temp = *getPoint( i );
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temp2 = temp;
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temp -= origin;
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d = DotProduct( temp, direction );
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__VectorMA( origin, d, direction, temp );
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temp2 -= temp;
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d = temp2.Length();
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if ( d <= bestd ) {
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bestd = d;
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besti = i;
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}
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}
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if ( besti >= 0 ) {
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selectPoint( besti, single );
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}
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return besti;
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}
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int isPointSelected( int index ) {
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int count = selectedPoints.Num();
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for ( int i = 0; i < count; i++ ) {
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if ( selectedPoints[i] == index ) {
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return i;
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}
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}
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return -1;
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}
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int selectPoint( int index, bool single ) {
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if ( index >= 0 && index < numPoints() ) {
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if ( single ) {
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deselectAll();
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}
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else {
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if ( isPointSelected( index ) >= 0 ) {
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selectedPoints.Remove( index );
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}
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}
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return selectedPoints.Append( index );
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}
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return -1;
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}
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void selectAll() {
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selectedPoints.Clear();
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for ( int i = 0; i < numPoints(); i++ ) {
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selectedPoints.Append( i );
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}
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}
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void deselectAll() {
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selectedPoints.Clear();
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}
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int numSelectedPoints();
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idVec3 *getSelectedPoint( int index ) {
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assert( index >= 0 && index < numSelectedPoints() );
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return getPoint( selectedPoints[index] );
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}
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virtual void updateSelection( float x, float y, float z ) {
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idVec3 move( x, y, z );
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updateSelection( move );
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}
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virtual void updateSelection( const idVec3 &move ) {
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int count = selectedPoints.Num();
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for ( int i = 0; i < count; i++ ) {
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*getPoint( selectedPoints[i] ) += move;
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}
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}
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void drawSelection() {
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int count = selectedPoints.Num();
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for ( int i = 0; i < count; i++ ) {
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glBox( red, *getPoint( selectedPoints[i] ), 4 );
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}
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}
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protected:
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idList<int> selectedPoints;
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};
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class idSplineList {
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public:
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idSplineList() {
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clear();
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}
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idSplineList( const char *p ) {
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clear();
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name = p;
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};
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~idSplineList() {
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clear();
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};
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void clearControl() {
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for ( int i = 0; i < controlPoints.Num(); i++ ) {
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delete controlPoints[i];
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}
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controlPoints.Clear();
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}
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void clearSpline() {
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for ( int i = 0; i < splinePoints.Num(); i++ ) {
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delete splinePoints[i];
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}
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splinePoints.Clear();
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}
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void parse( const char *( *text ) );
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void write( fileHandle_t file, const char *name );
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void clear() {
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clearControl();
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clearSpline();
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splineTime.Clear();
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selected = NULL;
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dirty = true;
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activeSegment = 0;
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granularity = 0.025f;
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pathColor.set( 1.0f, 0.5f, 0.0f );
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controlColor.set( 0.7f, 0.0f, 1.0f );
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segmentColor.set( 0.0f, 0.0f, 1.0f );
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activeColor.set( 1.0f, 0.0f, 0.0f );
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}
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void initPosition( long startTime, long totalTime );
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const idVec3 *getPosition( long time );
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void draw( bool editMode );
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void addToRenderer();
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void setSelectedPoint( idVec3 *p );
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idVec3 *getSelectedPoint() {
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return selected;
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}
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void addPoint( const idVec3 &v ) {
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controlPoints.Append( new idVec3( v ) );
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dirty = true;
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}
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void addPoint( float x, float y, float z ) {
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controlPoints.Append( new idVec3( x, y, z ) );
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dirty = true;
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}
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void updateSelection( const idVec3 &move );
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void startEdit() {
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editMode = true;
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}
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void stopEdit() {
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editMode = false;
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}
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void buildSpline();
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void setGranularity( float f ) {
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granularity = f;
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}
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float getGranularity() {
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return granularity;
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}
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int numPoints() {
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return controlPoints.Num();
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}
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idVec3 *getPoint( int index ) {
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assert( index >= 0 && index < controlPoints.Num() );
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return controlPoints[index];
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}
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idVec3 *getSegmentPoint( int index ) {
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assert( index >= 0 && index < splinePoints.Num() );
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return splinePoints[index];
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}
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void setSegmentTime( int index, int time ) {
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assert( index >= 0 && index < splinePoints.Num() );
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splineTime[index] = time;
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}
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int getSegmentTime( int index ) {
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assert( index >= 0 && index < splinePoints.Num() );
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return (int)splineTime[index];
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}
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void addSegmentTime( int index, int time ) {
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assert( index >= 0 && index < splinePoints.Num() );
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splineTime[index] += time;
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}
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float totalDistance();
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static idVec3 zero;
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int getActiveSegment() {
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return activeSegment;
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}
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void setActiveSegment( int i ) {
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//assert(i >= 0 && (splinePoints.Num() > 0 && i < splinePoints.Num()));
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activeSegment = i;
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}
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int numSegments() {
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return splinePoints.Num();
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}
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void setColors( idVec3 &path, idVec3 &segment, idVec3 &control, idVec3 &active ) {
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pathColor = path;
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segmentColor = segment;
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controlColor = control;
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activeColor = active;
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}
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const char *getName() {
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return name.c_str();
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}
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void setName( const char *p ) {
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name = p;
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}
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bool validTime() {
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if ( dirty ) {
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buildSpline();
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}
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// gcc doesn't allow static casting away from bools
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// why? I've no idea...
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return (bool)( splineTime.Num() > 0 && splineTime.Num() == splinePoints.Num() );
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}
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void setTime( long t ) {
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time = t;
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}
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void setBaseTime( long t ) {
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baseTime = t;
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}
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protected:
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idStr name;
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float calcSpline( int step, float tension );
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idList<idVec3*> controlPoints;
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idList<idVec3*> splinePoints;
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idList<double> splineTime;
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idVec3 *selected;
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idVec3 pathColor, segmentColor, controlColor, activeColor;
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float granularity;
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bool editMode;
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bool dirty;
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int activeSegment;
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long baseTime;
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long time;
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friend class idCamera;
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};
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// time in milliseconds
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// velocity where 1.0 equal rough walking speed
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struct idVelocity {
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idVelocity( long start, long duration, float s ) {
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startTime = start;
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time = duration;
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speed = s;
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}
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long startTime;
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long time;
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float speed;
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};
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// can either be a look at or origin position for a camera
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//
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class idCameraPosition : public idPointListInterface {
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public:
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virtual void clearVelocities() {
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for ( int i = 0; i < velocities.Num(); i++ ) {
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delete velocities[i];
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velocities[i] = NULL;
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}
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velocities.Clear();
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}
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virtual void clear() {
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editMode = false;
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clearVelocities();
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}
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idCameraPosition( const char *p ) {
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name = p;
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}
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idCameraPosition() {
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time = 0;
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name = "position";
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}
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idCameraPosition( long t ) {
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time = t;
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}
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virtual ~idCameraPosition() {
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clear();
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}
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// this can be done with RTTI syntax but i like the derived classes setting a type
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// makes serialization a bit easier to see
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//
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enum positionType {
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FIXED = 0x00,
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INTERPOLATED,
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SPLINE,
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POSITION_COUNT
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};
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virtual void start( long t ) {
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startTime = t;
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}
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long getTime() {
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return time;
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}
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virtual void setTime( long t ) {
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time = t;
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}
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float getBaseVelocity() {
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return baseVelocity;
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}
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float getVelocity( long t ) {
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long check = t - startTime;
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for ( int i = 0; i < velocities.Num(); i++ ) {
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if ( check >= velocities[i]->startTime && check <= velocities[i]->startTime + velocities[i]->time ) {
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return velocities[i]->speed;
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}
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}
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return baseVelocity;
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}
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void addVelocity( long start, long duration, float speed ) {
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velocities.Append( new idVelocity( start, duration, speed ) );
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}
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virtual const idVec3 *getPosition( long t ) {
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assert( true );
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return NULL;
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}
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virtual void draw( bool editMode ) {};
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virtual void parse( const char *( *text ) ) {};
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virtual void write( fileHandle_t file, const char *name );
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virtual bool parseToken( const char *key, const char *( *text ) );
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const char *getName() {
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return name.c_str();
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}
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void setName( const char *p ) {
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name = p;
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}
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virtual void startEdit() {
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editMode = true;
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}
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virtual void stopEdit() {
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editMode = false;
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}
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virtual void draw() {};
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const char *typeStr() {
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return positionStr[static_cast<int>( type )];
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}
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void calcVelocity( float distance ) {
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float secs = (float)time / 1000;
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baseVelocity = distance / secs;
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}
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protected:
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static const char* positionStr[POSITION_COUNT];
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long startTime;
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long time;
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idCameraPosition::positionType type;
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idStr name;
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bool editMode;
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idList<idVelocity*> velocities;
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float baseVelocity;
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};
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class idFixedPosition : public idCameraPosition {
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public:
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void init() {
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pos.Zero();
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type = idCameraPosition::FIXED;
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}
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idFixedPosition() : idCameraPosition() {
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init();
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}
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idFixedPosition( idVec3 p ) : idCameraPosition() {
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init();
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pos = p;
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}
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virtual void addPoint( const idVec3 &v ) {
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pos = v;
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}
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virtual void addPoint( const float x, const float y, const float z ) {
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pos.set( x, y, z );
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}
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~idFixedPosition() {
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}
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virtual const idVec3 *getPosition( long t ) {
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return &pos;
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}
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void parse( const char *( *text ) );
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void write( fileHandle_t file, const char *name );
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virtual int numPoints() {
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return 1;
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}
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virtual idVec3 *getPoint( int index ) {
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if ( index != 0 ) {
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assert( true );
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}
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;
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return &pos;
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}
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virtual void draw( bool editMode ) {
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glLabeledPoint( blue, pos, ( editMode ) ? 5 : 3, "Fixed point" );
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}
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protected:
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idVec3 pos;
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};
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class idInterpolatedPosition : public idCameraPosition {
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public:
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void init() {
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type = idCameraPosition::INTERPOLATED;
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first = true;
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startPos.Zero();
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endPos.Zero();
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}
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idInterpolatedPosition() : idCameraPosition() {
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init();
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}
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idInterpolatedPosition( idVec3 start, idVec3 end, long time ) : idCameraPosition( time ) {
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init();
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startPos = start;
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endPos = end;
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}
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~idInterpolatedPosition() {
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}
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virtual const idVec3 *getPosition( long t );
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void parse( const char *( *text ) );
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void write( fileHandle_t file, const char *name );
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virtual int numPoints() {
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return 2;
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}
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virtual idVec3 *getPoint( int index ) {
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assert( index >= 0 && index < 2 );
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if ( index == 0 ) {
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return &startPos;
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}
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return &endPos;
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}
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virtual void addPoint( const float x, const float y, const float z ) {
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if ( first ) {
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startPos.set( x, y, z );
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first = false;
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}
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else {
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endPos.set( x, y, z );
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first = true;
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}
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}
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virtual void addPoint( const idVec3 &v ) {
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if ( first ) {
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startPos = v;
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first = false;
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}
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else {
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endPos = v;
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first = true;
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}
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}
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virtual void draw( bool editMode ) {
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glLabeledPoint( blue, startPos, ( editMode ) ? 5 : 3, "Start interpolated" );
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glLabeledPoint( blue, endPos, ( editMode ) ? 5 : 3, "End interpolated" );
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glBegin( GL_LINES );
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glVertex3fv( startPos );
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glVertex3fv( endPos );
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glEnd();
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}
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virtual void start( long t ) {
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idCameraPosition::start( t );
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lastTime = startTime;
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distSoFar = 0.0;
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idVec3 temp = startPos;
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temp -= endPos;
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calcVelocity( temp.Length() );
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}
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protected:
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bool first;
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idVec3 startPos;
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idVec3 endPos;
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long lastTime;
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float distSoFar;
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};
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class idSplinePosition : public idCameraPosition {
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public:
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void init() {
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type = idCameraPosition::SPLINE;
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}
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idSplinePosition() : idCameraPosition() {
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init();
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}
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idSplinePosition( long time ) : idCameraPosition( time ) {
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init();
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}
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~idSplinePosition() {
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}
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virtual void start( long t ) {
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idCameraPosition::start( t );
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target.initPosition( t, time );
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lastTime = startTime;
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distSoFar = 0.0;
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calcVelocity( target.totalDistance() );
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}
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//virtual const idVec3 *getPosition(long t) {
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// return target.getPosition(t);
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//}
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virtual const idVec3 *getPosition( long t );
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//virtual const idVec3 *getPosition(long t) const {
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void addControlPoint( idVec3 &v ) {
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target.addPoint( v );
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}
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void parse( const char *( *text ) );
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void write( fileHandle_t file, const char *name );
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virtual int numPoints() {
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return target.numPoints();
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}
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virtual idVec3 *getPoint( int index ) {
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return target.getPoint( index );
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}
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virtual void addPoint( const idVec3 &v ) {
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target.addPoint( v );
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}
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virtual void addPoint( const float x, const float y, const float z ) {
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target.addPoint( x, y, z );
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}
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virtual void draw( bool editMode ) {
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target.draw( editMode );
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}
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virtual void updateSelection( const idVec3 &move ) {
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idCameraPosition::updateSelection( move );
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target.buildSpline();
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}
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protected:
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idSplineList target;
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long lastTime;
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float distSoFar;
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};
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class idCameraFOV {
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public:
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idCameraFOV() {
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time = 0;
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length = 0;
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fov = 90;
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}
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idCameraFOV( int v ) {
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time = 0;
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length = 0;
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fov = v;
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}
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idCameraFOV( int s, int e, long t ) {
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startFOV = s;
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endFOV = e;
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length = t;
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}
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~idCameraFOV(){}
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void setFOV( float f ) {
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fov = f;
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}
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float getFOV( long t ) {
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if ( length ) {
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float percent = ( t - startTime ) / length;
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if ( percent < 0.0 ) {
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percent = 0.0;
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}
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else if ( percent > 1.0 ) {
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percent = 1.0;
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}
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float temp = endFOV - startFOV;
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temp *= percent;
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fov = startFOV + temp;
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if ( percent == 1.0 ) {
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length = 0.0;
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}
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}
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return fov;
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}
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void start( long t ) {
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startTime = t;
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}
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void reset( float startfov, float endfov, int start, float len ) {
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startFOV = startfov;
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endFOV = endfov;
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startTime = start;
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length = len * 1000;
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}
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void parse( const char *( *text ) );
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void write( fileHandle_t file, const char *name );
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protected:
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float fov;
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float startFOV;
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float endFOV;
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int startTime;
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int time;
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float length;
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};
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class idCameraEvent {
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public: // parameters
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enum eventType {
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EVENT_NA = 0x00,
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EVENT_WAIT, //
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EVENT_TARGETWAIT, //
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EVENT_SPEED, //
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EVENT_TARGET, // char(name)
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EVENT_SNAPTARGET, //
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EVENT_FOV, // int(time), int(targetfov)
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EVENT_CMD, //
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EVENT_TRIGGER, //
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EVENT_STOP, //
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EVENT_CAMERA, //
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EVENT_FADEOUT, // int(time)
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EVENT_FADEIN, // int(time)
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EVENT_FEATHER, //
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EVENT_COUNT
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};
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static const char* eventStr[EVENT_COUNT];
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idCameraEvent() {
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paramStr = "";
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type = EVENT_NA;
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time = 0;
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}
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idCameraEvent( eventType t, const char *param, long n ) {
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type = t;
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paramStr = param;
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time = n;
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}
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~idCameraEvent() {};
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eventType getType() {
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return type;
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}
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const char *typeStr() {
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return eventStr[static_cast<int>( type )];
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}
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const char *getParam() {
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return paramStr.c_str();
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}
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long getTime() {
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return time;
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}
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void setTime( long n ) {
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time = n;
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}
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void parse( const char *( *text ) );
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void write( fileHandle_t file, const char *name );
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void setTriggered( bool b ) {
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triggered = b;
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}
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bool getTriggered() {
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return triggered;
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}
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protected:
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eventType type;
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idStr paramStr;
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long time;
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bool triggered;
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};
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class idCameraDef {
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public:
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void clear() {
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currentCameraPosition = 0;
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cameraRunning = false;
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lastDirection.Zero();
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baseTime = 30;
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activeTarget = 0;
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name = "camera01";
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fov.setFOV( 90 );
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int i;
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for ( i = 0; i < targetPositions.Num(); i++ ) {
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delete targetPositions[i];
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}
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for ( i = 0; i < events.Num(); i++ ) {
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delete events[i];
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}
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delete cameraPosition;
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cameraPosition = NULL;
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events.Clear();
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targetPositions.Clear();
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}
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idCameraPosition *startNewCamera( idCameraPosition::positionType type ) {
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clear();
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if ( type == idCameraPosition::SPLINE ) {
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cameraPosition = new idSplinePosition();
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}
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else if ( type == idCameraPosition::INTERPOLATED ) {
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cameraPosition = new idInterpolatedPosition();
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}
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else {
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cameraPosition = new idFixedPosition();
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}
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return cameraPosition;
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}
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idCameraDef() {
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cameraPosition = NULL;
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clear();
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}
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~idCameraDef() {
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clear();
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}
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void addEvent( idCameraEvent::eventType t, const char *param, long time );
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void addEvent( idCameraEvent *event );
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void removeEvent( int index );
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static int sortEvents( const void *p1, const void *p2 );
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int numEvents() {
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return events.Num();
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}
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idCameraEvent *getEvent( int index ) {
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assert( index >= 0 && index < events.Num() );
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return events[index];
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}
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void parse( const char *( *text ) );
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bool load( const char *filename );
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void save( const char *filename );
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void buildCamera();
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//idSplineList *getcameraPosition() {
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// return &cameraPosition;
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//}
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static idCameraPosition *newFromType( idCameraPosition::positionType t ) {
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switch ( t ) {
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case idCameraPosition::FIXED: return new idFixedPosition();
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case idCameraPosition::INTERPOLATED: return new idInterpolatedPosition();
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case idCameraPosition::SPLINE: return new idSplinePosition();
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default:
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break;
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};
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return NULL;
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}
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void addTarget( const char *name, idCameraPosition::positionType type );
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idCameraPosition *getActiveTarget() {
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if ( targetPositions.Num() == 0 ) {
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addTarget( NULL, idCameraPosition::FIXED );
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}
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return targetPositions[activeTarget];
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}
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idCameraPosition *getActiveTarget( int index ) {
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if ( targetPositions.Num() == 0 ) {
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addTarget( NULL, idCameraPosition::FIXED );
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return targetPositions[0];
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}
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return targetPositions[index];
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}
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int numTargets() {
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return targetPositions.Num();
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}
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void setActiveTargetByName( const char *name ) {
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for ( int i = 0; i < targetPositions.Num(); i++ ) {
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if ( Q_stricmp( name, targetPositions[i]->getName() ) == 0 ) {
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setActiveTarget( i );
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return;
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}
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}
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}
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void setActiveTarget( int index ) {
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assert( index >= 0 && index < targetPositions.Num() );
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activeTarget = index;
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}
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void setRunning( bool b ) {
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cameraRunning = b;
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}
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void setBaseTime( float f ) {
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baseTime = f;
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}
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float getBaseTime() {
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return baseTime;
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}
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float getTotalTime() {
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return totalTime;
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}
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void startCamera( long t );
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void stopCamera() {
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cameraRunning = true;
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}
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void getActiveSegmentInfo( int segment, idVec3 &origin, idVec3 &direction, float *fv );
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bool getCameraInfo( long time, idVec3 &origin, idVec3 &direction, float *fv );
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bool getCameraInfo( long time, float *origin, float *direction, float *fv ) {
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idVec3 org, dir;
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org[0] = origin[0];
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org[1] = origin[1];
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org[2] = origin[2];
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dir[0] = direction[0];
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dir[1] = direction[1];
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dir[2] = direction[2];
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bool b = getCameraInfo( time, org, dir, fv );
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origin[0] = org[0];
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origin[1] = org[1];
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origin[2] = org[2];
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direction[0] = dir[0];
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direction[1] = dir[1];
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direction[2] = dir[2];
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return b;
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}
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void draw( bool editMode ) {
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// gcc doesn't allow casting away from bools
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// why? I've no idea...
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if ( cameraPosition ) {
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cameraPosition->draw( (bool)( ( editMode || cameraRunning ) && cameraEdit ) );
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int count = targetPositions.Num();
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for ( int i = 0; i < count; i++ ) {
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targetPositions[i]->draw( (bool)( ( editMode || cameraRunning ) && i == activeTarget && !cameraEdit ) );
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}
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}
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}
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/*
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int numSegments() {
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if (cameraEdit) {
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return cameraPosition.numSegments();
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}
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return getTargetSpline()->numSegments();
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}
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int getActiveSegment() {
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if (cameraEdit) {
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return cameraPosition.getActiveSegment();
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}
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return getTargetSpline()->getActiveSegment();
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}
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void setActiveSegment(int i) {
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if (cameraEdit) {
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cameraPosition.setActiveSegment(i);
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} else {
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getTargetSpline()->setActiveSegment(i);
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}
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}
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*/
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int numPoints() {
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if ( cameraEdit ) {
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return cameraPosition->numPoints();
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}
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return getActiveTarget()->numPoints();
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}
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const idVec3 *getPoint( int index ) {
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if ( cameraEdit ) {
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return cameraPosition->getPoint( index );
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}
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return getActiveTarget()->getPoint( index );
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}
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void stopEdit() {
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editMode = false;
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if ( cameraEdit ) {
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cameraPosition->stopEdit();
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}
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else {
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getActiveTarget()->stopEdit();
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}
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}
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void startEdit( bool camera ) {
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cameraEdit = camera;
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if ( camera ) {
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cameraPosition->startEdit();
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for ( int i = 0; i < targetPositions.Num(); i++ ) {
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targetPositions[i]->stopEdit();
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}
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}
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else {
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getActiveTarget()->startEdit();
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cameraPosition->stopEdit();
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}
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editMode = true;
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}
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bool waitEvent( int index );
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const char *getName() {
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return name.c_str();
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}
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void setName( const char *p ) {
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name = p;
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}
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idCameraPosition *getPositionObj() {
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if ( cameraPosition == NULL ) {
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cameraPosition = new idFixedPosition();
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}
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return cameraPosition;
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}
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|
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protected:
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idStr name;
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int currentCameraPosition;
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idVec3 lastDirection;
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bool cameraRunning;
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idCameraPosition *cameraPosition;
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idList<idCameraPosition*> targetPositions;
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idList<idCameraEvent*> events;
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idCameraFOV fov;
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int activeTarget;
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float totalTime;
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float baseTime;
|
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long startTime;
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|
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bool cameraEdit;
|
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bool editMode;
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};
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|
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extern bool g_splineMode;
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|
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extern idCameraDef *g_splineList;
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#endif
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