mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00
741 lines
17 KiB
C++
741 lines
17 KiB
C++
/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// bspline.cpp: Uniform non-rational bspline class.
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//
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#include "g_local.h"
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#include "bspline.h"
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#include "game.h"
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#include "debuglines.h"
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#include "g_phys.h"
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#include "scriptexception.h"
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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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SetType(type);
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has_orientation = false;
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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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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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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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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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SetType(type);
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has_orientation = true;
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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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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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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(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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num_control_points = 0;
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has_orientation = false;
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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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float tmp;
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float u_2;
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float u_3;
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Vector ang;
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float roll;
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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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segment_id = 0;
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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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u_2 = u * u;
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u_3 = u * u_2;
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tmp = 1 - u;
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B[0] = (tmp * tmp * tmp) * (1.0f / 6.0f);
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B[1] = (3.0f * u_3 - 6.0f * u_2 + 4.0f) * (1.0f / 6.0f);
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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 = *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 = *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 = *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 = *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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return speed;
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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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float speed;
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float roll;
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int segment_id;
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int next_id;
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float B[4];
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float tmp;
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float u;
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float u_2;
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float u_3;
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int i;
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int j;
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segment_id = (int)floor(t);
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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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segment_id += num_control_points;
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}
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u_2 = u * u;
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u_3 = u * u_2;
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tmp = 1 - u;
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B[0] = (tmp * tmp * tmp) * (1.0f / 6.0f);
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B[1] = (3.0f * u_3 - 6.0f * u_2 + 4.0f) * (1.0f / 6.0f);
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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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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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if (j >= num_control_points) {
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j -= (num_control_points - loop_control_point);
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}
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retval += *control_points[j].GetPosition() * B[i];
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ang += *control_points[j].GetOrientation() * B[i];
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speed += *control_points[j].GetSpeed() * B[i];
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roll += *control_points[j].GetRoll() * B[i];
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}
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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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next_id -= (num_control_points - loop_control_point);
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}
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orient = ang.toAngles();
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orient[ROLL] = roll;
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return speed;
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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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int segment_id;
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int next_id;
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float B[4];
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float tmp;
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float u;
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float u_2;
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float u_3;
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int i;
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int j;
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float speed;
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float roll;
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segment_id = (int)floor(t);
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u = t - floor(t);
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u_2 = u * u;
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u_3 = u * u_2;
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tmp = 1 - u;
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B[0] = (tmp * tmp * tmp) * (1.0f / 6.0f);
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B[1] = (3.0f * u_3 - 6.0f * u_2 + 4.0f) * (1.0f / 6.0f);
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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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speed = 0;
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roll = 0;
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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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j = 0;
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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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retval += *control_points[j].GetPosition() * B[i];
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ang += *control_points[j].GetOrientation() * B[i];
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speed += *control_points[j].GetSpeed() * B[i];
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roll += *control_points[j].GetRoll() * B[i];
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}
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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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segment_id = 0;
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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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next_id = 0;
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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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orient[ROLL] = roll;
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return speed;
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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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default:
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case SPLINE_NORMAL:
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EvalNormal(u, pos, orient);
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break;
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case SPLINE_CLAMP:
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EvalClamp(u, pos, orient);
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break;
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case SPLINE_LOOP:
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if (u < 0) {
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EvalClamp(u, pos, orient);
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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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}
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return pos;
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}
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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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break;
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case SPLINE_CLAMP:
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return EvalClamp(u, pos, orient);
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break;
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case SPLINE_LOOP:
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if (u < 0) {
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return EvalClamp(u, pos, orient);
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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(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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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(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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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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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(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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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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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(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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old_control_points = control_points;
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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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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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}
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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(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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old_control_points = control_points;
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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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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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}
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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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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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has_orientation = true;
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old_control_points = control_points;
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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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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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}
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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(const Vector& pos)
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{
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int i;
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for (i = 0; i < num_control_points; i++) {
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if (pos == *control_points[i].GetPosition()) {
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loop_control_point = i;
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break;
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}
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}
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}
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int BSpline::PickControlPoint(const Vector& window_point, float pick_size)
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{
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int i;
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float closest_dist_2;
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int closest_index;
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float dist_2;
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Vector delta;
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closest_index = -1;
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closest_dist_2 = 1000000.0f;
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for (i = 0; i < num_control_points; i++) {
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delta = window_point - *control_points[i].GetPosition();
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dist_2 = delta * delta;
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if (dist_2 < closest_dist_2) {
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closest_dist_2 = dist_2;
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closest_index = i;
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}
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}
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if (pick_size * pick_size >= closest_dist_2) {
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return closest_index;
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} else {
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return -1;
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}
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}
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Event EV_SplinePath_Create
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(
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"SplinePath_create",
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EV_DEFAULT,
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NULL,
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NULL,
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"Creates the spline path from the target list.",
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EV_NORMAL
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);
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Event EV_SplinePath_Loop
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(
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"loop",
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EV_CONSOLE,
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"s",
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"loop_name",
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"Sets the loop name.",
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EV_NORMAL
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);
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Event EV_SplinePath_Speed
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(
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"speed",
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EV_DEFAULT,
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"f",
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"speed",
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"Sets the path speed.",
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EV_NORMAL
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);
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Event EV_SplinePath_SetTriggerTarget
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(
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"triggertarget",
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EV_DEFAULT,
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"s",
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"target",
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"Sets the trigger target.",
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EV_NORMAL
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);
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Event EV_SplinePath_SetWatch
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(
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"watch",
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EV_CONSOLE,
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"s",
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"watchEntity",
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"Sets the entity to watch at this node.",
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EV_NORMAL
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);
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Event EV_SplinePath_SetFov
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(
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"fov",
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EV_CONSOLE,
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"f",
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"cameraFOV",
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"Sets the fov at this node.",
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EV_NORMAL
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);
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Event EV_SplinePath_SetFadeTime
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(
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"fadetime",
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EV_DEFAULT,
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"f",
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"fadeTime",
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"Sets the fadetime at this node.",
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EV_NORMAL
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);
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CLASS_DECLARATION(Entity, SplinePath, "info_splinepath") {
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{&EV_SplinePath_Create, &SplinePath::CreatePath },
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{&EV_SplinePath_Loop, &SplinePath::SetLoop },
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{&EV_SplinePath_Speed, &SplinePath::SetSpeed },
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{&EV_SplinePath_SetTriggerTarget, &SplinePath::SetTriggerTarget},
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{&EV_SplinePath_SetWatch, &SplinePath::SetWatch },
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{&EV_SplinePath_SetFov, &SplinePath::SetFov },
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{&EV_SplinePath_SetFadeTime, &SplinePath::SetFadeTime },
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{NULL, NULL }
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};
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SplinePath::SplinePath()
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{
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entflags |= ECF_SPLINEPATH;
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|
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AddWaitTill(STRING_REACH);
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owner = this;
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next = NULL;
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loop = NULL;
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speed = 1;
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doWatch = false;
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watchEnt = "";
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fov = 0;
|
|
fadeTime = -1;
|
|
|
|
setMoveType(MOVETYPE_NONE);
|
|
setSolidType(SOLID_NOT);
|
|
hideModel();
|
|
|
|
if (!LoadingSavegame) {
|
|
PostEvent(EV_SplinePath_Create, FRAMETIME);
|
|
}
|
|
}
|
|
|
|
SplinePath::~SplinePath()
|
|
{
|
|
// disconnect from the chain
|
|
if (owner != this) {
|
|
owner->SetNext(next);
|
|
} else if (next) {
|
|
next->SetPrev(NULL);
|
|
next = NULL;
|
|
}
|
|
|
|
assert(owner == this);
|
|
assert(next == NULL);
|
|
|
|
entflags &= ~ECF_SPLINEPATH;
|
|
}
|
|
|
|
void SplinePath::SetLoop(Event *ev)
|
|
{
|
|
loop_name = ev->GetString(1);
|
|
}
|
|
|
|
void SplinePath::SetSpeed(Event *ev)
|
|
{
|
|
speed = ev->GetFloat(1);
|
|
}
|
|
|
|
void SplinePath::SetTriggerTarget(Event *ev)
|
|
{
|
|
SetTriggerTarget(ev->GetString(1));
|
|
}
|
|
|
|
void SplinePath::CreatePath(Event *ev)
|
|
{
|
|
const char *target;
|
|
Entity *ent;
|
|
|
|
// Make the path from the targetlist.
|
|
target = Target();
|
|
if (target[0]) {
|
|
ent = (Entity *)G_FindTarget(NULL, target);
|
|
if (ent && ent->IsSubclassOfSplinePath()) {
|
|
next = (SplinePath *)ent;
|
|
|
|
if (next->owner != next) {
|
|
// Fixed in OPM
|
|
// If the target already has an owner, make sure to properly remove the owner
|
|
next->owner->SetNext(NULL);
|
|
}
|
|
|
|
next->owner = this;
|
|
} else if (ent) {
|
|
ScriptError("SplinePath::CreatePath: target '%s' for '%s' not found (cannot connect to class '%s')\n", target, targetname.c_str(), ent->getClassname());
|
|
} else {
|
|
ScriptError("SplinePath::CreatePath: target %s not found\n", target);
|
|
}
|
|
}
|
|
if (loop_name.length()) {
|
|
ent = (Entity *)G_FindTarget(NULL, loop_name.c_str());
|
|
if (ent) {
|
|
loop = (SplinePath *)ent;
|
|
}
|
|
}
|
|
}
|
|
|
|
SplinePath *SplinePath::GetNext(void)
|
|
{
|
|
return next;
|
|
}
|
|
|
|
SplinePath *SplinePath::GetPrev(void)
|
|
{
|
|
if (owner == this) {
|
|
return NULL;
|
|
}
|
|
|
|
return owner;
|
|
}
|
|
|
|
void SplinePath::SetNext(SplinePath *node)
|
|
{
|
|
if (next) {
|
|
// remove ourselves from the chain
|
|
next->owner = next;
|
|
}
|
|
|
|
next = node;
|
|
if (next) {
|
|
// disconnect next from it's previous node
|
|
if (next->owner != next) {
|
|
next->owner->next = NULL;
|
|
}
|
|
next->owner = this;
|
|
}
|
|
}
|
|
|
|
void SplinePath::SetPrev(SplinePath *node)
|
|
{
|
|
if (owner != this) {
|
|
owner->next = NULL;
|
|
}
|
|
|
|
if (node && (node != this)) {
|
|
// safely remove the node from its chain
|
|
if (node->next) {
|
|
node->next->owner = node->next;
|
|
}
|
|
node->next = this;
|
|
owner = node;
|
|
} else {
|
|
owner = this;
|
|
}
|
|
}
|
|
|
|
SplinePath *SplinePath::GetLoop(void)
|
|
{
|
|
return loop;
|
|
}
|
|
|
|
void SplinePath::SetWatch(const char *name)
|
|
{
|
|
if (watchEnt != name) {
|
|
watchEnt = name;
|
|
if (watchEnt.length()) {
|
|
doWatch = true;
|
|
} else {
|
|
doWatch = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SplinePath::SetWatch(Event *ev)
|
|
{
|
|
SetWatch(ev->GetString(1));
|
|
}
|
|
|
|
void SplinePath::NoWatch(void)
|
|
{
|
|
doWatch = true;
|
|
watchEnt = "none";
|
|
}
|
|
|
|
str SplinePath::GetWatch(void)
|
|
{
|
|
return watchEnt;
|
|
}
|
|
|
|
void SplinePath::SetFov(float newFov)
|
|
{
|
|
fov = newFov;
|
|
}
|
|
|
|
void SplinePath::SetFov(Event *ev)
|
|
{
|
|
fov = ev->GetFloat(1);
|
|
}
|
|
|
|
float SplinePath::GetFov(void)
|
|
{
|
|
return fov;
|
|
}
|
|
|
|
void SplinePath::SetFadeTime(float newFadeTime)
|
|
{
|
|
fadeTime = newFadeTime;
|
|
}
|
|
|
|
void SplinePath::SetFadeTime(Event *ev)
|
|
{
|
|
fadeTime = ev->GetFloat(1);
|
|
}
|
|
|
|
float SplinePath::GetFadeTime(void)
|
|
{
|
|
return fadeTime;
|
|
}
|