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https://gitea.wildfiregames.com/0ad/0ad.git
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8d9cfd66b8
Refs #3301 This was SVN commit r17575.
125 lines
3.7 KiB
C++
125 lines
3.7 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* 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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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CINEMAPATH
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#define INCLUDED_CINEMAPATH
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#include <list>
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#include <map>
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#include "ps/CStr.h"
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#include "maths/NUSpline.h"
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/*
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desc: contains various functions used for cinematic camera paths
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See also: CinemaHandler.cpp, Cinematic.h/.cpp
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*/
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class CVector3D;
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class CVector4D;
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class CCamera;
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//For loading data
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class CCinemaData
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{
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public:
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CCinemaData() : m_GrowthCount(0), m_Growth(0), m_Switch(0),
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m_Mode(0), m_Style(0), m_Timescale(1) {}
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virtual ~CCinemaData() {}
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const CCinemaData* GetData() const { return this; }
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//Distortion variables
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mutable float m_GrowthCount;
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float m_Growth;
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float m_Switch;
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int m_Mode;
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int m_Style;
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float m_Timescale; //a negative timescale results in backwards play
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};
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//Once the data is part of the path, it shouldn't be changeable, so use private inheritance.
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//This class encompasses the spline and the information which determines how the path will operate
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//and also provides the functionality for doing so
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class CCinemaPath : private CCinemaData, public TNSpline
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{
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public:
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CCinemaPath() { m_TimeElapsed = 0.0f; m_PreviousNodeTime = 0.0f; }
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CCinemaPath(const CCinemaData& data, const TNSpline& spline);
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~CCinemaPath() { DistStylePtr = NULL; DistModePtr = NULL; }
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enum { EM_IN, EM_OUT, EM_INOUT, EM_OUTIN };
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enum { ES_DEFAULT, ES_GROWTH, ES_EXPO, ES_CIRCLE, ES_SINE };
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//sets camera position to calculated point on spline
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void MoveToPointAt(float t, float nodet, const CVector3D& );
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//Distortion mode functions-change how ratio is passed to distortion style functions
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float EaseIn(float t) const;
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float EaseOut(float t) const;
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float EaseInOut(float t) const;
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float EaseOutIn(float t) const;
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//Distortion style functions
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float EaseDefault(float t) const;
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float EaseGrowth(float t) const;
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float EaseExpo(float t) const;
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float EaseCircle(float t) const;
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float EaseSine(float t) const;
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float (CCinemaPath::*DistStylePtr)(float ratio) const;
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float (CCinemaPath::*DistModePtr)(float ratio) const;
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const CCinemaData* GetData() const { return CCinemaData::GetData(); }
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public:
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void DrawSpline(const CVector4D& RGBA, int smoothness, bool lines) const;
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inline CVector3D GetNodePosition(const int index) const { return Node[index].Position; }
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inline float GetNodeDuration(const int index) const { return Node[index].Distance; }
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inline float GetDuration() const { return MaxDistance; }
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inline float GetNodeFraction() const { return (m_TimeElapsed - m_PreviousNodeTime) / Node[m_CurrentNode].Distance; }
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inline float GetElapsedTime() const { return m_TimeElapsed; }
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inline void SetTimescale(float scale) { m_Timescale = scale; }
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float m_TimeElapsed;
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float m_PreviousNodeTime; //How much time has passed before the current node
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size_t m_CurrentNode;
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CVector3D m_PreviousRotation;
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public:
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/**
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* Returns false if finished.
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*
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* @param deltaRealTime Elapsed real time since the last frame.
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*/
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bool Play(const float deltaRealTime);
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bool Validate();
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inline float GetTimescale() const { return m_Timescale; }
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};
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#endif
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