📄 splines.h
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef __SPLINES_H
#define __SPLINES_H
extern "C" {
#ifdef Q3RADIANT
#include "../qgl.h"
#else
//#include "../renderer/qgl.h"
#endif
}
#include "util_list.h"
#include "util_str.h"
#include "math_vector.h"
typedef int fileHandle_t;
//extern void glBox(idVec3_t &color, idVec3_t &point, float size);
//extern void glLabeledPoint(idVec3_t &color, idVec3_t &point, float size, const char *label);
static vec4_t blue(0, 0, 1, 1);
static vec4_t red(1, 0, 0, 1);
class idPointListInterface {
public:
idPointListInterface() {
selectedPoints.Clear();
}
virtual ~idPointListInterface() {}
virtual int numPoints() {
return 0;
}
virtual void addPoint(const float x, const float y, const float z) {}
virtual void addPoint(const idVec3_t &v) {}
virtual void removePoint(int index) {}
virtual idVec3_t *getPoint(int index) { return NULL; }
int selectPointByRay(float ox, float oy, float oz, float dx, float dy, float dz, bool single) {
idVec3_t origin(ox, oy, oz);
idVec3_t dir(dx, dy, dz);
return selectPointByRay(origin, dir, single);
}
int selectPointByRay(const idVec3_t origin, const idVec3_t direction, bool single) {
int i, besti, count;
float d, bestd;
idVec3_t temp, temp2;
// find the point closest to the ray
besti = -1;
bestd = 8;
count = numPoints();
for (i=0; i < count; i++) {
temp = *getPoint(i);
temp2 = temp;
temp -= origin;
d = DotProduct(temp, direction);
__VectorMA (origin, d, direction, temp);
temp2 -= temp;
d = temp2.Length();
if (d <= bestd) {
bestd = d;
besti = i;
}
}
if (besti >= 0) {
selectPoint(besti, single);
}
return besti;
}
int isPointSelected(int index) {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
if (selectedPoints[i] == index) {
return i;
}
}
return -1;
}
int selectPoint(int index, bool single) {
if (index >= 0 && index < numPoints()) {
if (single) {
deselectAll();
} else {
if (isPointSelected(index) >= 0) {
selectedPoints.Remove(index);
}
}
return selectedPoints.Append(index);
}
return -1;
}
void selectAll() {
selectedPoints.Clear();
for (int i = 0; i < numPoints(); i++) {
selectedPoints.Append(i);
}
}
void deselectAll() {
selectedPoints.Clear();
}
virtual void updateSelection(float x, float y, float z) {
idVec3_t move(x, y, z);
updateSelection(move);
}
virtual void updateSelection(const idVec3_t &move) {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
*getPoint(selectedPoints[i]) += move;
}
}
/*
void drawSelection() {
int count = selectedPoints.Num();
for (int i = 0; i < count; i++) {
glBox(red, *getPoint(selectedPoints[i]), 4);
}
}
*/
protected:
idList<int> selectedPoints;
};
class idSplineList {
public:
idSplineList() {
clear();
}
idSplineList(const char *p) {
clear();
name = p;
};
~idSplineList() {
clear();
};
void clearControl() {
for (int i = 0; i < controlPoints.Num(); i++) {
delete controlPoints[i];
}
controlPoints.Clear();
}
void clearSpline() {
for (int i = 0; i < splinePoints.Num(); i++) {
delete splinePoints[i];
}
splinePoints.Clear();
}
void parse(const char *(*text));
void write(fileHandle_t file, const char *name);
void clear() {
clearControl();
clearSpline();
splineTime.Clear();
selected = NULL;
dirty = true;
activeSegment = 0;
granularity = 0.025;
pathColor.set(1.0, 0.5, 0.0);
controlColor.set(0.7, 0.0, 1.0);
segmentColor.set(0.0, 0.0, 1.0);
activeColor.set(1.0, 0.0, 0.0);
}
void initPosition(long startTime, long totalTime);
const idVec3_t *getPosition(long time);
// void draw(bool editMode);
void addToRenderer();
void setSelectedPoint(idVec3_t *p);
idVec3_t *getSelectedPoint() {
return selected;
}
void addPoint(const idVec3_t &v) {
controlPoints.Append(new idVec3_t(v));
dirty = true;
}
void addPoint(float x, float y, float z) {
controlPoints.Append(new idVec3_t(x, y, z));
dirty = true;
}
void updateSelection(const idVec3_t &move);
void startEdit() {
editMode = true;
}
void stopEdit() {
editMode = false;
}
void buildSpline();
void setGranularity(float f) {
granularity = f;
}
float getGranularity() {
return granularity;
}
int numPoints() {
return controlPoints.Num();
}
idVec3_t *getPoint(int index) {
assert(index >= 0 && index < controlPoints.Num());
return controlPoints[index];
}
idVec3_t *getSegmentPoint(int index) {
assert(index >= 0 && index < splinePoints.Num());
return splinePoints[index];
}
void setSegmentTime(int index, int time) {
assert(index >= 0 && index < splinePoints.Num());
splineTime[index] = time;
}
double getSegmentTime(int index) {
assert(index >= 0 && index < splinePoints.Num());
return splineTime[index];
}
void addSegmentTime(int index, int time) {
assert(index >= 0 && index < splinePoints.Num());
splineTime[index] += time;
}
float totalDistance();
static idVec3_t zero;
int getActiveSegment() {
return activeSegment;
}
void setActiveSegment(int i) {
//assert(i >= 0 && (splinePoints.Num() > 0 && i < splinePoints.Num()));
activeSegment = i;
}
int numSegments() {
return splinePoints.Num();
}
void setColors(idVec3_t &path, idVec3_t &segment, idVec3_t &control, idVec3_t &active) {
pathColor = path;
segmentColor = segment;
controlColor = control;
activeColor = active;
}
const char *getName() {
return name.c_str();
}
void setName(const char *p) {
name = p;
}
bool validTime() {
if (dirty) {
buildSpline();
}
// gcc doesn't allow static casting away from bools
// why? I've no idea...
return (bool)(splineTime.Num() > 0 && splineTime.Num() == splinePoints.Num());
}
void setTime(long t) {
time = t;
}
void setBaseTime(long t) {
baseTime = t;
}
protected:
idStr name;
float calcSpline(int step, float tension);
idList<idVec3_t*> controlPoints;
idList<idVec3_t*> splinePoints;
idList<double> splineTime;
idVec3_t *selected;
idVec3_t pathColor, segmentColor, controlColor, activeColor;
float granularity;
bool editMode;
bool dirty;
int activeSegment;
long baseTime;
long time;
friend class idCamera;
};
// time in milliseconds
// velocity where 1.0 equal rough walking speed
struct idVelocity {
idVelocity(long start, long duration, float s) {
startTime = start;
time = duration;
speed = s;
}
long startTime;
long time;
float speed;
};
// can either be a look at or origin position for a camera
//
class idCameraPosition : public idPointListInterface {
public:
virtual void clear() {
editMode = false;
for (int i = 0; i < velocities.Num(); i++) {
delete velocities[i];
velocities[i] = NULL;
}
velocities.Clear();
}
idCameraPosition(const char *p) {
name = p;
}
idCameraPosition() {
time = 0;
name = "position";
}
idCameraPosition(long t) {
time = t;
}
virtual ~idCameraPosition() {
clear();
}
// this can be done with RTTI syntax but i like the derived classes setting a type
// makes serialization a bit easier to see
//
enum positionType {
FIXED = 0x00,
INTERPOLATED,
SPLINE,
POSITION_COUNT
};
virtual void start(long t) {
startTime = t;
}
long getTime() {
return time;
}
virtual void setTime(long t) {
time = t;
}
float getVelocity(long t) {
long check = t - startTime;
for (int i = 0; i < velocities.Num(); i++) {
if (check >= velocities[i]->startTime && check <= velocities[i]->startTime + velocities[i]->time) {
return velocities[i]->speed;
}
}
return baseVelocity;
}
void addVelocity(long start, long duration, float speed) {
velocities.Append(new idVelocity(start, duration, speed));
}
virtual const idVec3_t *getPosition(long t) {
assert(true);
return NULL;
}
// virtual void draw(bool editMode) {};
virtual void parse(const char *(*text)) {};
virtual void write(fileHandle_t file, const char *name);
virtual bool parseToken(const char *key, const char *(*text));
const char *getName() {
return name.c_str();
}
void setName(const char *p) {
name = p;
}
virtual void startEdit() {
editMode = true;
}
virtual void stopEdit() {
editMode = false;
}
// virtual void draw() {};
const char *typeStr() {
return positionStr[static_cast<int>(type)];
}
void calcVelocity(float distance) {
float secs = (float)time / 1000;
baseVelocity = distance / secs;
}
protected:
static const char* positionStr[POSITION_COUNT];
long startTime;
long time;
idCameraPosition::positionType type;
idStr name;
bool editMode;
idList<idVelocity*> velocities;
float baseVelocity;
};
class idFixedPosition : public idCameraPosition {
public:
void init() {
pos.Zero();
type = idCameraPosition::FIXED;
}
idFixedPosition() : idCameraPosition() {
init();
}
idFixedPosition(idVec3_t p) : idCameraPosition() {
init();
pos = p;
}
virtual void addPoint(const idVec3_t &v) {
pos = v;
}
virtual void addPoint(const float x, const float y, const float z) {
pos.set(x, y, z);
}
~idFixedPosition() {
}
virtual const idVec3_t *getPosition(long t) {
return &pos;
}
void parse(const char *(*text));
void write(fileHandle_t file, const char *name);
virtual int numPoints() {
return 1;
}
virtual idVec3_t *getPoint(int index) {
if (index != 0) {
assert(true);
};
return &pos;
}
/*
virtual void draw(bool editMode) {
glLabeledPoint(blue, pos, (editMode) ? 5 : 3, "Fixed point");
}
*/
protected:
idVec3_t pos;
};
class idInterpolatedPosition : public idCameraPosition {
public:
void init() {
type = idCameraPosition::INTERPOLATED;
first = true;
startPos.Zero();
endPos.Zero();
}
idInterpolatedPosition() : idCameraPosition() {
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