0ad/source/graphics/CinemaPath.cpp
elexis 2f02fb4535 Move OpenGL CinemaPath rendering code to the CinemaManager, so that the remaining simulation data can be moved to the simulation directory.
Add height indicator so that we can actually estimate the location of
the paths in atlas.

Differential Revision: https://code.wildfiregames.com/D306
Patch By: Vladislav
This was SVN commit r19394.
2017-04-09 17:21:01 +00:00

273 lines
6.5 KiB
C++

/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CinemaPath.h"
#include <sstream>
#include <string>
#include "Camera.h"
#include "CinemaManager.h"
#include "GameView.h"
#include "gui/CGUI.h"
#include "gui/GUIManager.h"
#include "gui/IGUIObject.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "renderer/Renderer.h"
CCinemaPath::CCinemaPath(const CCinemaData& data, const TNSpline& spline, const TNSpline& targetSpline)
: CCinemaData(data), TNSpline(spline), m_TargetSpline(targetSpline), m_TimeElapsed(0.f)
{
// Calculate curves by nodes
BuildSpline();
m_TargetSpline.BuildSpline();
if (m_Orientation == L"target")
{
m_LookAtTarget = true;
ENSURE(!m_TargetSpline.GetAllNodes().empty());
}
// Set distortion mode and style
if (data.m_Mode == L"ease_in")
DistModePtr = &CCinemaPath::EaseIn;
else if (data.m_Mode == L"ease_out")
DistModePtr = &CCinemaPath::EaseOut;
else if (data.m_Mode == L"ease_inout")
DistModePtr = &CCinemaPath::EaseInOut;
else if (data.m_Mode == L"ease_outin")
DistModePtr = &CCinemaPath::EaseOutIn;
else
{
LOGWARNING("Cinematic mode not found for '%s'", data.m_Mode.ToUTF8().c_str());
DistModePtr = &CCinemaPath::EaseInOut;
}
if (data.m_Style == L"default")
DistStylePtr = &CCinemaPath::EaseDefault;
else if (data.m_Style == L"growth")
DistStylePtr = &CCinemaPath::EaseGrowth;
else if (data.m_Style == L"expo")
DistStylePtr = &CCinemaPath::EaseExpo;
else if (data.m_Style == L"circle")
DistStylePtr = &CCinemaPath::EaseCircle;
else if (data.m_Style == L"sine")
DistStylePtr = &CCinemaPath::EaseSine;
else
{
LOGWARNING("Cinematic style not found for '%s'", data.m_Style.ToUTF8().c_str());
DistStylePtr = &CCinemaPath::EaseDefault;
}
}
CVector3D CCinemaPath::GetNodePosition(const int index) const
{
return Node[index].Position;
}
fixed CCinemaPath::GetNodeDuration(const int index) const
{
return Node[index].Distance;
}
fixed CCinemaPath::GetDuration() const
{
return MaxDistance;
}
float CCinemaPath::GetNodeFraction() const
{
return (m_TimeElapsed - m_PreviousNodeTime) / Node[m_CurrentNode].Distance.ToFloat();
}
float CCinemaPath::GetElapsedTime() const
{
return m_TimeElapsed;
}
CStrW CCinemaPath::GetName() const
{
return m_Name;
}
void CCinemaPath::SetTimescale(fixed scale)
{
m_Timescale = scale;
}
void CCinemaPath::MoveToPointAt(float t, float nodet, const CVector3D& startRotation, CCamera* camera) const
{
t = (this->*DistModePtr)(t);
CVector3D pos = GetPosition(t);
if (m_LookAtTarget)
{
if (m_TimeElapsed <= m_TargetSpline.MaxDistance.ToFloat())
camera->LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.MaxDistance.ToFloat()), CVector3D(0, 1, 0));
else
camera->LookAt(pos, m_TargetSpline.GetAllNodes().back().Position, CVector3D(0, 1, 0));
}
else
{
CVector3D nodeRotation = Node[m_CurrentNode + 1].Rotation;
CQuaternion start, end;
start.FromEulerAngles(DEGTORAD(startRotation.X), DEGTORAD(startRotation.Y), DEGTORAD(startRotation.Z));
end.FromEulerAngles(DEGTORAD(nodeRotation.X), DEGTORAD(nodeRotation.Y), DEGTORAD(nodeRotation.Z));
start.Slerp(start, end, nodet);
camera->m_Orientation.SetIdentity();
camera->m_Orientation.Rotate(start);
camera->m_Orientation.Translate(pos);
}
camera->UpdateFrustum();
}
// Distortion mode functions
float CCinemaPath::EaseIn(float t) const
{
return (this->*DistStylePtr)(t);
}
float CCinemaPath::EaseOut(float t) const
{
return 1.0f - EaseIn(1.0f-t);
}
float CCinemaPath::EaseInOut(float t) const
{
if (t < m_Switch)
return EaseIn(1.0f/m_Switch * t) * m_Switch;
return EaseOut(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
}
float CCinemaPath::EaseOutIn(float t) const
{
if (t < m_Switch)
return EaseOut(1.0f/m_Switch * t) * m_Switch;
return EaseIn(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
}
// Distortion style functions
float CCinemaPath::EaseDefault(float t) const
{
return t;
}
float CCinemaPath::EaseGrowth(float t) const
{
return pow(t, m_Growth);
}
float CCinemaPath::EaseExpo(float t) const
{
if (t == 0)
return t;
return powf(m_Growth, 10*(t-1.0f));
}
float CCinemaPath::EaseCircle(float t) const
{
t = -(sqrt(1.0f - t*t) - 1.0f);
if (m_GrowthCount > 1.0f)
{
--m_GrowthCount;
return (this->*DistStylePtr)(t);
}
return t;
}
float CCinemaPath::EaseSine(float t) const
{
t = 1.0f - cos(t * (float)M_PI/2);
if (m_GrowthCount > 1.0f)
{
--m_GrowthCount;
return (this->*DistStylePtr)(t);
}
return t;
}
const CCinemaData* CCinemaPath::GetData() const
{
return CCinemaData::GetData();
}
bool CCinemaPath::Validate()
{
if (m_TimeElapsed > GetDuration().ToFloat() || m_TimeElapsed < 0.0f)
return false;
// Find current node and past "node time"
float previousTime = 0.0f, cumulation = 0.0f;
// Ignore the last node, since it is a blank (node time values are shifted down one from interface)
for (size_t i = 0; i < Node.size() - 1; ++i)
{
cumulation += Node[i].Distance.ToFloat();
if (m_TimeElapsed <= cumulation)
{
m_PreviousNodeTime = previousTime;
m_PreviousRotation = Node[i].Rotation;
m_CurrentNode = i; // We're moving toward this next node, so use its rotation
return true;
}
previousTime += Node[i].Distance.ToFloat();
}
debug_warn("validation of cinema path is wrong\n");
return false;
}
bool CCinemaPath::Play(const float deltaRealTime, CCamera* camera)
{
m_TimeElapsed += m_Timescale.ToFloat() * deltaRealTime;
if (!Validate())
return false;
MoveToPointAt(m_TimeElapsed / GetDuration().ToFloat(), GetNodeFraction(), m_PreviousRotation, camera);
return true;
}
bool CCinemaPath::Empty() const
{
return Node.empty();
}
void CCinemaPath::Reset()
{
m_TimeElapsed = 0.0f;
}
fixed CCinemaPath::GetTimescale() const
{
return m_Timescale;
}
const TNSpline& CCinemaPath::GetTargetSpline() const
{
return m_TargetSpline;
}