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smallmodel 2023-10-24 20:36:53 +02:00
parent 4f9831faa4
commit 088b22073c
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@ -30,13 +30,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "g_phys.h"
#include "scriptexception.h"
void BSpline::Set
(
Vector *control_points_,
int num_control_points_,
splinetype_t type
)
void BSpline::Set(Vector *control_points_, int num_control_points_, splinetype_t type)
{
int i;
@ -44,34 +38,29 @@ void BSpline::Set
has_orientation = false;
if ( control_points )
{
if (control_points) {
delete[] control_points;
control_points = NULL;
}
num_control_points = num_control_points_;
if ( num_control_points )
{
if (num_control_points) {
control_points = new BSplineControlPoint[num_control_points];
assert(control_points);
for( i = 0; i < num_control_points; i++ )
{
for (i = 0; i < num_control_points; i++) {
control_points[i].Set(control_points_[i]);
}
}
}
void BSpline::Set
(
void BSpline::Set(
Vector *control_points_,
Vector *control_orients_,
float *control_speeds_,
int num_control_points_,
splinetype_t type
)
{
int i;
@ -79,33 +68,25 @@ void BSpline::Set
has_orientation = true;
if ( control_points )
{
if (control_points) {
delete[] control_points;
control_points = NULL;
}
num_control_points = num_control_points_;
if ( num_control_points )
{
if (num_control_points) {
control_points = new BSplineControlPoint[num_control_points];
assert(control_points);
for( i = 0; i < num_control_points; i++ )
{
for (i = 0; i < num_control_points; i++) {
control_points[i].Set(control_points_[i], control_orients_[i], control_speeds_[i]);
}
}
}
void BSpline::Clear
(
void
)
{
if( control_points )
void BSpline::Clear(void)
{
if (control_points) {
delete[] control_points;
control_points = NULL;
}
@ -113,13 +94,7 @@ void BSpline::Clear
has_orientation = false;
}
inline float BSpline::EvalNormal
(
float u,
Vector& pos,
Vector& orient
)
inline float BSpline::EvalNormal(float u, Vector& pos, Vector& orient)
{
int segment_id;
float B[4];
@ -131,12 +106,10 @@ inline float BSpline::EvalNormal
float speed;
segment_id = (int)u;
if ( segment_id < 0 )
{
if (segment_id < 0) {
segment_id = 0;
}
if ( segment_id > num_control_points - 4 )
{
if (segment_id > num_control_points - 4) {
segment_id = num_control_points - 4;
}
u -= (float)segment_id;
@ -150,29 +123,19 @@ inline float BSpline::EvalNormal
B[2] = (-3.0f * u_3 + 3.0f * u_2 + 3.0f * u + 1) * (1.0f / 6.0f);
B[3] = u_3 * (1.0f / 6.0f);
pos =
*control_points[ 0 + segment_id ].GetPosition() * B[ 0 ] +
*control_points[ 1 + segment_id ].GetPosition() * B[ 1 ] +
*control_points[ 2 + segment_id ].GetPosition() * B[ 2 ] +
*control_points[ 3 + segment_id ].GetPosition() * B[ 3 ];
pos = *control_points[0 + segment_id].GetPosition() * B[0] + *control_points[1 + segment_id].GetPosition() * B[1]
+ *control_points[2 + segment_id].GetPosition() * B[2] + *control_points[3 + segment_id].GetPosition() * B[3];
ang =
*control_points[ 0 + segment_id ].GetOrientation() * B[ 0 ] +
*control_points[ 1 + segment_id ].GetOrientation() * B[ 1 ] +
*control_points[ 2 + segment_id ].GetOrientation() * B[ 2 ] +
*control_points[ 3 + segment_id ].GetOrientation() * B[ 3 ];
ang = *control_points[0 + segment_id].GetOrientation() * B[0]
+ *control_points[1 + segment_id].GetOrientation() * B[1]
+ *control_points[2 + segment_id].GetOrientation() * B[2]
+ *control_points[3 + segment_id].GetOrientation() * B[3];
roll =
*control_points[ 0 + segment_id ].GetRoll() * B[ 0 ] +
*control_points[ 1 + segment_id ].GetRoll() * B[ 1 ] +
*control_points[ 2 + segment_id ].GetRoll() * B[ 2 ] +
*control_points[ 3 + segment_id ].GetRoll() * B[ 3 ];
roll = *control_points[0 + segment_id].GetRoll() * B[0] + *control_points[1 + segment_id].GetRoll() * B[1]
+ *control_points[2 + segment_id].GetRoll() * B[2] + *control_points[3 + segment_id].GetRoll() * B[3];
speed =
*control_points[ 0 + segment_id ].GetSpeed() * B[ 0 ] +
*control_points[ 1 + segment_id ].GetSpeed() * B[ 1 ] +
*control_points[ 2 + segment_id ].GetSpeed() * B[ 2 ] +
*control_points[ 3 + segment_id ].GetSpeed() * B[ 3 ];
speed = *control_points[0 + segment_id].GetSpeed() * B[0] + *control_points[1 + segment_id].GetSpeed() * B[1]
+ *control_points[2 + segment_id].GetSpeed() * B[2] + *control_points[3 + segment_id].GetSpeed() * B[3];
orient = ang.toAngles();
orient[ROLL] = roll;
@ -180,13 +143,7 @@ inline float BSpline::EvalNormal
return speed;
}
inline float BSpline::EvalLoop
(
float t,
Vector& pos,
Vector& orient
)
inline float BSpline::EvalLoop(float t, Vector& pos, Vector& orient)
{
Vector retval;
Vector ang;
@ -206,8 +163,7 @@ inline float BSpline::EvalLoop
u = t - floor(t);
segment_id %= num_control_points;
if ( segment_id < 0 )
{
if (segment_id < 0) {
segment_id += num_control_points;
}
@ -223,10 +179,8 @@ inline float BSpline::EvalLoop
speed = 0;
roll = 0;
for( i = 0, j = segment_id; i < 4; i++, j++ )
{
if ( j >= num_control_points )
{
for (i = 0, j = segment_id; i < 4; i++, j++) {
if (j >= num_control_points) {
j -= (num_control_points - loop_control_point);
}
@ -239,8 +193,7 @@ inline float BSpline::EvalLoop
pos = retval;
next_id = segment_id + 1;
if ( next_id >= num_control_points )
{
if (next_id >= num_control_points) {
next_id -= (num_control_points - loop_control_point);
}
orient = ang.toAngles();
@ -249,13 +202,7 @@ inline float BSpline::EvalLoop
return speed;
}
inline float BSpline::EvalClamp
(
float t,
Vector& pos,
Vector& orient
)
inline float BSpline::EvalClamp(float t, Vector& pos, Vector& orient)
{
Vector retval;
Vector ang;
@ -285,15 +232,11 @@ inline float BSpline::EvalClamp
speed = 0;
roll = 0;
for( i = 0; i < 4; i++, segment_id++ )
{
for (i = 0; i < 4; i++, segment_id++) {
j = segment_id;
if ( j < 0 )
{
if (j < 0) {
j = 0;
}
else if ( j >= num_control_points )
{
} else if (j >= num_control_points) {
j = num_control_points - 1;
}
@ -306,20 +249,16 @@ inline float BSpline::EvalClamp
pos = retval;
next_id = segment_id + 1;
if ( segment_id < 0 )
{
if (segment_id < 0) {
segment_id = 0;
}
if ( segment_id >= num_control_points )
{
if (segment_id >= num_control_points) {
segment_id = num_control_points - 1;
}
if ( next_id < 0 )
{
if (next_id < 0) {
next_id = 0;
}
if ( next_id >= num_control_points )
{
if (next_id >= num_control_points) {
next_id = num_control_points - 1;
}
orient = ang.toAngles();
@ -328,18 +267,12 @@ inline float BSpline::EvalClamp
return speed;
}
Vector BSpline::Eval
(
float u
)
Vector BSpline::Eval(float u)
{
Vector pos;
Vector orient;
switch( curvetype )
{
switch (curvetype) {
default:
case SPLINE_NORMAL:
EvalNormal(u, pos, orient);
@ -350,12 +283,9 @@ Vector BSpline::Eval
break;
case SPLINE_LOOP:
if ( u < 0 )
{
if (u < 0) {
EvalClamp(u, pos, orient);
}
else
{
} else {
EvalLoop(u, pos, orient);
}
break;
@ -363,16 +293,9 @@ Vector BSpline::Eval
return pos;
}
float BSpline::Eval
(
float u,
Vector &pos,
Vector &orient
)
{
switch( curvetype )
float BSpline::Eval(float u, Vector& pos, Vector& orient)
{
switch (curvetype) {
default:
case SPLINE_NORMAL:
return EvalNormal(u, pos, orient);
@ -383,64 +306,45 @@ float BSpline::Eval
break;
case SPLINE_LOOP:
if ( u < 0 )
{
if (u < 0) {
return EvalClamp(u, pos, orient);
}
else
{
} else {
return EvalLoop(u, pos, orient);
}
break;
}
}
void BSpline::DrawControlSegments
(
void
)
void BSpline::DrawControlSegments(void)
{
int i;
G_BeginLine();
for( i = 0; i < num_control_points; i++ )
{
for (i = 0; i < num_control_points; i++) {
G_Vertex(*control_points[i].GetPosition());
}
G_EndLine();
}
void BSpline::DrawCurve
(
int num_subdivisions
)
void BSpline::DrawCurve(int num_subdivisions)
{
float u;
float du;
if ( !num_control_points )
{
if (!num_control_points) {
return;
}
du = 1.0f / (float)num_subdivisions;
G_BeginLine();
for( u = -2.0f; u <= ( float )num_control_points; u += du )
{
for (u = -2.0f; u <= (float)num_control_points; u += du) {
G_Vertex((Vector)Eval(u));
}
G_EndLine();
}
void BSpline::DrawCurve
(
Vector offset,
int num_subdivisions
)
void BSpline::DrawCurve(Vector offset, int num_subdivisions)
{
float u;
float du;
@ -448,18 +352,13 @@ void BSpline::DrawCurve
du = 1.0f / (float)num_subdivisions;
G_BeginLine();
for( u = -2.0f; u <= ( float )num_control_points; u += du )
{
for (u = -2.0f; u <= (float)num_control_points; u += du) {
G_Vertex(offset + (Vector)Eval(u));
}
G_EndLine();
}
void BSpline::AppendControlPoint
(
const Vector& new_control_point
)
void BSpline::AppendControlPoint(const Vector& new_control_point)
{
BSplineControlPoint *old_control_points;
int i;
@ -470,10 +369,8 @@ void BSpline::AppendControlPoint
control_points = new BSplineControlPoint[num_control_points];
assert(control_points);
if ( old_control_points )
{
for( i = 0; i < num_control_points - 1; i++ )
{
if (old_control_points) {
for (i = 0; i < num_control_points - 1; i++) {
control_points[i] = old_control_points[i];
}
delete[] old_control_points;
@ -482,12 +379,7 @@ void BSpline::AppendControlPoint
control_points[num_control_points - 1].Set(new_control_point);
}
void BSpline::AppendControlPoint
(
const Vector& new_control_point,
const float& speed
)
void BSpline::AppendControlPoint(const Vector& new_control_point, const float& speed)
{
BSplineControlPoint *old_control_points;
int i;
@ -498,10 +390,8 @@ void BSpline::AppendControlPoint
control_points = new BSplineControlPoint[num_control_points];
assert(control_points);
if ( old_control_points )
{
for( i = 0; i < num_control_points - 1; i++ )
{
if (old_control_points) {
for (i = 0; i < num_control_points - 1; i++) {
control_points[i] = old_control_points[i];
}
delete[] old_control_points;
@ -510,13 +400,9 @@ void BSpline::AppendControlPoint
control_points[num_control_points - 1].Set(new_control_point, speed);
}
void BSpline::AppendControlPoint
(
const Vector& new_control_point,
const Vector& new_control_orient,
const float& new_control_speed
void BSpline::AppendControlPoint(
const Vector& new_control_point, const Vector& new_control_orient, const float& new_control_speed
)
{
BSplineControlPoint *old_control_points;
int i;
@ -529,10 +415,8 @@ void BSpline::AppendControlPoint
control_points = new BSplineControlPoint[num_control_points];
assert(control_points);
if ( old_control_points )
{
for( i = 0; i < num_control_points - 1; i++ )
{
if (old_control_points) {
for (i = 0; i < num_control_points - 1; i++) {
control_points[i] = old_control_points[i];
}
delete[] old_control_points;
@ -541,29 +425,19 @@ void BSpline::AppendControlPoint
control_points[num_control_points - 1].Set(new_control_point, new_control_orient, new_control_speed);
}
void BSpline::SetLoopPoint
(
const Vector& pos
)
void BSpline::SetLoopPoint(const Vector& pos)
{
int i;
for( i = 0; i < num_control_points; i++ )
{
if ( pos == *control_points[ i ].GetPosition() )
{
for (i = 0; i < num_control_points; i++) {
if (pos == *control_points[i].GetPosition()) {
loop_control_point = i;
break;
}
}
}
int BSpline::PickControlPoint
(
const Vector& window_point,
float pick_size
)
int BSpline::PickControlPoint(const Vector& window_point, float pick_size)
{
int i;
float closest_dist_2;
@ -573,23 +447,18 @@ int BSpline::PickControlPoint
closest_index = -1;
closest_dist_2 = 1000000.0f;
for( i = 0; i < num_control_points; i++ )
{
for (i = 0; i < num_control_points; i++) {
delta = window_point - *control_points[i].GetPosition();
dist_2 = delta * delta;
if ( dist_2 < closest_dist_2 )
{
if (dist_2 < closest_dist_2) {
closest_dist_2 = dist_2;
closest_index = i;
}
}
if ( pick_size * pick_size >= closest_dist_2 )
{
if (pick_size * pick_size >= closest_dist_2) {
return closest_index;
}
else
{
} else {
return -1;
}
}
@ -660,8 +529,7 @@ Event EV_SplinePath_SetFadeTime
EV_NORMAL
);
CLASS_DECLARATION( Entity, SplinePath, "info_splinepath" )
{
CLASS_DECLARATION(Entity, SplinePath, "info_splinepath") {
{&EV_SplinePath_Create, &SplinePath::CreatePath },
{&EV_SplinePath_Loop, &SplinePath::SetLoop },
{&EV_SplinePath_Speed, &SplinePath::SetSpeed },
@ -678,7 +546,6 @@ SplinePath::SplinePath()
AddWaitTill(STRING_REACH);
owner = this;
next = NULL;
loop = NULL;
@ -692,8 +559,7 @@ SplinePath::SplinePath()
setSolidType(SOLID_NOT);
hideModel();
if( !LoadingSavegame )
{
if (!LoadingSavegame) {
PostEvent(EV_SplinePath_Create, FRAMETIME);
}
}
@ -701,12 +567,9 @@ SplinePath::SplinePath()
SplinePath::~SplinePath()
{
// disconnect from the chain
if ( owner != this )
{
if (owner != this) {
owner->SetNext(next);
}
else if ( next )
{
} else if (next) {
next->SetPrev(NULL);
next = NULL;
}
@ -715,249 +578,153 @@ SplinePath::~SplinePath()
assert(next == NULL);
}
void SplinePath::SetLoop
(
Event *ev
)
void SplinePath::SetLoop(Event *ev)
{
loop_name = ev->GetString(1);
}
void SplinePath::SetSpeed
(
Event *ev
)
void SplinePath::SetSpeed(Event *ev)
{
speed = ev->GetFloat(1);
}
void SplinePath::SetTriggerTarget
(
Event *ev
)
void SplinePath::SetTriggerTarget(Event *ev)
{
SetTriggerTarget(ev->GetString(1));
}
void SplinePath::CreatePath
(
Event *ev
)
void SplinePath::CreatePath(Event *ev)
{
const char *target;
Entity *ent;
// Make the path from the targetlist.
target = Target();
if ( target[ 0 ] )
{
if (target[0]) {
ent = (Entity *)G_FindTarget(NULL, target);
if ( ent )
{
if (ent) {
next = (SplinePath *)ent;
next->owner = this;
}
else
{
} else {
ScriptError("SplinePath::CreatePath: target %s not found\n", target);
}
}
if ( loop_name.length() )
{
if (loop_name.length()) {
ent = (Entity *)G_FindTarget(NULL, loop_name.c_str());
if ( ent )
{
if (ent) {
loop = (SplinePath *)ent;
}
}
}
SplinePath *SplinePath::GetNext
(
void
)
SplinePath *SplinePath::GetNext(void)
{
return next;
}
SplinePath *SplinePath::GetPrev
(
void
)
{
if ( owner == this )
SplinePath *SplinePath::GetPrev(void)
{
if (owner == this) {
return NULL;
}
return owner;
}
void SplinePath::SetNext
(
SplinePath *node
)
{
if ( next )
void SplinePath::SetNext(SplinePath *node)
{
if (next) {
// remove ourselves from the chain
next->owner = next;
}
next = node;
if ( next )
{
if (next) {
// disconnect next from it's previous node
if ( next->owner != next )
{
if (next->owner != next) {
next->owner->next = NULL;
}
next->owner = this;
}
}
void SplinePath::SetPrev
(
SplinePath *node
)
{
if ( owner != this )
void SplinePath::SetPrev(SplinePath *node)
{
if (owner != this) {
owner->next = NULL;
}
if ( node && ( node != this ) )
{
if (node && (node != this)) {
// safely remove the node from its chain
if ( node->next )
{
if (node->next) {
node->next->owner = node->next;
}
node->next = this;
owner = node;
}
else
{
} else {
owner = this;
}
}
SplinePath *SplinePath::GetLoop
(
void
)
SplinePath *SplinePath::GetLoop(void)
{
return loop;
}
void SplinePath::SetWatch
(
const char *name
)
{
if ( watchEnt != name )
void SplinePath::SetWatch(const char *name)
{
if (watchEnt != name) {
watchEnt = name;
if ( watchEnt.length() )
{
if (watchEnt.length()) {
doWatch = true;
}
else
{
} else {
doWatch = false;
}
}
}
void SplinePath::SetWatch
(
Event *ev
)
void SplinePath::SetWatch(Event *ev)
{
SetWatch(ev->GetString(1));
}
void SplinePath::NoWatch
(
void
)
void SplinePath::NoWatch(void)
{
doWatch = true;
watchEnt = "none";
}
str SplinePath::GetWatch
(
void
)
str SplinePath::GetWatch(void)
{
return watchEnt;
}
void SplinePath::SetFov
(
float newFov
)
void SplinePath::SetFov(float newFov)
{
fov = newFov;
}
void SplinePath::SetFov
(
Event *ev
)
void SplinePath::SetFov(Event *ev)
{
fov = ev->GetFloat(1);
}
float SplinePath::GetFov
(
void
)
float SplinePath::GetFov(void)
{
return fov;
}
void SplinePath::SetFadeTime
(
float newFadeTime
)
void SplinePath::SetFadeTime(float newFadeTime)
{
fadeTime = newFadeTime;
}
void SplinePath::SetFadeTime
(
Event *ev
)
void SplinePath::SetFadeTime(Event *ev)
{
fadeTime = ev->GetFloat(1);
}
float SplinePath::GetFadeTime
(
void
)
float SplinePath::GetFadeTime(void)
{
return fadeTime;
}