]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - contrib/bobtoolz/DBobView.cpp
Merge branch 'NateEag-master-patch-12920' into 'master'
[xonotic/netradiant.git] / contrib / bobtoolz / DBobView.cpp
index 74fdacd334a1e6308b9eb31e98c031be45f8d59a..decfe7790664dbd3dd4654d2907177aac1323205 100644 (file)
-/*\r
-BobToolz plugin for GtkRadiant\r
-Copyright (C) 2001 Gordon Biggans\r
-\r
-This library is free software; you can redistribute it and/or\r
-modify it under the terms of the GNU Lesser General Public\r
-License as published by the Free Software Foundation; either\r
-version 2.1 of the License, or (at your option) any later version.\r
-\r
-This library is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU\r
-Lesser General Public License for more details.\r
-\r
-You should have received a copy of the GNU Lesser General Public\r
-License along with this library; if not, write to the Free Software\r
-Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA\r
-*/\r
-\r
-// BobView.cpp: implementation of the DBobView class.\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-#include "StdAfx.h"\r
-#include "DBobView.h"\r
-#include "DListener.h"\r
-#include "misc.h"\r
-#include "funchandlers.h"\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-// Construction/Destruction\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-DBobView::DBobView()\r
-{\r
-       nPathCount = 0;\r
-       refCount = 1;\r
-       \r
-       m_bHooked = FALSE;\r
-\r
-       path = NULL;\r
-       eyes = NULL;\r
-\r
-       boundingShow = BOUNDS_APEX;\r
-}\r
-\r
-DBobView::~DBobView()\r
-{\r
-       if(path)\r
-               delete[] path;\r
-\r
-       // oops forgot to remove our eyes, was causing access violation when it tried\r
-       // to talk to it's parent\r
-       if(eyes)\r
-               delete eyes;\r
-\r
-       if(m_bHooked)\r
-               UnRegister();\r
-\r
-       g_PathView = NULL;\r
-}\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-// Implementation\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-void DBobView::Draw2D(VIEWTYPE vt)\r
-{\r
-       if(!path)\r
-               return;\r
-\r
-       g_QglTable.m_pfn_qglPushAttrib(GL_ALL_ATTRIB_BITS);\r
-\r
-       g_QglTable.m_pfn_qglDisable(GL_BLEND);\r
-       g_QglTable.m_pfn_qglEnable(GL_LINE_SMOOTH);\r
-\r
-       g_QglTable.m_pfn_qglPushMatrix();\r
-       \r
-       switch(vt)\r
-       {\r
-       case XY:\r
-               break;\r
-       case XZ:\r
-               g_QglTable.m_pfn_qglRotatef(270.0f, 1.0f, 0.0f, 0.0f);\r
-               break;\r
-       case YZ:\r
-               g_QglTable.m_pfn_qglRotatef(270.0f, 1.0f, 0.0f, 0.0f);\r
-               g_QglTable.m_pfn_qglRotatef(270.0f, 0.0f, 0.0f, 1.0f);\r
-               break;\r
-       }\r
-\r
-       g_QglTable.m_pfn_qglLineWidth(1.0f);\r
-       g_QglTable.m_pfn_qglColor4f(1.0f, 0.0f, 0.0f, 1.0f);\r
-\r
-       int i;\r
-\r
-       g_QglTable.m_pfn_qglBegin(GL_LINE_STRIP);\r
-\r
-       for(i = 0; i < nPathCount; i++)\r
-               g_QglTable.m_pfn_qglVertex3fv(path[i]);\r
-\r
-       g_QglTable.m_pfn_qglEnd();\r
-\r
-       if(m_bShowExtra)\r
-       {\r
-               // +mars\r
-               // for the bounding box stuff\r
-               g_QglTable.m_pfn_qglColor4f(0.25f, 0.75f, 0.75f, 1.0f);\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( 16.0f, 16.0f, 28.0f );\r
-\r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-       \r
-                       for ( i = 0; i < nPathCount; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-\r
-               g_QglTable.m_pfn_qglEnd();\r
-       \r
-       // ---------------\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f );       // back to where we were\r
-               g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f );         // move to new postion\r
-       \r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-\r
-                       for ( i = 0; i < nPathCount; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-\r
-               g_QglTable.m_pfn_qglEnd();\r
-\r
-       // --------------\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f );                // back to where we were\r
-               g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f );                // new pos\r
-\r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-               \r
-                       for ( i = 0; i < nPathCount; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-\r
-               g_QglTable.m_pfn_qglEnd();\r
-\r
-       // ----------------\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f );         // back to where we were\r
-\r
-/*             g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f );               // new pos\r
-\r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-               \r
-               if ( boundingShow == BOUNDS_ALL )\r
-               {\r
-                       for ( i = 0; i < nPathCount; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-               }\r
-               else if ( boundingShow == BOUNDS_APEX )\r
-               {\r
-                       for ( i = (nPathCount/4); i < (nPathCount/4) * 3; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-               }\r
-\r
-               g_QglTable.m_pfn_qglEnd();*/ // djbob: er, um doesn't really seem to do anyhting\r
-       }\r
-\r
-       // -mars\r
-       \r
-       g_QglTable.m_pfn_qglPopMatrix();\r
-\r
-       g_QglTable.m_pfn_qglPopAttrib();\r
-}\r
-\r
-void DBobView::Draw3D()\r
-{\r
-       if(!path)\r
-               return;\r
-\r
-       g_QglTable.m_pfn_qglPushAttrib(GL_ALL_ATTRIB_BITS);\r
-\r
-       g_QglTable.m_pfn_qglDisable(GL_BLEND);\r
-       g_QglTable.m_pfn_qglEnable(GL_LINE_SMOOTH);\r
-\r
-       g_QglTable.m_pfn_qglLineWidth(1.0f);\r
-       g_QglTable.m_pfn_qglColor4f(1.0f, 0.0f, 0.0f, 1.0f);\r
-\r
-       g_QglTable.m_pfn_qglBegin(GL_LINE_STRIP);\r
-\r
-       for(int i = 0; i < nPathCount; i++)\r
-               g_QglTable.m_pfn_qglVertex3fv(path[i]);\r
-\r
-       g_QglTable.m_pfn_qglEnd();\r
-\r
-       if(m_bShowExtra)\r
-       {\r
-               // +mars\r
-               // ahhh -- a nice C&P job :)\r
-               // for the bounding box stuff\r
-               g_QglTable.m_pfn_qglColor4f(0.25f, 0.75f, 0.75f, 1.0f);\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( 16.0f, 16.0f, 28.0f );\r
-\r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-               \r
-               int i;  \r
-               for ( i = 0; i < nPathCount; i++ )\r
-                       g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-\r
-               g_QglTable.m_pfn_qglEnd();\r
-       \r
-       // ---------------\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f );       // back to where we were\r
-               g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f );         // move to new postion\r
-       \r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-               \r
-                       for ( i = 0; i < nPathCount; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-\r
-               g_QglTable.m_pfn_qglEnd();\r
-\r
-       // --------------\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f );                // back to where we were\r
-               g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f );                // new pos\r
-\r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-               \r
-                       for ( i = 0; i < nPathCount; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-\r
-               g_QglTable.m_pfn_qglEnd();\r
-\r
-       // ----------------\r
-\r
-               g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f );         // back to where we were\r
-               g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f );               // new pos\r
-\r
-               g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );\r
-               \r
-                       for ( i = 0; i < nPathCount; i++ )\r
-                               g_QglTable.m_pfn_qglVertex3fv( path[i] );\r
-\r
-               g_QglTable.m_pfn_qglEnd();\r
-       }\r
-       // -mars\r
-\r
-       g_QglTable.m_pfn_qglPopAttrib();\r
-}\r
-\r
-void DBobView::Register()\r
-{\r
-       g_QglTable.m_pfnHookGL2DWindow( this );\r
-       g_QglTable.m_pfnHookGL3DWindow( this );\r
-       m_bHooked = TRUE;\r
-}\r
-\r
-void DBobView::UnRegister()\r
-{\r
-       g_QglTable.m_pfnUnHookGL2DWindow( this );\r
-       g_QglTable.m_pfnUnHookGL3DWindow( this );\r
-       m_bHooked = FALSE;\r
-}\r
-\r
-void DBobView::SetPath(vec3_t *pPath)\r
-{\r
-       if(path)\r
-               delete[] path;\r
-\r
-       path = pPath;\r
-}\r
-\r
-#define LOCAL_GRAVITY -800.0f\r
-\r
-bool DBobView::CalculateTrajectory(vec3_t start, vec3_t apex, float multiplier, int points, float varGravity)\r
-{\r
-       if(apex[2] <= start[2])\r
-       {\r
-               SetPath(NULL);\r
-               return FALSE;\r
-       }\r
-       // ----think q3a actually would allow these\r
-       //scrub that, coz the plugin wont :]\r
-\r
-       vec3_t dist, speed;\r
-       VectorSubtract(apex, start, dist);\r
-\r
-       vec_t speed_z = (float)sqrt(-2*LOCAL_GRAVITY*dist[2]);\r
-       float flight_time = -speed_z/LOCAL_GRAVITY;\r
-\r
-\r
-       VectorScale(dist, 1/flight_time, speed);\r
-       speed[2] = speed_z;\r
-\r
-//     Sys_Printf("Speed: (%.4f %.4f %.4f)\n", speed[0], speed[1], speed[2]);\r
-\r
-       vec3_t* pPath = new vec3_t[points];\r
-\r
-       float interval = multiplier*flight_time/points;\r
-       for(int i = 0; i < points; i++)\r
-       {\r
-               float ltime = interval*i;\r
-\r
-               VectorScale(speed, ltime, pPath[i]);\r
-               VectorAdd(pPath[i], start, pPath[i]);\r
-\r
-               // could do this all with vectors\r
-               // vGrav = {0, 0, -800.0f}\r
-               // VectorScale(vGrav, 0.5f*ltime*ltime, vAdd);\r
-               // VectorScale(speed, ltime, pPath[i]);\r
-               // _VectorAdd(pPath[i], start, pPath[i])\r
-               // _VectorAdd(pPath[i], vAdd, pPath[i])\r
-\r
-               pPath[i][2] = start[2] + (speed_z*ltime) + (varGravity*0.5f*ltime*ltime);\r
-       }\r
-\r
-       SetPath(pPath);\r
-       return TRUE;\r
-}\r
-\r
-void DBobView::Begin(const char* trigger, const char *target, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra)\r
-{\r
-       strcpy(entTrigger, trigger);\r
-       strcpy(entTarget, target);\r
-\r
-       fMultiplier = multiplier;\r
-       fVarGravity = varGravity;\r
-       nPathCount = points;\r
-       m_bShowExtra = bShowExtra;\r
-\r
-       Register();\r
-\r
-       if(UpdatePath())\r
-       {\r
-               if(!bNoUpdate)\r
-               {\r
-                       eyes = new DListener;\r
-                       eyes->parent = this;\r
-                       eyes->Register();\r
-               }\r
-       }\r
-       else\r
-       {\r
-               Sys_ERROR("Initialization Failure in DBobView::Begin");\r
-               delete this;\r
-       }\r
-}\r
-\r
-bool DBobView::UpdatePath()\r
-{\r
-       vec3_t start, apex;\r
-\r
-       if(GetEntityCentre(entTrigger, start))\r
-       {\r
-               if(GetEntityCentre(entTarget, apex))\r
-               {\r
-                       CalculateTrajectory(start, apex, fMultiplier, nPathCount, fVarGravity);\r
-                       return TRUE;\r
-               }\r
-       }\r
-       return FALSE;\r
-}\r
+/*
+   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;
+
+       path = NULL;
+
+       boundingShow = BOUNDS_APEX;
+
+       constructShaders();
+       GlobalShaderCache().attachRenderable( *this );
+}
+
+DBobView::~DBobView(){
+       GlobalShaderCache().detachRenderable( *this );
+       destroyShaders();
+
+       if ( path ) {
+               delete[] path;
+       }
+
+       g_PathView = NULL;
+}
+
+//////////////////////////////////////////////////////////////////////
+// Implementation
+//////////////////////////////////////////////////////////////////////
+
+void DBobView::render( RenderStateFlags state ) const {
+       glBegin( GL_LINE_STRIP );
+
+       for ( int i = 0; i < nPathCount; i++ )
+               glVertex3fv( path[i] );
+
+       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_BLEND | RENDER_LINESMOOTH;
+       state.m_sort = OpenGLState::eSortOpaque;
+       state.m_linewidth = 1;
+       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_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 );
+}
+
+void DBobView::SetPath( vec3_t *pPath ){
+       if ( path ) {
+               delete[] path;
+       }
+
+       path = pPath;
+}
+
+const float LOCAL_GRAVITY = -800.0f;
+
+bool DBobView::CalculateTrajectory( vec3_t start, vec3_t apex, float multiplier, int points, float varGravity ){
+       if ( apex[2] <= start[2] ) {
+               SetPath( NULL );
+               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]);
+
+       vec3_t* pPath = new vec3_t[points];
+
+       float interval = multiplier * flight_time / points;
+       for ( int i = 0; i < points; i++ )
+       {
+               float ltime = interval * i;
+
+               VectorScale( speed, ltime, pPath[i] );
+               VectorAdd( pPath[i], start, pPath[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])
+
+               pPath[i][2] = start[2] + ( speed_z * ltime ) + ( varGravity * 0.5f * ltime * ltime );
+       }
+
+       SetPath( pPath );
+       return true;
+}
+
+void DBobView::Begin( const char* trigger, const char *target, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra ){
+       strcpy( entTrigger, trigger );
+       strcpy( entTarget, target );
+
+       fMultiplier = multiplier;
+       fVarGravity = varGravity;
+       nPathCount = points;
+       m_bShowExtra = bShowExtra;
+
+       if ( !UpdatePath() ) {
+               globalErrorStream() << "Initialization Failure in DBobView::Begin";
+               delete this;
+       }
+       globalOutputStream() << "Initialization of Path Plotter succeeded.";
+}
+
+bool DBobView::UpdatePath(){
+       vec3_t start, apex;
+
+       if ( GetEntityCentre( entTrigger, start ) ) {
+               if ( GetEntityCentre( entTarget, 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 );
+
+       DEPair* trigger_ep = trigger.FindEPairByKey( "targetname" );
+
+       if ( trigger_ep ) {
+               if ( !strcmp( trigger.m_Classname, "trigger_push" ) ) {
+                       DEPair* target_ep = trigger.FindEPairByKey( "target" );
+                       if ( target_ep ) {
+                               const scene::Path* entTarget = FindEntityFromTargetname( target_ep->value );
+                               if ( entTarget ) {
+                                       if ( g_PathView ) {
+                                               delete g_PathView;
+                                       }
+                                       g_PathView = new DBobView;
+
+                                       Entity* target = Node_getEntity( entTarget->top() );
+                                       if ( target != 0 ) {
+                                               if ( !bNoUpdate ) {
+                                                       g_PathView->trigger = &entity;
+                                                       entity.attach( *g_PathView );
+                                                       g_PathView->target = target;
+                                                       target->attach( *g_PathView );
+                                               }
+                                               g_PathView->Begin( trigger_ep->value, target_ep->value, multiplier, points, varGravity, bNoUpdate, 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: trigger_push has no target..\n";
+                       }
+               }
+               else{
+                       globalErrorStream() << "bobToolz PathPlotter: You must select a 'trigger_push' entity..\n";
+               }
+       }
+       else{
+               globalErrorStream() << "bobToolz PathPlotter: Entity must have a targetname.\n";
+       }
+       return;
+}