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Formatted document
This commit is contained in:
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commit
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1 changed files with 653 additions and 886 deletions
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@ -30,13 +30,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "g_phys.h"
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#include "scriptexception.h"
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void BSpline::Set
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(
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Vector *control_points_,
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int num_control_points_,
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splinetype_t type
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)
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void BSpline::Set(Vector *control_points_, int num_control_points_, splinetype_t type)
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{
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int i;
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@ -44,34 +38,29 @@ void BSpline::Set
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has_orientation = false;
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if ( control_points )
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{
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if (control_points) {
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delete[] control_points;
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control_points = NULL;
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}
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num_control_points = num_control_points_;
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if ( num_control_points )
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{
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if (num_control_points) {
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control_points = new BSplineControlPoint[num_control_points];
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assert(control_points);
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for( i = 0; i < num_control_points; i++ )
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{
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for (i = 0; i < num_control_points; i++) {
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control_points[i].Set(control_points_[i]);
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}
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}
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}
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void BSpline::Set
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(
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void BSpline::Set(
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Vector *control_points_,
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Vector *control_orients_,
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float *control_speeds_,
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int num_control_points_,
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splinetype_t type
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)
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{
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int i;
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@ -79,33 +68,25 @@ void BSpline::Set
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has_orientation = true;
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if ( control_points )
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{
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if (control_points) {
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delete[] control_points;
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control_points = NULL;
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}
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num_control_points = num_control_points_;
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if ( num_control_points )
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{
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if (num_control_points) {
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control_points = new BSplineControlPoint[num_control_points];
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assert(control_points);
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for( i = 0; i < num_control_points; i++ )
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{
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for (i = 0; i < num_control_points; i++) {
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control_points[i].Set(control_points_[i], control_orients_[i], control_speeds_[i]);
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}
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}
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}
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void BSpline::Clear
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(
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void
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)
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{
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if( control_points )
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void BSpline::Clear(void)
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{
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if (control_points) {
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delete[] control_points;
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control_points = NULL;
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}
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@ -113,13 +94,7 @@ void BSpline::Clear
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has_orientation = false;
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}
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inline float BSpline::EvalNormal
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(
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float u,
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Vector& pos,
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Vector& orient
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)
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inline float BSpline::EvalNormal(float u, Vector& pos, Vector& orient)
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{
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int segment_id;
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float B[4];
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@ -131,12 +106,10 @@ inline float BSpline::EvalNormal
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float speed;
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segment_id = (int)u;
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if ( segment_id < 0 )
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{
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if (segment_id < 0) {
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segment_id = 0;
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}
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if ( segment_id > num_control_points - 4 )
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{
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if (segment_id > num_control_points - 4) {
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segment_id = num_control_points - 4;
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}
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u -= (float)segment_id;
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@ -150,29 +123,19 @@ inline float BSpline::EvalNormal
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B[2] = (-3.0f * u_3 + 3.0f * u_2 + 3.0f * u + 1) * (1.0f / 6.0f);
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B[3] = u_3 * (1.0f / 6.0f);
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pos =
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*control_points[ 0 + segment_id ].GetPosition() * B[ 0 ] +
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*control_points[ 1 + segment_id ].GetPosition() * B[ 1 ] +
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*control_points[ 2 + segment_id ].GetPosition() * B[ 2 ] +
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*control_points[ 3 + segment_id ].GetPosition() * B[ 3 ];
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pos = *control_points[0 + segment_id].GetPosition() * B[0] + *control_points[1 + segment_id].GetPosition() * B[1]
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+ *control_points[2 + segment_id].GetPosition() * B[2] + *control_points[3 + segment_id].GetPosition() * B[3];
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ang =
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*control_points[ 0 + segment_id ].GetOrientation() * B[ 0 ] +
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*control_points[ 1 + segment_id ].GetOrientation() * B[ 1 ] +
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*control_points[ 2 + segment_id ].GetOrientation() * B[ 2 ] +
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*control_points[ 3 + segment_id ].GetOrientation() * B[ 3 ];
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ang = *control_points[0 + segment_id].GetOrientation() * B[0]
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+ *control_points[1 + segment_id].GetOrientation() * B[1]
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+ *control_points[2 + segment_id].GetOrientation() * B[2]
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+ *control_points[3 + segment_id].GetOrientation() * B[3];
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roll =
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*control_points[ 0 + segment_id ].GetRoll() * B[ 0 ] +
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*control_points[ 1 + segment_id ].GetRoll() * B[ 1 ] +
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*control_points[ 2 + segment_id ].GetRoll() * B[ 2 ] +
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*control_points[ 3 + segment_id ].GetRoll() * B[ 3 ];
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roll = *control_points[0 + segment_id].GetRoll() * B[0] + *control_points[1 + segment_id].GetRoll() * B[1]
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+ *control_points[2 + segment_id].GetRoll() * B[2] + *control_points[3 + segment_id].GetRoll() * B[3];
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speed =
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*control_points[ 0 + segment_id ].GetSpeed() * B[ 0 ] +
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*control_points[ 1 + segment_id ].GetSpeed() * B[ 1 ] +
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*control_points[ 2 + segment_id ].GetSpeed() * B[ 2 ] +
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*control_points[ 3 + segment_id ].GetSpeed() * B[ 3 ];
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speed = *control_points[0 + segment_id].GetSpeed() * B[0] + *control_points[1 + segment_id].GetSpeed() * B[1]
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+ *control_points[2 + segment_id].GetSpeed() * B[2] + *control_points[3 + segment_id].GetSpeed() * B[3];
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orient = ang.toAngles();
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orient[ROLL] = roll;
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@ -180,13 +143,7 @@ inline float BSpline::EvalNormal
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return speed;
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}
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inline float BSpline::EvalLoop
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(
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float t,
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Vector& pos,
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Vector& orient
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)
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inline float BSpline::EvalLoop(float t, Vector& pos, Vector& orient)
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{
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Vector retval;
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Vector ang;
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@ -206,8 +163,7 @@ inline float BSpline::EvalLoop
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u = t - floor(t);
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segment_id %= num_control_points;
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if ( segment_id < 0 )
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{
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if (segment_id < 0) {
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segment_id += num_control_points;
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}
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@ -223,10 +179,8 @@ inline float BSpline::EvalLoop
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speed = 0;
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roll = 0;
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for( i = 0, j = segment_id; i < 4; i++, j++ )
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{
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if ( j >= num_control_points )
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{
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for (i = 0, j = segment_id; i < 4; i++, j++) {
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if (j >= num_control_points) {
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j -= (num_control_points - loop_control_point);
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}
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@ -239,8 +193,7 @@ inline float BSpline::EvalLoop
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pos = retval;
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next_id = segment_id + 1;
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if ( next_id >= num_control_points )
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{
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if (next_id >= num_control_points) {
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next_id -= (num_control_points - loop_control_point);
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}
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orient = ang.toAngles();
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@ -249,13 +202,7 @@ inline float BSpline::EvalLoop
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return speed;
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}
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inline float BSpline::EvalClamp
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(
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float t,
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Vector& pos,
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Vector& orient
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)
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inline float BSpline::EvalClamp(float t, Vector& pos, Vector& orient)
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{
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Vector retval;
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Vector ang;
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@ -285,15 +232,11 @@ inline float BSpline::EvalClamp
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speed = 0;
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roll = 0;
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for( i = 0; i < 4; i++, segment_id++ )
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{
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for (i = 0; i < 4; i++, segment_id++) {
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j = segment_id;
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if ( j < 0 )
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{
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if (j < 0) {
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j = 0;
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}
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else if ( j >= num_control_points )
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{
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} else if (j >= num_control_points) {
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j = num_control_points - 1;
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}
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@ -306,20 +249,16 @@ inline float BSpline::EvalClamp
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pos = retval;
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next_id = segment_id + 1;
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if ( segment_id < 0 )
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{
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if (segment_id < 0) {
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segment_id = 0;
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}
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if ( segment_id >= num_control_points )
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{
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if (segment_id >= num_control_points) {
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segment_id = num_control_points - 1;
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}
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if ( next_id < 0 )
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{
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if (next_id < 0) {
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next_id = 0;
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}
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if ( next_id >= num_control_points )
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{
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if (next_id >= num_control_points) {
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next_id = num_control_points - 1;
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}
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orient = ang.toAngles();
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@ -328,18 +267,12 @@ inline float BSpline::EvalClamp
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return speed;
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}
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Vector BSpline::Eval
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(
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float u
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)
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Vector BSpline::Eval(float u)
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{
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Vector pos;
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Vector orient;
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switch( curvetype )
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{
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switch (curvetype) {
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default:
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case SPLINE_NORMAL:
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EvalNormal(u, pos, orient);
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@ -350,12 +283,9 @@ Vector BSpline::Eval
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break;
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case SPLINE_LOOP:
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if ( u < 0 )
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{
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if (u < 0) {
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EvalClamp(u, pos, orient);
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}
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else
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{
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} else {
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EvalLoop(u, pos, orient);
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}
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break;
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@ -363,16 +293,9 @@ Vector BSpline::Eval
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return pos;
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}
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float BSpline::Eval
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(
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float u,
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Vector &pos,
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Vector &orient
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)
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{
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switch( curvetype )
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float BSpline::Eval(float u, Vector& pos, Vector& orient)
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{
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switch (curvetype) {
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default:
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case SPLINE_NORMAL:
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return EvalNormal(u, pos, orient);
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@ -383,64 +306,45 @@ float BSpline::Eval
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break;
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case SPLINE_LOOP:
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if ( u < 0 )
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{
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if (u < 0) {
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return EvalClamp(u, pos, orient);
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}
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else
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{
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} else {
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return EvalLoop(u, pos, orient);
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}
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break;
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}
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}
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void BSpline::DrawControlSegments
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(
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void
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)
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void BSpline::DrawControlSegments(void)
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{
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int i;
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G_BeginLine();
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for( i = 0; i < num_control_points; i++ )
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{
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for (i = 0; i < num_control_points; i++) {
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G_Vertex(*control_points[i].GetPosition());
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}
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G_EndLine();
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}
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void BSpline::DrawCurve
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(
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int num_subdivisions
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)
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void BSpline::DrawCurve(int num_subdivisions)
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{
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float u;
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float du;
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if ( !num_control_points )
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{
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if (!num_control_points) {
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return;
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}
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du = 1.0f / (float)num_subdivisions;
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G_BeginLine();
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for( u = -2.0f; u <= ( float )num_control_points; u += du )
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{
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for (u = -2.0f; u <= (float)num_control_points; u += du) {
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G_Vertex((Vector)Eval(u));
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}
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G_EndLine();
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}
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void BSpline::DrawCurve
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(
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Vector offset,
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int num_subdivisions
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)
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void BSpline::DrawCurve(Vector offset, int num_subdivisions)
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{
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float u;
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float du;
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|
@ -448,18 +352,13 @@ void BSpline::DrawCurve
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du = 1.0f / (float)num_subdivisions;
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G_BeginLine();
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for( u = -2.0f; u <= ( float )num_control_points; u += du )
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{
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for (u = -2.0f; u <= (float)num_control_points; u += du) {
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G_Vertex(offset + (Vector)Eval(u));
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}
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G_EndLine();
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}
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void BSpline::AppendControlPoint
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(
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const Vector& new_control_point
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)
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void BSpline::AppendControlPoint(const Vector& new_control_point)
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{
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BSplineControlPoint *old_control_points;
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int i;
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|
@ -470,10 +369,8 @@ void BSpline::AppendControlPoint
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control_points = new BSplineControlPoint[num_control_points];
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assert(control_points);
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if ( old_control_points )
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{
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for( i = 0; i < num_control_points - 1; i++ )
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{
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if (old_control_points) {
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for (i = 0; i < num_control_points - 1; i++) {
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control_points[i] = old_control_points[i];
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}
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delete[] old_control_points;
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|
@ -482,12 +379,7 @@ void BSpline::AppendControlPoint
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control_points[num_control_points - 1].Set(new_control_point);
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}
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void BSpline::AppendControlPoint
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(
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const Vector& new_control_point,
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const float& speed
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)
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void BSpline::AppendControlPoint(const Vector& new_control_point, const float& speed)
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{
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BSplineControlPoint *old_control_points;
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int i;
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|
@ -498,10 +390,8 @@ void BSpline::AppendControlPoint
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control_points = new BSplineControlPoint[num_control_points];
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assert(control_points);
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if ( old_control_points )
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{
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for( i = 0; i < num_control_points - 1; i++ )
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{
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if (old_control_points) {
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for (i = 0; i < num_control_points - 1; i++) {
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control_points[i] = old_control_points[i];
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}
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delete[] old_control_points;
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|
@ -510,13 +400,9 @@ void BSpline::AppendControlPoint
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control_points[num_control_points - 1].Set(new_control_point, speed);
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}
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void BSpline::AppendControlPoint
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(
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const Vector& new_control_point,
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const Vector& new_control_orient,
|
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const float& new_control_speed
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void BSpline::AppendControlPoint(
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const Vector& new_control_point, const Vector& new_control_orient, const float& new_control_speed
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)
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{
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BSplineControlPoint *old_control_points;
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int i;
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|
@ -529,10 +415,8 @@ void BSpline::AppendControlPoint
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control_points = new BSplineControlPoint[num_control_points];
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assert(control_points);
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if ( old_control_points )
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{
|
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for( i = 0; i < num_control_points - 1; i++ )
|
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{
|
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if (old_control_points) {
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for (i = 0; i < num_control_points - 1; i++) {
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control_points[i] = old_control_points[i];
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}
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delete[] old_control_points;
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|
@ -541,29 +425,19 @@ void BSpline::AppendControlPoint
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control_points[num_control_points - 1].Set(new_control_point, new_control_orient, new_control_speed);
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}
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void BSpline::SetLoopPoint
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(
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const Vector& pos
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)
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void BSpline::SetLoopPoint(const Vector& pos)
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{
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int i;
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|
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for( i = 0; i < num_control_points; i++ )
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{
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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;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue