- scriptified the moving camera.

This commit is contained in:
Christoph Oelckers 2017-01-13 22:13:03 +01:00
parent 51cc7feb4c
commit 4be0767d7b
6 changed files with 562 additions and 662 deletions

View file

@ -1162,7 +1162,6 @@ set (PCH_SOURCES
g_shared/a_flashfader.cpp
g_shared/a_lightning.cpp
g_shared/a_morph.cpp
g_shared/a_movingcamera.cpp
g_shared/a_quake.cpp
g_shared/a_randomspawner.cpp
g_shared/a_skies.cpp

View file

@ -1,650 +0,0 @@
/*
** a_movingcamera.cpp
** Cameras that move and related neat stuff
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "doomstat.h"
#include "serializer.h"
#include "g_levellocals.h"
/*
== InterpolationPoint: node along a camera's path
==
== args[0] = pitch
== args[1] = time (in octics) to get here from previous node
== args[2] = time (in octics) to stay here before moving to next node
== args[3] = low byte of next node's tid
== args[4] = high byte of next node's tid
*/
class AInterpolationPoint : public AActor
{
DECLARE_CLASS (AInterpolationPoint, AActor)
HAS_OBJECT_POINTERS
public:
void BeginPlay ();
void HandleSpawnFlags ();
void Tick () {} // Nodes do no thinking
AInterpolationPoint *ScanForLoop ();
void FormChain ();
void Serialize(FSerializer &arc);
TObjPtr<AInterpolationPoint> Next;
};
IMPLEMENT_CLASS(AInterpolationPoint, false, true)
IMPLEMENT_POINTERS_START(AInterpolationPoint)
IMPLEMENT_POINTER(Next)
IMPLEMENT_POINTERS_END
void AInterpolationPoint::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("next", Next);
}
void AInterpolationPoint::BeginPlay ()
{
Super::BeginPlay ();
Next = NULL;
}
void AInterpolationPoint::HandleSpawnFlags ()
{
// Spawn flags mean nothing to an interpolation point
}
void AInterpolationPoint::FormChain ()
{
if (flags & MF_AMBUSH)
return;
flags |= MF_AMBUSH;
TActorIterator<AInterpolationPoint> iterator (args[3] + 256 * args[4]);
Next = iterator.Next ();
if (Next == this) // Don't link to self
Next = iterator.Next ();
if (Next == NULL && (args[3] | args[4]))
Printf ("Can't find target for camera node %d\n", tid);
Angles.Pitch = (double)clamp<int>((signed char)args[0], -89, 89);
if (Next != NULL)
Next->FormChain ();
}
// Return the node (if any) where a path loops, relative to this one.
AInterpolationPoint *AInterpolationPoint::ScanForLoop ()
{
AInterpolationPoint *node = this;
while (node->Next && node->Next != this && node->special1 == 0)
{
node->special1 = 1;
node = node->Next;
}
return node->Next == this ? node : NULL;
}
/*
== InterpolationSpecial: Holds a special to execute when a
== PathFollower reaches an InterpolationPoint of the same TID.
*/
class AInterpolationSpecial : public AActor
{
DECLARE_CLASS (AInterpolationSpecial, AActor)
public:
void Tick () {} // Does absolutely nothing itself
};
IMPLEMENT_CLASS(AInterpolationSpecial, false, false)
/*
== PathFollower: something that follows a camera path
== Base class for some moving cameras
==
== args[0] = low byte of first node in path's tid
== args[1] = high byte of first node's tid
== args[2] = bit 0 = follow a linear path (rather than curved)
== bit 1 = adjust angle
== bit 2 = adjust pitch
== bit 3 = aim in direction of motion
==
== Also uses:
== target = first node in path
== lastenemy = node prior to first node (if looped)
*/
class APathFollower : public AActor
{
DECLARE_CLASS (APathFollower, AActor)
HAS_OBJECT_POINTERS
public:
void BeginPlay ();
void PostBeginPlay ();
void Tick ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
protected:
double Splerp (double p1, double p2, double p3, double p4);
double Lerp (double p1, double p2);
virtual bool Interpolate ();
virtual void NewNode ();
void Serialize(FSerializer &arc);
bool bActive, bJustStepped;
TObjPtr<AInterpolationPoint> PrevNode, CurrNode;
float Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode->Next
int HoldTime;
};
IMPLEMENT_CLASS(APathFollower, false, true)
IMPLEMENT_POINTERS_START(APathFollower)
IMPLEMENT_POINTER(PrevNode)
IMPLEMENT_POINTER(CurrNode)
IMPLEMENT_POINTERS_END
void APathFollower::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("active", bActive)
("juststepped", bJustStepped)
("prevnode", PrevNode)
("currnode", CurrNode)
("time", Time)
("holdtime", HoldTime);
}
// Interpolate between p2 and p3 along a Catmull-Rom spline
// http://research.microsoft.com/~hollasch/cgindex/curves/catmull-rom.html
double APathFollower::Splerp (double p1, double p2, double p3, double p4)
{
double t = Time;
double res = 2*p2;
res += (p3 - p1) * Time;
t *= Time;
res += (2*p1 - 5*p2 + 4*p3 - p4) * t;
t *= Time;
res += (3*p2 - 3*p3 + p4 - p1) * t;
return 0.5f * res;
}
// Linearly interpolate between p1 and p2
double APathFollower::Lerp (double p1, double p2)
{
return p1 + Time * (p2 - p1);
}
void APathFollower::BeginPlay ()
{
Super::BeginPlay ();
PrevNode = CurrNode = NULL;
bActive = false;
}
void APathFollower::PostBeginPlay ()
{
// Find first node of path
TActorIterator<AInterpolationPoint> iterator (args[0] + 256 * args[1]);
AInterpolationPoint *node = iterator.Next ();
AInterpolationPoint *prevnode;
target = node;
if (node == NULL)
{
Printf ("PathFollower %d: Can't find interpolation pt %d\n",
tid, args[0] + 256 * args[1]);
return;
}
// Verify the path has enough nodes
node->FormChain ();
if (args[2] & 1)
{ // linear path; need 2 nodes
if (node->Next == NULL)
{
Printf ("PathFollower %d: Path needs at least 2 nodes\n", tid);
return;
}
lastenemy = NULL;
}
else
{ // spline path; need 4 nodes
if (node->Next == NULL ||
node->Next->Next == NULL ||
node->Next->Next->Next == NULL)
{
Printf ("PathFollower %d: Path needs at least 4 nodes\n", tid);
return;
}
// If the first node is in a loop, we can start there.
// Otherwise, we need to start at the second node in the path.
prevnode = node->ScanForLoop ();
if (prevnode == NULL || prevnode->Next != node)
{
lastenemy = target;
target = node->Next;
}
else
{
lastenemy = prevnode;
}
}
}
void APathFollower::Deactivate (AActor *activator)
{
bActive = false;
}
void APathFollower::Activate (AActor *activator)
{
if (!bActive)
{
CurrNode = barrier_cast<AInterpolationPoint *>(target);
PrevNode = barrier_cast<AInterpolationPoint *>(lastenemy);
if (CurrNode != NULL)
{
NewNode ();
SetOrigin (CurrNode->Pos(), false);
Time = 0.f;
HoldTime = 0;
bJustStepped = true;
bActive = true;
}
}
}
void APathFollower::Tick ()
{
if (!bActive)
return;
if (bJustStepped)
{
bJustStepped = false;
if (CurrNode->args[2])
{
HoldTime = level.time + CurrNode->args[2] * TICRATE / 8;
SetXYZ(CurrNode->Pos());
}
}
if (HoldTime > level.time)
return;
// Splines must have a previous node.
if (PrevNode == NULL && !(args[2] & 1))
{
bActive = false;
return;
}
// All paths must have a current node.
if (CurrNode->Next == NULL)
{
bActive = false;
return;
}
if (Interpolate ())
{
Time += float(8.f / ((double)CurrNode->args[1] * (double)TICRATE));
if (Time > 1.f)
{
Time -= 1.f;
bJustStepped = true;
PrevNode = CurrNode;
CurrNode = CurrNode->Next;
if (CurrNode != NULL)
NewNode ();
if (CurrNode == NULL || CurrNode->Next == NULL)
CallDeactivate (this);
if ((args[2] & 1) == 0 && CurrNode->Next->Next == NULL)
CallDeactivate (this);
}
}
}
void APathFollower::NewNode ()
{
TActorIterator<AInterpolationSpecial> iterator (CurrNode->tid);
AInterpolationSpecial *spec;
while ( (spec = iterator.Next ()) )
{
P_ExecuteSpecial(spec->special, NULL, NULL, false, spec->args[0],
spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
}
}
bool APathFollower::Interpolate ()
{
DVector3 dpos(0, 0, 0);
FLinkContext ctx;
if ((args[2] & 8) && Time > 0.f)
{
dpos = Pos();
}
if (CurrNode->Next==NULL) return false;
UnlinkFromWorld (&ctx);
DVector3 newpos;
if (args[2] & 1)
{ // linear
newpos.X = Lerp(CurrNode->X(), CurrNode->Next->X());
newpos.Y = Lerp(CurrNode->Y(), CurrNode->Next->Y());
newpos.Z = Lerp(CurrNode->Z(), CurrNode->Next->Z());
}
else
{ // spline
if (CurrNode->Next->Next==NULL) return false;
newpos.X = Splerp(PrevNode->X(), CurrNode->X(), CurrNode->Next->X(), CurrNode->Next->Next->X());
newpos.Y = Splerp(PrevNode->Y(), CurrNode->Y(), CurrNode->Next->Y(), CurrNode->Next->Next->Y());
newpos.Z = Splerp(PrevNode->Z(), CurrNode->Z(), CurrNode->Next->Z(), CurrNode->Next->Next->Z());
}
SetXYZ(newpos);
LinkToWorld (&ctx);
if (args[2] & 6)
{
if (args[2] & 8)
{
if (args[2] & 1)
{ // linear
dpos.X = CurrNode->Next->X() - CurrNode->X();
dpos.Y = CurrNode->Next->Y() - CurrNode->Y();
dpos.Z = CurrNode->Next->Z() - CurrNode->Z();
}
else if (Time > 0.f)
{ // spline
dpos = newpos - dpos;
}
else
{
int realarg = args[2];
args[2] &= ~(2|4|8);
Time += 0.1f;
dpos = newpos;
Interpolate ();
Time -= 0.1f;
args[2] = realarg;
dpos = newpos - dpos;
newpos -= dpos;
SetXYZ(newpos);
}
if (args[2] & 2)
{ // adjust yaw
Angles.Yaw = dpos.Angle();
}
if (args[2] & 4)
{ // adjust pitch; use floats for precision
double dist = dpos.XY().Length();
Angles.Pitch = dist != 0.f ? VecToAngle(dist, -dpos.Z) : 0.;
}
}
else
{
if (args[2] & 2)
{ // interpolate angle
DAngle angle1 = CurrNode->Angles.Yaw.Normalized180();
DAngle angle2 = angle1 + deltaangle(angle1, CurrNode->Next->Angles.Yaw);
Angles.Yaw = Lerp(angle1.Degrees, angle2.Degrees);
}
if (args[2] & 1)
{ // linear
if (args[2] & 4)
{ // interpolate pitch
Angles.Pitch = Lerp(CurrNode->Angles.Pitch.Degrees, CurrNode->Next->Angles.Pitch.Degrees);
}
}
else
{ // spline
if (args[2] & 4)
{ // interpolate pitch
Angles.Pitch = Splerp(PrevNode->Angles.Pitch.Degrees, CurrNode->Angles.Pitch.Degrees,
CurrNode->Next->Angles.Pitch.Degrees, CurrNode->Next->Next->Angles.Pitch.Degrees);
}
}
}
}
return true;
}
/*
== ActorMover: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[2], bit 7: make nonsolid
== args[3] = tid of thing to move
==
== also uses:
== tracer = thing to move
*/
class AActorMover : public APathFollower
{
DECLARE_CLASS (AActorMover, APathFollower)
public:
void BeginPlay();
void PostBeginPlay ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
protected:
bool Interpolate ();
};
IMPLEMENT_CLASS(AActorMover, false, false)
void AActorMover::BeginPlay()
{
ChangeStatNum(STAT_ACTORMOVER);
}
void AActorMover::PostBeginPlay ()
{
Super::PostBeginPlay ();
TActorIterator<AActor> iterator (args[3]);
tracer = iterator.Next ();
if (tracer == NULL)
{
Printf ("ActorMover %d: Can't find target %d\n", tid, args[3]);
}
else
{
special1 = tracer->flags;
special2 = tracer->flags2;
}
}
bool AActorMover::Interpolate ()
{
if (tracer == NULL)
return true;
if (Super::Interpolate ())
{
double savedz = tracer->Z();
tracer->SetZ(Z());
if (!P_TryMove (tracer, Pos(), true))
{
tracer->SetZ(savedz);
return false;
}
if (args[2] & 2)
tracer->Angles.Yaw = Angles.Yaw;
if (args[2] & 4)
tracer->Angles.Pitch = Angles.Pitch;
return true;
}
return false;
}
void AActorMover::Activate (AActor *activator)
{
if (tracer == NULL || bActive)
return;
Super::Activate (activator);
special1 = tracer->flags;
special2 = tracer->flags2;
tracer->flags |= MF_NOGRAVITY;
if (args[2] & 128)
{
FLinkContext ctx;
tracer->UnlinkFromWorld (&ctx);
tracer->flags |= MF_NOBLOCKMAP;
tracer->flags &= ~MF_SOLID;
tracer->LinkToWorld (&ctx);
}
if (tracer->flags3 & MF3_ISMONSTER)
{
tracer->flags2 |= MF2_INVULNERABLE | MF2_DORMANT;
}
// Don't let the renderer interpolate between the actor's
// old position and its new position.
Interpolate ();
tracer->ClearInterpolation();
}
void AActorMover::Deactivate (AActor *activator)
{
if (bActive)
{
Super::Deactivate (activator);
if (tracer != NULL)
{
FLinkContext ctx;
tracer->UnlinkFromWorld (&ctx);
tracer->flags = ActorFlags::FromInt (special1);
tracer->LinkToWorld (&ctx);
tracer->flags2 = ActorFlags2::FromInt (special2);
}
}
}
/*
== MovingCamera: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[3] = tid of thing to look at (0 if none)
==
== Also uses:
== tracer = thing to look at
*/
class AMovingCamera : public APathFollower
{
DECLARE_CLASS (AMovingCamera, APathFollower)
HAS_OBJECT_POINTERS
public:
void PostBeginPlay ();
void Serialize(FSerializer &arc);
protected:
bool Interpolate ();
TObjPtr<AActor> Activator;
};
IMPLEMENT_CLASS(AMovingCamera, false, true)
IMPLEMENT_POINTERS_START(AMovingCamera)
IMPLEMENT_POINTER(Activator)
IMPLEMENT_POINTERS_END
void AMovingCamera::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("activator", Activator);
}
void AMovingCamera::PostBeginPlay ()
{
Super::PostBeginPlay ();
Activator = NULL;
if (args[3] != 0)
{
TActorIterator<AActor> iterator (args[3]);
tracer = iterator.Next ();
if (tracer == NULL)
{
Printf ("MovingCamera %d: Can't find thing %d\n", tid, args[3]);
}
}
}
bool AMovingCamera::Interpolate ()
{
if (tracer == NULL)
return Super::Interpolate ();
if (Super::Interpolate ())
{
Angles.Yaw = AngleTo(tracer, true);
if (args[2] & 4)
{ // Also aim camera's pitch;
DVector3 diff = Pos() - tracer->PosPlusZ(tracer->Height / 2);
double dist = diff.XY().Length();
Angles.Pitch = dist != 0.f ? VecToAngle(dist, diff.Z) : 0.;
}
return true;
}
return false;
}

View file

@ -396,7 +396,8 @@ bool AActor::FixMapthingPos()
DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
{
PARAM_SELF_PROLOGUE(AActor);
self->UnlinkFromWorld(nullptr); // fixme
PARAM_POINTER_DEF(ctx, FLinkContext);
self->UnlinkFromWorld(ctx); // fixme
return 0;
}
@ -530,7 +531,8 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
DEFINE_ACTION_FUNCTION(AActor, LinkToWorld)
{
PARAM_SELF_PROLOGUE(AActor);
self->LinkToWorld(nullptr); // fixme
PARAM_POINTER_DEF(ctx, FLinkContext);
self->LinkToWorld(ctx);
return 0;
}

View file

@ -7754,6 +7754,13 @@ DEFINE_ACTION_FUNCTION(AActor, RotateVector)
ACTION_RETURN_VEC2(DVector2(x, y).Rotated(angle));
}
DEFINE_ACTION_FUNCTION(AActor, Normalize180)
{
PARAM_PROLOGUE;
PARAM_ANGLE(angle);
ACTION_RETURN_FLOAT(angle.Normalized180().Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
{
PARAM_SELF_PROLOGUE(AActor);

View file

@ -28,6 +28,12 @@ struct FCheckPosition
native void ClearLastRipped();
}
struct LinkContext
{
voidptr sector_list; // really msecnode but that's not exported yet.
voidptr render_list;
}
class Actor : Thinker native
{
@ -282,6 +288,7 @@ class Actor : Thinker native
native static double absangle(double ang1, double ang2);
native static Vector2 AngleToVector(double angle, double length = 1);
native static Vector2 RotateVector(Vector2 vec, double angle);
native static double Normalize180(double ang);
bool IsPointerEqual(int ptr_select1, int ptr_select2)
@ -433,8 +440,8 @@ class Actor : Thinker native
native state FindState(statelabel st, bool exact = false);
bool SetStateLabel(statelabel st, bool nofunction = false) { return SetState(FindState(st), nofunction); }
native action state ResolveState(statelabel st); // this one, unlike FindState, is context aware.
native void LinkToWorld();
native void UnlinkFromWorld();
native void LinkToWorld(LinkContext ctx = null);
native void UnlinkFromWorld(out LinkContext ctx = null);
native bool CanSeek(Actor target);
native double AngleTo(Actor target, bool absolute = false);
native void AddZ(double zadd, bool moving = true);

View file

@ -1,5 +1,51 @@
class InterpolationPoint : Actor native
/*
** a_movingcamera.cpp
** Cameras that move and related neat stuff
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, self list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, self list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from self software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/*
== InterpolationPoint: node along a camera's path
==
== args[0] = pitch
== args[1] = time (in octics) to get here from previous node
== args[2] = time (in octics) to stay here before moving to next node
== args[3] = low byte of next node's tid
== args[4] = high byte of next node's tid
*/
class InterpolationPoint : Actor
{
InterpolationPoint Next;
default
{
+NOBLOCKMAP
@ -7,9 +53,61 @@ class InterpolationPoint : Actor native
+DONTSPLASH
RenderStyle "None";
}
override void BeginPlay ()
{
Super.BeginPlay ();
Next = null;
}
class InterpolationSpecial : Actor native
void FormChain ()
{
let me = self;
while (me != null)
{
if (me.bAmbush) return;
me.bAmbush = true;
let iterator = ActorIterator.Create(me.args[3] + 256 * me.args[4], "InterpolationPoint");
me.Next = InterpolationPoint(iterator.Next ());
if (me.Next == me) // Don't link to self
me.Next = InterpolationPoint(iterator.Next ());
int pt = (me.args[0] << 24) >> 24; // this is for truncating the value to a byte, presumably because some old WAD needs it...
me.Pitch = clamp(pt, -89, 89);
if (me.Next == null && (me.args[3] | me.args[4]))
{
A_Log("Can't find target for camera node " .. me.tid);
}
me = me.Next;
}
}
// Return the node (if any) where a path loops, relative to self one.
InterpolationPoint ScanForLoop ()
{
InterpolationPoint node = self;
while (node.Next && node.Next != self && node.special1 == 0)
{
node.special1 = 1;
node = node.Next;
}
return node.Next == self ? node : null;
}
}
/*
== InterpolationSpecial: Holds a special to execute when a
== PathFollower reaches an InterpolationPoint of the same TID.
*/
class InterpolationSpecial : Actor
{
default
{
@ -18,9 +116,28 @@ class InterpolationSpecial : Actor native
+NOGRAVITY
+DONTSPLASH
}
override void Tick () {} // Does absolutely nothing itself
}
class PathFollower : Actor native
/*
== PathFollower: something that follows a camera path
== Base class for some moving cameras
==
== args[0] = low byte of first node in path's tid
== args[1] = high byte of first node's tid
== args[2] = bit 0 = follow a linear path (rather than curved)
== bit 1 = adjust angle
== bit 2 = adjust pitch
== bit 3 = aim in direction of motion
==
== Also uses:
== target = first node in path
== lastenemy = node prior to first node (if looped)
*/
class PathFollower : Actor
{
default
{
@ -29,18 +146,436 @@ class PathFollower : Actor native
+NOGRAVITY
+DONTSPLASH
}
bool bActive, bJustStepped;
InterpolationPoint PrevNode, CurrNode;
double Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode.Next
int HoldTime;
// Interpolate between p2 and p3 along a Catmull-Rom spline
// http://research.microsoft.com/~hollasch/cgindex/curves/catmull-rom.html
double Splerp (double p1, double p2, double p3, double p4)
{
double t = Time;
double res = 2*p2;
res += (p3 - p1) * Time;
t *= Time;
res += (2*p1 - 5*p2 + 4*p3 - p4) * t;
t *= Time;
res += (3*p2 - 3*p3 + p4 - p1) * t;
return 0.5 * res;
}
class ActorMover : PathFollower native
// Linearly interpolate between p1 and p2
double Lerp (double p1, double p2)
{
return p1 + Time * (p2 - p1);
}
class MovingCamera : PathFollower native
override void BeginPlay ()
{
Super.BeginPlay ();
PrevNode = CurrNode = null;
bActive = false;
}
override void PostBeginPlay ()
{
// Find first node of path
let iterator = ActorIterator.Create(args[0] + 256 * args[1], "InterpolationPoint");
let node = InterpolationPoint(iterator.Next ());
InterpolationPoint prevnode;
target = node;
if (node == null)
{
A_Log ("PathFollower " .. tid .. ": Can't find interpolation pt " .. args[0] + 256 * args[1] .. "%d\n");
return;
}
// Verify the path has enough nodes
node.FormChain ();
if (args[2] & 1)
{ // linear path; need 2 nodes
if (node.Next == null)
{
A_Log ("PathFollower " .. tid .. ": Path needs at least 2 nodes\n");
return;
}
lastenemy = null;
}
else
{ // spline path; need 4 nodes
if (node.Next == null ||
node.Next.Next == null ||
node.Next.Next.Next == null)
{
A_Log ("PathFollower " .. tid .. ": Path needs at least 4 nodes\n");
return;
}
// If the first node is in a loop, we can start there.
// Otherwise, we need to start at the second node in the path.
prevnode = node.ScanForLoop ();
if (prevnode == null || prevnode.Next != node)
{
lastenemy = target;
target = node.Next;
}
else
{
lastenemy = prevnode;
}
}
}
override void Deactivate (Actor activator)
{
bActive = false;
}
override void Activate (Actor activator)
{
if (!bActive)
{
CurrNode = InterpolationPoint(target);
PrevNode = InterpolationPoint(lastenemy);
if (CurrNode != null)
{
NewNode ();
SetOrigin (CurrNode.Pos, false);
Time = 0.;
HoldTime = 0;
bJustStepped = true;
bActive = true;
}
}
}
override void Tick ()
{
if (!bActive)
return;
if (bJustStepped)
{
bJustStepped = false;
if (CurrNode.args[2])
{
HoldTime = level.time + CurrNode.args[2] * TICRATE / 8;
SetXYZ(CurrNode.Pos);
}
}
if (HoldTime > level.time)
return;
// Splines must have a previous node.
if (PrevNode == null && !(args[2] & 1))
{
bActive = false;
return;
}
// All paths must have a current node.
if (CurrNode.Next == null)
{
bActive = false;
return;
}
if (Interpolate ())
{
Time += (8. / (CurrNode.args[1] * TICRATE));
if (Time > 1.)
{
Time -= 1.;
bJustStepped = true;
PrevNode = CurrNode;
CurrNode = CurrNode.Next;
if (CurrNode != null)
NewNode ();
if (CurrNode == null || CurrNode.Next == null)
Deactivate (self);
if ((args[2] & 1) == 0 && CurrNode.Next.Next == null)
Deactivate (self);
}
}
}
void NewNode ()
{
let iterator = ActorIterator.Create(CurrNode.tid, "InterpolationSpecial");
InterpolationSpecial spec;
while ( (spec = InterpolationSpecial(iterator.Next ())) )
{
A_CallSpecial(spec.special, spec.args[0], spec.args[1], spec.args[2], spec.args[3], spec.args[4]);
}
}
virtual bool Interpolate ()
{
Vector3 dpos = (0, 0, 0);
LinkContext ctx;
if ((args[2] & 8) && Time > 0)
{
dpos = Pos;
}
if (CurrNode.Next==null) return false;
UnlinkFromWorld (ctx);
Vector3 newpos;
if (args[2] & 1)
{ // linear
newpos.X = Lerp(CurrNode.pos.X, CurrNode.Next.pos.X);
newpos.Y = Lerp(CurrNode.pos.Y, CurrNode.Next.pos.Y);
newpos.Z = Lerp(CurrNode.pos.Z, CurrNode.Next.pos.Z);
}
else
{ // spline
if (CurrNode.Next.Next==null) return false;
newpos.X = Splerp(PrevNode.pos.X, CurrNode.pos.X, CurrNode.Next.pos.X, CurrNode.Next.Next.pos.X);
newpos.Y = Splerp(PrevNode.pos.Y, CurrNode.pos.Y, CurrNode.Next.pos.Y, CurrNode.Next.Next.pos.Y);
newpos.Z = Splerp(PrevNode.pos.Z, CurrNode.pos.Z, CurrNode.Next.pos.Z, CurrNode.Next.Next.pos.Z);
}
SetXYZ(newpos);
LinkToWorld (ctx);
if (args[2] & 6)
{
if (args[2] & 8)
{
if (args[2] & 1)
{ // linear
dpos.X = CurrNode.Next.pos.X - CurrNode.pos.X;
dpos.Y = CurrNode.Next.pos.Y - CurrNode.pos.Y;
dpos.Z = CurrNode.Next.pos.Z - CurrNode.pos.Z;
}
else if (Time > 0)
{ // spline
dpos = newpos - dpos;
}
else
{
int realarg = args[2];
args[2] &= ~(2|4|8);
Time += 0.1;
dpos = newpos;
Interpolate ();
Time -= 0.1;
args[2] = realarg;
dpos = newpos - dpos;
newpos -= dpos;
SetXYZ(newpos);
}
if (args[2] & 2)
{ // adjust yaw
Angle = VectorAngle(dpos.X, dpos.Y);
}
if (args[2] & 4)
{ // adjust pitch;
double dist = dpos.XY.Length();
Pitch = dist != 0 ? VectorAngle(dist, -dpos.Z) : 0.;
}
}
else
{
if (args[2] & 2)
{ // interpolate angle
double angle1 = Normalize180(CurrNode.angle);
double angle2 = angle1 + deltaangle(angle1, CurrNode.Next.angle);
angle = Lerp(angle1, angle2);
}
if (args[2] & 1)
{ // linear
if (args[2] & 4)
{ // interpolate pitch
Pitch = Lerp(CurrNode.Pitch, CurrNode.Next.Pitch);
}
}
else
{ // spline
if (args[2] & 4)
{ // interpolate pitch
Pitch = Splerp(PrevNode.Pitch, CurrNode.Pitch,
CurrNode.Next.Pitch, CurrNode.Next.Next.Pitch);
}
}
}
}
return true;
}
}
/*
== ActorMover: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[2], bit 7: make nonsolid
== args[3] = tid of thing to move
==
== also uses:
== tracer = thing to move
*/
class ActorMover : PathFollower
{
override void BeginPlay()
{
ChangeStatNum(STAT_ACTORMOVER);
}
override void PostBeginPlay ()
{
Super.PostBeginPlay ();
let iterator = ActorIterator.Create(args[3]);
tracer = iterator.Next ();
if (tracer == null)
{
A_Log("ActorMover " .. tid .. ": Can't find target " .. args[3] .. "\n");
}
else
{
special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
}
}
override bool Interpolate ()
{
if (tracer == null)
return true;
if (Super.Interpolate ())
{
double savedz = tracer.pos.Z;
tracer.SetZ(pos.Z);
if (!tracer.TryMove (Pos.XY, true))
{
tracer.SetZ(savedz);
return false;
}
if (args[2] & 2)
tracer.angle = angle;
if (args[2] & 4)
tracer.Pitch = Pitch;
return true;
}
return false;
}
override void Activate (Actor activator)
{
if (tracer == null || bActive)
return;
Super.Activate (activator);
let tracer = self.tracer;
special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
bNoGravity = true;
if (args[2] & 128)
{
LinkContext ctx;
tracer.UnlinkFromWorld (ctx);
bNoBlockmap = true;
bSolid = false;
tracer.LinkToWorld (ctx);
}
if (tracer.bIsMonster)
{
bInvulnerable = true;
bDormant = true;
}
// Don't let the renderer interpolate between the actor's
// old position and its new position.
Interpolate ();
tracer.ClearInterpolation();
}
override void Deactivate (Actor activator)
{
if (bActive)
{
Super.Deactivate (activator);
let tracer = self.tracer;
if (tracer != null)
{
LinkContext ctx;
tracer.UnlinkFromWorld (ctx);
tracer.bNoGravity = (special1 & 1);
tracer.bNoBlockmap = !!(special1 & 2);
tracer.bSolid = !!(special1 & 4);
tracer.bInvulnerable = !!(special1 & 8);
tracer.bDormant = !!(special1 & 16);
tracer.LinkToWorld (ctx);
}
}
}
}
/*
== MovingCamera: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[3] = tid of thing to look at (0 if none)
==
== Also uses:
== tracer = thing to look at
*/
class MovingCamera : PathFollower
{
Actor activator;
default
{
CameraHeight 0;
}
override void PostBeginPlay ()
{
Super.PostBeginPlay ();
Activator = null;
if (args[3] != 0)
{
let iterator = ActorIterator.Create(args[3]);
tracer = iterator.Next ();
if (tracer == null)
{
A_Log("MovingCamera " .. tid .. ": Can't find thing " .. args[3] .. "\n");
}
}
}
override bool Interpolate ()
{
if (tracer == null)
return Super.Interpolate ();
if (Super.Interpolate ())
{
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;
}
}