mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 02:12:00 +00:00
581 lines
13 KiB
Text
581 lines
13 KiB
Text
/*
|
|
** 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
|
|
+NOGRAVITY
|
|
+DONTSPLASH
|
|
RenderStyle "None";
|
|
}
|
|
|
|
override void BeginPlay ()
|
|
{
|
|
Super.BeginPlay ();
|
|
Next = null;
|
|
}
|
|
|
|
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
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOSECTOR
|
|
+NOGRAVITY
|
|
+DONTSPLASH
|
|
}
|
|
|
|
override void Tick () {} // Does absolutely nothing itself
|
|
|
|
}
|
|
|
|
/*
|
|
== 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
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOSECTOR
|
|
+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;
|
|
}
|
|
|
|
// Linearly interpolate between p1 and p2
|
|
double Lerp (double p1, double p2)
|
|
{
|
|
return p1 + Time * (p2 - p1);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
}
|