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961a6fe211
# Conflicts: # wadsrc/static/zscript.txt
585 lines
13 KiB
Text
585 lines
13 KiB
Text
/*
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** a_movingcamera.cpp
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** Cameras that move and related neat stuff
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, self list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, self list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from self software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/*
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== InterpolationPoint: node along a camera's path
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==
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== args[0] = pitch
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== args[1] = time (in octics) to get here from previous node
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== args[2] = time (in octics) to stay here before moving to next node
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== args[3] = low byte of next node's tid
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== args[4] = high byte of next node's tid
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*/
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class InterpolationPoint : Actor
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{
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InterpolationPoint Next;
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bool bVisited;
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default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle "None";
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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Next = null;
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}
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override void Tick () {} // Nodes do no thinking
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void FormChain ()
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{
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let me = self;
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while (me != null)
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{
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if (me.bVisited) return;
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me.bVisited = true;
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let iterator = ActorIterator.Create(me.args[3] + 256 * me.args[4], "InterpolationPoint");
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me.Next = InterpolationPoint(iterator.Next ());
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if (me.Next == me) // Don't link to self
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me.Next = InterpolationPoint(iterator.Next ());
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int pt = (me.args[0] << 24) >> 24; // this is for truncating the value to a byte, presumably because some old WAD needs it...
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me.Pitch = clamp(pt, -89, 89);
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if (me.Next == null && (me.args[3] | me.args[4]))
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{
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A_Log("Can't find target for camera node " .. me.tid);
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}
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me = me.Next;
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}
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}
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// Return the node (if any) where a path loops, relative to self one.
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InterpolationPoint ScanForLoop ()
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{
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InterpolationPoint node = self;
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while (node.Next && node.Next != self && node.special1 == 0)
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{
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node.special1 = 1;
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node = node.Next;
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}
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return node.Next == self ? node : null;
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}
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}
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/*
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== InterpolationSpecial: Holds a special to execute when a
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== PathFollower reaches an InterpolationPoint of the same TID.
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*/
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class InterpolationSpecial : Actor
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{
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default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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+DONTSPLASH
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}
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override void Tick () {} // Does absolutely nothing itself
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}
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/*
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== PathFollower: something that follows a camera path
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== Base class for some moving cameras
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==
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== args[0] = low byte of first node in path's tid
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== args[1] = high byte of first node's tid
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== args[2] = bit 0 = follow a linear path (rather than curved)
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== bit 1 = adjust angle
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== bit 2 = adjust pitch
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== bit 3 = aim in direction of motion
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==
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== Also uses:
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== target = first node in path
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== lastenemy = node prior to first node (if looped)
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*/
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class PathFollower : Actor
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{
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default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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+DONTSPLASH
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}
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bool bActive, bJustStepped;
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InterpolationPoint PrevNode, CurrNode;
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double Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode.Next
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int HoldTime;
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// Interpolate between p2 and p3 along a Catmull-Rom spline
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// http://research.microsoft.com/~hollasch/cgindex/curves/catmull-rom.html
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double Splerp (double p1, double p2, double p3, double p4)
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{
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double t = Time;
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double res = 2*p2;
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res += (p3 - p1) * Time;
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t *= Time;
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res += (2*p1 - 5*p2 + 4*p3 - p4) * t;
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t *= Time;
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res += (3*p2 - 3*p3 + p4 - p1) * t;
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return 0.5 * res;
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}
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// Linearly interpolate between p1 and p2
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double Lerp (double p1, double p2)
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{
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return p1 + Time * (p2 - p1);
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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PrevNode = CurrNode = null;
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bActive = false;
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}
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override void PostBeginPlay ()
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{
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// Find first node of path
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let iterator = ActorIterator.Create(args[0] + 256 * args[1], "InterpolationPoint");
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let node = InterpolationPoint(iterator.Next ());
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InterpolationPoint prevnode;
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target = node;
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if (node == null)
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{
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A_Log ("PathFollower " .. tid .. ": Can't find interpolation point " .. args[0] + 256 * args[1] .. "\n");
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return;
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}
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// Verify the path has enough nodes
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node.FormChain ();
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if (args[2] & 1)
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{ // linear path; need 2 nodes
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if (node.Next == null)
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{
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A_Log ("PathFollower " .. tid .. ": Path needs at least 2 nodes\n");
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return;
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}
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lastenemy = null;
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}
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else
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{ // spline path; need 4 nodes
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if (node.Next == null ||
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node.Next.Next == null ||
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node.Next.Next.Next == null)
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{
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A_Log ("PathFollower " .. tid .. ": Path needs at least 4 nodes\n");
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return;
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}
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// If the first node is in a loop, we can start there.
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// Otherwise, we need to start at the second node in the path.
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prevnode = node.ScanForLoop ();
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if (prevnode == null || prevnode.Next != node)
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{
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lastenemy = target;
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target = node.Next;
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}
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else
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{
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lastenemy = prevnode;
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}
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}
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}
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override void Deactivate (Actor activator)
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{
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bActive = false;
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}
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override void Activate (Actor activator)
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{
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if (!bActive)
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{
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CurrNode = InterpolationPoint(target);
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PrevNode = InterpolationPoint(lastenemy);
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if (CurrNode != null)
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{
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NewNode ();
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SetOrigin (CurrNode.Pos, false);
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Time = 0.;
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HoldTime = 0;
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bJustStepped = true;
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bActive = true;
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}
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}
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}
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override void Tick ()
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{
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if (!bActive)
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return;
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if (bJustStepped)
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{
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bJustStepped = false;
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if (CurrNode.args[2])
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{
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HoldTime = Level.maptime + CurrNode.args[2] * TICRATE / 8;
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SetXYZ(CurrNode.Pos);
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}
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}
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if (HoldTime > Level.maptime)
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return;
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// Splines must have a previous node.
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if (PrevNode == null && !(args[2] & 1))
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{
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bActive = false;
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return;
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}
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// All paths must have a current node.
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if (CurrNode.Next == null)
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{
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bActive = false;
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return;
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}
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if (Interpolate ())
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{
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Time += (8. / (max(1, CurrNode.args[1]) * TICRATE));
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if (Time > 1.)
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{
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Time -= 1.;
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bJustStepped = true;
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PrevNode = CurrNode;
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CurrNode = CurrNode.Next;
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if (CurrNode != null)
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NewNode ();
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if (CurrNode == null || CurrNode.Next == null)
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Deactivate (self);
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if ((args[2] & 1) == 0 && CurrNode.Next.Next == null)
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Deactivate (self);
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}
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}
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}
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void NewNode ()
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{
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let iterator = ActorIterator.Create(CurrNode.tid, "InterpolationSpecial");
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InterpolationSpecial spec;
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while ( (spec = InterpolationSpecial(iterator.Next ())) )
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{
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Level.ExecuteSpecial(spec.special, null, null, false, spec.args[0], spec.args[1], spec.args[2], spec.args[3], spec.args[4]);
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}
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}
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virtual bool Interpolate ()
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{
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Vector3 dpos = (0, 0, 0);
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LinkContext ctx;
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if ((args[2] & 8) && Time > 0)
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{
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dpos = Pos;
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}
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if (CurrNode.Next==null) return false;
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UnlinkFromWorld (ctx);
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Vector3 newpos;
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if (args[2] & 1)
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{ // linear
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newpos.X = Lerp(CurrNode.pos.X, CurrNode.Next.pos.X);
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newpos.Y = Lerp(CurrNode.pos.Y, CurrNode.Next.pos.Y);
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newpos.Z = Lerp(CurrNode.pos.Z, CurrNode.Next.pos.Z);
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}
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else
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{ // spline
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if (CurrNode.Next.Next==null) return false;
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newpos.X = Splerp(PrevNode.pos.X, CurrNode.pos.X, CurrNode.Next.pos.X, CurrNode.Next.Next.pos.X);
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newpos.Y = Splerp(PrevNode.pos.Y, CurrNode.pos.Y, CurrNode.Next.pos.Y, CurrNode.Next.Next.pos.Y);
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newpos.Z = Splerp(PrevNode.pos.Z, CurrNode.pos.Z, CurrNode.Next.pos.Z, CurrNode.Next.Next.pos.Z);
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}
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SetXYZ(newpos);
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LinkToWorld (ctx);
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if (args[2] & 6)
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{
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if (args[2] & 8)
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{
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if (args[2] & 1)
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{ // linear
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dpos.X = CurrNode.Next.pos.X - CurrNode.pos.X;
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dpos.Y = CurrNode.Next.pos.Y - CurrNode.pos.Y;
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dpos.Z = CurrNode.Next.pos.Z - CurrNode.pos.Z;
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}
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else if (Time > 0)
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{ // spline
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dpos = newpos - dpos;
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}
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else
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{
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int realarg = args[2];
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args[2] &= ~(2|4|8);
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Time += 0.1;
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dpos = newpos;
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Interpolate ();
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Time -= 0.1;
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args[2] = realarg;
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dpos = newpos - dpos;
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newpos -= dpos;
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SetXYZ(newpos);
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}
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if (args[2] & 2)
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{ // adjust yaw
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Angle = VectorAngle(dpos.X, dpos.Y);
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}
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if (args[2] & 4)
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{ // adjust pitch;
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double dist = dpos.XY.Length();
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Pitch = dist != 0 ? VectorAngle(dist, -dpos.Z) : 0.;
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}
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}
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else
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{
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if (args[2] & 2)
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{ // interpolate angle
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double angle1 = Normalize180(CurrNode.angle);
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double angle2 = angle1 + deltaangle(angle1, CurrNode.Next.angle);
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angle = Lerp(angle1, angle2);
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}
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if (args[2] & 1)
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{ // linear
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if (args[2] & 4)
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{ // interpolate pitch
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Pitch = Lerp(CurrNode.Pitch, CurrNode.Next.Pitch);
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}
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}
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else
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{ // spline
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if (args[2] & 4)
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{ // interpolate pitch
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Pitch = Splerp(PrevNode.Pitch, CurrNode.Pitch,
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CurrNode.Next.Pitch, CurrNode.Next.Next.Pitch);
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}
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}
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}
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}
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return true;
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}
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}
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/*
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== ActorMover: Moves any actor along a camera path
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==
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== Same as PathFollower, except
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== args[2], bit 7: make nonsolid
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== args[3] = tid of thing to move
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==
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== also uses:
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== tracer = thing to move
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*/
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class ActorMover : PathFollower
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{
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override void BeginPlay()
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{
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ChangeStatNum(STAT_ACTORMOVER);
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}
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override void PostBeginPlay ()
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{
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Super.PostBeginPlay ();
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let iterator = ActorIterator.Create(args[3]);
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tracer = iterator.Next ();
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if (tracer == null)
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{
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A_Log("ActorMover " .. tid .. ": Can't find target " .. args[3] .. "\n");
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}
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else
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{
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special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
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}
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}
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override bool Interpolate ()
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{
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if (tracer == null)
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return true;
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if (Super.Interpolate ())
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{
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double savedz = tracer.pos.Z;
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tracer.SetZ(pos.Z);
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if (!tracer.TryMove (Pos.XY, true))
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{
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tracer.SetZ(savedz);
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return false;
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}
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if (args[2] & 2)
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tracer.angle = angle;
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if (args[2] & 4)
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tracer.Pitch = Pitch;
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return true;
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}
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return false;
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}
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override void Activate (Actor activator)
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{
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if (tracer == null || bActive)
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return;
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Super.Activate (activator);
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let tracer = self.tracer;
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special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
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bNoGravity = true;
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if (args[2] & 128)
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{
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LinkContext ctx;
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tracer.UnlinkFromWorld (ctx);
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bNoBlockmap = true;
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bSolid = false;
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tracer.LinkToWorld (ctx);
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}
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if (tracer.bIsMonster)
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{
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bInvulnerable = true;
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bDormant = true;
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}
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// Don't let the renderer interpolate between the actor's
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// old position and its new position.
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Interpolate ();
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tracer.ClearInterpolation();
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}
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override void Deactivate (Actor activator)
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{
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if (bActive)
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{
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Super.Deactivate (activator);
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let tracer = self.tracer;
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if (tracer != null)
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{
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LinkContext ctx;
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tracer.UnlinkFromWorld (ctx);
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tracer.bNoGravity = (special1 & 1);
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tracer.bNoBlockmap = !!(special1 & 2);
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tracer.bSolid = !!(special1 & 4);
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tracer.bInvulnerable = !!(special1 & 8);
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tracer.bDormant = !!(special1 & 16);
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tracer.LinkToWorld (ctx);
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}
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}
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}
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}
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/*
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== MovingCamera: Moves any actor along a camera path
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==
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== Same as PathFollower, except
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== args[3] = tid of thing to look at (0 if none)
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==
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== Also uses:
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== tracer = thing to look at
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*/
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class MovingCamera : PathFollower
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{
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Actor activator;
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default
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{
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CameraHeight 0;
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}
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override void PostBeginPlay ()
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{
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Super.PostBeginPlay ();
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Activator = null;
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if (args[3] != 0)
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{
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let iterator = ActorIterator.Create(args[3]);
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tracer = iterator.Next ();
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if (tracer == null)
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{
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A_Log("MovingCamera " .. tid .. ": Can't find thing " .. args[3] .. "\n");
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}
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}
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}
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override bool Interpolate ()
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{
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if (tracer == null)
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return Super.Interpolate ();
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if (Super.Interpolate ())
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|
{
|
|
angle = AngleTo(tracer, true);
|
|
|
|
if (args[2] & 4)
|
|
{ // Also aim camera's pitch;
|
|
Vector3 diff = Pos - tracer.Pos - (0, 0, tracer.Height / 2);
|
|
double dist = diff.XY.Length();
|
|
Pitch = dist != 0 ? VectorAngle(dist, diff.Z) : 0.;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
}
|