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Based on existing code that was still around from an old(not working) implementation. Supports basic control from trigger scirpts (queue, start and stop camera paths) and works in multiplayer. This was SVN commit r17594.
136 lines
3.9 KiB
C++
136 lines
3.9 KiB
C++
/* Copyright (C) 2016 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 "maths/NUSpline.h"
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#include "ps/CStr.h"
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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_LookAtTarget(false), m_GrowthCount(0), m_Growth(1), m_Switch(1), m_Timescale(fixed::FromInt(1)) {}
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virtual ~CCinemaData() {}
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const CCinemaData* GetData() const { return this; }
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CStrW m_Name;
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CStrW m_Orientation;
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CStrW m_Mode;
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CStrW m_Style;
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bool m_LookAtTarget;
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fixed m_Timescale; // a negative timescale results in backwards play
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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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};
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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), m_PreviousNodeTime(0) {}
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CCinemaPath(const CCinemaData& data, const TNSpline& spline, const TNSpline& targetSpline);
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~CCinemaPath() { DistStylePtr = NULL; DistModePtr = NULL; }
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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 Draw() const;
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void DrawSpline(const RNSpline& spline, const CVector4D& RGBA, int smoothness, bool lines) const;
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void DrawNodes(const CVector4D& RGBA) const;
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inline CVector3D GetNodePosition(const int index) const { return Node[index].Position; }
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inline fixed GetNodeDuration(const int index) const { return Node[index].Distance; }
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inline fixed GetDuration() const { return MaxDistance; }
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inline float GetNodeFraction() const { return (m_TimeElapsed - m_PreviousNodeTime) / Node[m_CurrentNode].Distance.ToFloat(); }
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inline float GetElapsedTime() const { return m_TimeElapsed; }
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CStrW GetName() const { return m_Name; }
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inline void SetTimescale(fixed 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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* @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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/**
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* Validate the path
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* @return true if the path is valid
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*/
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bool Validate();
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/**
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* Returns true if path doesn't contain nodes
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*/
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bool Empty() { return Node.empty(); }
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fixed GetTimescale() const { return m_Timescale; }
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TNSpline* getTargetSpline() { return &m_TargetSpline; }
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private:
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TNSpline m_TargetSpline;
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};
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#endif // INCLUDED_CINEMAPATH
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