netradiant-custom/contrib/bobtoolz/DBobView.cpp
2022-10-27 09:10:31 +03:00

235 lines
7.1 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// BobView.cpp: implementation of the DBobView class.
//
//////////////////////////////////////////////////////////////////////
#include "DBobView.h"
//#include "misc.h"
#include "funchandlers.h"
#include <list>
#include "iglrender.h"
#include "qerplugin.h"
#include "str.h"
#include "math/matrix.h"
#include "DEntity.h"
#include "DEPair.h"
#include "misc.h"
#include "dialogs/dialogs-gtk.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
DBobView::DBobView(){
nPathCount = 0;
constructShaders();
GlobalShaderCache().attachRenderable( *this );
}
DBobView::~DBobView(){
GlobalShaderCache().detachRenderable( *this );
destroyShaders();
clear();
}
//////////////////////////////////////////////////////////////////////
// Implementation
//////////////////////////////////////////////////////////////////////
void DBobView::render( RenderStateFlags state ) const {
gl().glBegin( GL_LINE_STRIP );
for ( int i = 0; i < nPathCount; i++ )
gl().glVertex3fv( path[i] );
gl().glEnd();
}
const char* DBobView_state_line = "$bobtoolz/bobview/line";
const char* DBobView_state_box = "$bobtoolz/bobview/box";
void DBobView::constructShaders(){
OpenGLState state;
GlobalOpenGLStateLibrary().getDefaultState( state );
state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST;
state.m_sort = OpenGLState::eSortFullbright;
state.m_linewidth = 2;
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
GlobalOpenGLStateLibrary().insert( DBobView_state_line, state );
state.m_linewidth = 1;
state.m_colour[0] = 0.25f;
state.m_colour[1] = 0.75f;
state.m_colour[2] = 0.75f;
state.m_colour[3] = 1;
GlobalOpenGLStateLibrary().insert( DBobView_state_box, state );
m_shader_line = GlobalShaderCache().capture( DBobView_state_line );
m_shader_box = GlobalShaderCache().capture( DBobView_state_box );
}
void DBobView::destroyShaders(){
GlobalOpenGLStateLibrary().erase( DBobView_state_line );
GlobalOpenGLStateLibrary().erase( DBobView_state_box );
GlobalShaderCache().release( DBobView_state_line );
GlobalShaderCache().release( DBobView_state_box );
}
Matrix4 g_transform_box1 = matrix4_translation_for_vec3( Vector3( 16.0f, 16.0f, 28.0f ) );
Matrix4 g_transform_box2 = matrix4_translation_for_vec3( Vector3( -16.0f, 16.0f, 28.0f ) );
Matrix4 g_transform_box3 = matrix4_translation_for_vec3( Vector3( 16.0f, -16.0f, -28.0f ) );
Matrix4 g_transform_box4 = matrix4_translation_for_vec3( Vector3( -16.0f, -16.0f, -28.0f ) );
void DBobView::renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
if ( !path ) {
return;
}
renderer.SetState( m_shader_line, Renderer::eWireframeOnly );
renderer.SetState( m_shader_line, Renderer::eFullMaterials );
renderer.addRenderable( *this, g_matrix4_identity );
if ( m_bShowExtra ) {
renderer.SetState( m_shader_box, Renderer::eWireframeOnly );
renderer.SetState( m_shader_box, Renderer::eFullMaterials );
renderer.addRenderable( *this, g_transform_box1 );
renderer.addRenderable( *this, g_transform_box2 );
renderer.addRenderable( *this, g_transform_box3 );
renderer.addRenderable( *this, g_transform_box4 );
}
}
void DBobView::renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
renderSolid( renderer, volume );
}
#define LOCAL_GRAVITY -800.0f
bool DBobView::CalculateTrajectory( vec3_t start, vec3_t apex, float multiplier, int points, float varGravity ){
if ( apex[2] <= start[2] ) {
path.reset();
return false;
}
// ----think q3a actually would allow these
//scrub that, coz the plugin wont :]
vec3_t dist, speed;
VectorSubtract( apex, start, dist );
vec_t speed_z = (float)sqrt( -2 * LOCAL_GRAVITY * dist[2] );
float flight_time = -speed_z / LOCAL_GRAVITY;
VectorScale( dist, 1 / flight_time, speed );
speed[2] = speed_z;
// Sys_Printf("Speed: (%.4f %.4f %.4f)\n", speed[0], speed[1], speed[2]);
path.reset( new vec3_t[points] );
float interval = multiplier * flight_time / points;
for ( int i = 0; i < points; i++ )
{
float ltime = interval * i;
VectorScale( speed, ltime, path[i] );
VectorAdd( path[i], start, path[i] );
// could do this all with vectors
// vGrav = {0, 0, -800.0f}
// VectorScale(vGrav, 0.5f*ltime*ltime, vAdd);
// VectorScale(speed, ltime, pPath[i]);
// _VectorAdd(pPath[i], start, pPath[i])
// _VectorAdd(pPath[i], vAdd, pPath[i])
path[i][2] = start[2] + ( speed_z * ltime ) + ( varGravity * 0.5f * ltime * ltime );
}
return true;
}
void DBobView::Begin( const char *targetName, float multiplier, int points, float varGravity, bool bShowExtra ){
strcpy( this->targetName, targetName );
fMultiplier = multiplier;
fVarGravity = varGravity;
nPathCount = points;
m_bShowExtra = bShowExtra;
if ( !UpdatePath() ) {
globalErrorStream() << "Initialization Failure in DBobView::Begin\n";
g_PathView.reset();
}
globalOutputStream() << "Initialization of Path Plotter succeeded.\n";
}
bool DBobView::UpdatePath(){
vec3_t start, apex;
if ( GetEntityCentre( targetName, true, start )
&& GetEntityCentre( targetName, false, apex ) ) {
CalculateTrajectory( start, apex, fMultiplier, nPathCount, fVarGravity );
return true;
}
return false;
}
void DBobView_setEntity( Entity& entity, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra ){
DEntity trigger;
trigger.LoadEPairList( &entity );
if ( !strcmp( trigger.m_Classname, "trigger_push" ) ) {
if ( DEPair* trigger_ep = trigger.FindEPairByKey( "target" ) ) {
const scene::Path* entTarget = FindEntityFromTargetname( trigger_ep->value );
if ( entTarget ) {
g_PathView.reset(); // delete old at first
g_PathView.reset( new DBobView );
Entity* target = Node_getEntity( entTarget->top() );
if ( target != 0 ) {
if ( !bNoUpdate ) {
g_PathView->target = target;
target->attach( *g_PathView );
}
g_PathView->Begin( trigger_ep->value, multiplier, points, varGravity, bShowExtra );
}
else{
globalErrorStream() << "bobToolz PathPlotter: trigger_push ARGH\n";
}
}
else{
globalErrorStream() << "bobToolz PathPlotter: trigger_push target could not be found..\n";
}
}
else{
globalErrorStream() << "bobToolz PathPlotter: Entity must have a target.\n";
}
}
else{
globalErrorStream() << "bobToolz PathPlotter: You must select a 'trigger_push' entity..\n";
}
}