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https://gitea.wildfiregames.com/0ad/0ad
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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.
324 lines
No EOL
8.2 KiB
C++
324 lines
No EOL
8.2 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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#include "precompiled.h"
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#include "CinemaPath.h"
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#include <sstream>
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#include <string>
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#include "Camera.h"
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#include "CinemaManager.h"
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#include "GameView.h"
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#include "gui/CGUI.h"
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#include "gui/GUIManager.h"
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#include "gui/IGUIObject.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Quaternion.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "renderer/Renderer.h"
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CCinemaPath::CCinemaPath(const CCinemaData& data, const TNSpline& spline, const TNSpline& targetSpline)
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: CCinemaData(data), TNSpline(spline), m_TargetSpline(targetSpline), m_TimeElapsed(0.f)
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{
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m_TimeElapsed = 0;
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BuildSpline();
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if (m_Orientation == L"target")
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{
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m_LookAtTarget = true;
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ENSURE(!m_TargetSpline.GetAllNodes().empty());
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}
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// Set distortion mode and style
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if (data.m_Mode == L"ease_in")
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DistModePtr = &CCinemaPath::EaseIn;
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else if (data.m_Mode == L"ease_out")
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DistModePtr = &CCinemaPath::EaseOut;
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else if (data.m_Mode == L"ease_inout")
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DistModePtr = &CCinemaPath::EaseInOut;
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else if (data.m_Mode == L"ease_outin")
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DistModePtr = &CCinemaPath::EaseOutIn;
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else
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{
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LOGWARNING("Cinematic mode not found for '%s'", data.m_Mode.ToUTF8().c_str());
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DistModePtr = &CCinemaPath::EaseInOut;
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}
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if (data.m_Style == L"default")
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DistStylePtr = &CCinemaPath::EaseDefault;
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else if (data.m_Style == L"growth")
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DistStylePtr = &CCinemaPath::EaseGrowth;
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else if (data.m_Style == L"expo")
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DistStylePtr = &CCinemaPath::EaseExpo;
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else if (data.m_Style == L"circle")
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DistStylePtr = &CCinemaPath::EaseCircle;
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else if (data.m_Style == L"sine")
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DistStylePtr = &CCinemaPath::EaseSine;
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else
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{
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LOGWARNING("Cinematic style not found for '%s'", data.m_Style.ToUTF8().c_str());
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DistStylePtr = &CCinemaPath::EaseDefault;
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}
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}
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void CCinemaPath::Draw() const
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{
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DrawSpline(*this, CVector4D(0.2f, 0.2f, 1.f, 0.5f), 100, true);
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DrawSpline(m_TargetSpline, CVector4D(1.0f, 0.2f, 0.2f, 0.5f), 100, true);
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DrawNodes(CVector4D(0.5f, 1.0f, 0.f, 0.5f));
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}
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void CCinemaPath::DrawSpline(const RNSpline& spline, const CVector4D& RGBA, int smoothness, bool lines) const
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{
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if (spline.NodeCount < 2 || DistModePtr == NULL)
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return;
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if (spline.NodeCount == 2 && lines)
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smoothness = 2;
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float start = spline.MaxDistance.ToFloat() / smoothness;
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float time = 0;
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#if CONFIG2_GLES
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#warning TODO: do something about CCinemaPath on GLES
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#else
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glColor4f(RGBA.X, RGBA.Y, RGBA.Z, RGBA.W);
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if (lines)
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{
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glLineWidth(1.8f);
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glEnable(GL_LINE_SMOOTH);
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glBegin(GL_LINE_STRIP);
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for (int i = 0; i <= smoothness; ++i)
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{
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// Find distorted time
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time = start*i / spline.MaxDistance.ToFloat();
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CVector3D tmp = spline.GetPosition(time);
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glVertex3f(tmp.X, tmp.Y, tmp.Z);
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}
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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glLineWidth(1.0f);
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}
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else
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{
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smoothness /= 2;
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start = spline.MaxDistance.ToFloat() / smoothness;
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glEnable(GL_POINT_SMOOTH);
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glPointSize(3.0f);
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glBegin(GL_POINTS);
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for (int i = 0; i <= smoothness; ++i)
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{
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// Find distorted time
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time = (this->*DistModePtr)(start*i / spline.MaxDistance.ToFloat());
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CVector3D tmp = spline.GetPosition(time);
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glVertex3f(tmp.X, tmp.Y, tmp.Z);
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}
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glColor3f(1.0f, 1.0f, 0.0f); // yellow
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for (size_t i = 0; i < spline.GetAllNodes().size(); ++i)
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glVertex3f(
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spline.GetAllNodes()[i].Position.X.ToFloat(),
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spline.GetAllNodes()[i].Position.Y.ToFloat(),
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spline.GetAllNodes()[i].Position.Z.ToFloat()
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);
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glEnd();
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glPointSize(1.0f);
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glDisable(GL_POINT_SMOOTH);
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}
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#endif
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}
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void CCinemaPath::DrawNodes(const CVector4D& RGBA) const
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{
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#if CONFIG2_GLES
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#warning TODO : do something about CCinemaPath on GLES
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#else
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glEnable(GL_POINT_SMOOTH);
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glPointSize(5.0f);
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glColor4f(RGBA.X, RGBA.Y, RGBA.Z, RGBA.W);
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glBegin(GL_POINTS);
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for (size_t i = 0; i < Node.size(); ++i)
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glVertex3f(Node[i].Position.X.ToFloat(), Node[i].Position.Y.ToFloat(), Node[i].Position.Z.ToFloat());
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glEnd();
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if (!m_LookAtTarget)
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{
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glPointSize(1.0f);
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glDisable(GL_POINT_SMOOTH);
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return;
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}
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// draw target nodes
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glColor4f(RGBA.Y, RGBA.X, RGBA.Z, RGBA.W);
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glBegin(GL_POINTS);
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for (size_t i = 0; i < m_TargetSpline.GetAllNodes().size(); ++i)
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glVertex3f(
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m_TargetSpline.GetAllNodes()[i].Position.X.ToFloat(),
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m_TargetSpline.GetAllNodes()[i].Position.Y.ToFloat(),
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m_TargetSpline.GetAllNodes()[i].Position.Z.ToFloat()
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);
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glEnd();
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glPointSize(1.0f);
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glDisable(GL_POINT_SMOOTH);
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#endif
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}
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void CCinemaPath::MoveToPointAt(float t, float nodet, const CVector3D& startRotation)
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{
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CCamera *camera = g_Game->GetView()->GetCamera();
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t = (this->*DistModePtr)(t);
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CVector3D pos = GetPosition(t);
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if (m_LookAtTarget)
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{
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if (m_TimeElapsed <= m_TargetSpline.MaxDistance.ToFloat())
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camera->LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.MaxDistance.ToFloat()), CVector3D(0, 1, 0));
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else
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camera->LookAt(pos, m_TargetSpline.GetAllNodes().back().Position, CVector3D(0, 1, 0));
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}
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else
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{
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CVector3D nodeRotation = Node[m_CurrentNode + 1].Rotation;
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CQuaternion start, end;
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start.FromEulerAngles(DEGTORAD(startRotation.X), DEGTORAD(startRotation.Y), DEGTORAD(startRotation.Z));
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end.FromEulerAngles(DEGTORAD(nodeRotation.X), DEGTORAD(nodeRotation.Y), DEGTORAD(nodeRotation.Z));
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start.Slerp(start, end, nodet);
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camera->m_Orientation.SetIdentity();
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camera->m_Orientation.Rotate(start);
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camera->m_Orientation.Translate(pos);
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}
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camera->UpdateFrustum();
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}
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// Distortion mode functions
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float CCinemaPath::EaseIn(float t) const
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{
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return (this->*DistStylePtr)(t);
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}
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float CCinemaPath::EaseOut(float t) const
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{
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return 1.0f - EaseIn(1.0f-t);
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}
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float CCinemaPath::EaseInOut(float t) const
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{
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if (t < m_Switch)
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return EaseIn(1.0f/m_Switch * t) * m_Switch;
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return EaseOut(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
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}
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float CCinemaPath::EaseOutIn(float t) const
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{
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if (t < m_Switch)
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return EaseOut(1.0f/m_Switch * t) * m_Switch;
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return EaseIn(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
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}
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// Distortion style functions
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float CCinemaPath::EaseDefault(float t) const
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{
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return t;
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}
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float CCinemaPath::EaseGrowth(float t) const
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{
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return pow(t, m_Growth);
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}
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float CCinemaPath::EaseExpo(float t) const
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{
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if (t == 0)
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return t;
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return powf(m_Growth, 10*(t-1.0f));
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}
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float CCinemaPath::EaseCircle(float t) const
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{
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t = -(sqrt(1.0f - t*t) - 1.0f);
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if (m_GrowthCount > 1.0f)
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{
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--m_GrowthCount;
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return (this->*DistStylePtr)(t);
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}
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return t;
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}
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float CCinemaPath::EaseSine(float t) const
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{
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t = 1.0f - cos(t * (float)M_PI/2);
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if (m_GrowthCount > 1.0f)
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{
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--m_GrowthCount;
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return (this->*DistStylePtr)(t);
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}
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return t;
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}
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bool CCinemaPath::Validate()
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{
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if (m_TimeElapsed > GetDuration().ToFloat() || m_TimeElapsed < 0.0f)
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return false;
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// Find current node and past "node time"
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float previousTime = 0.0f, cumulation = 0.0f;
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// Ignore the last node, since it is a blank (node time values are shifted down one from interface)
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for (size_t i = 0; i < Node.size() - 1; ++i)
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{
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cumulation += Node[i].Distance.ToFloat();
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if (m_TimeElapsed <= cumulation)
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{
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m_PreviousNodeTime = previousTime;
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m_PreviousRotation = Node[i].Rotation;
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m_CurrentNode = i; // We're moving toward this next node, so use its rotation
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return true;
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}
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previousTime += Node[i].Distance.ToFloat();
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}
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debug_warn("validation of cinema path is wrong\n");
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return false;
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}
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bool CCinemaPath::Play(const float deltaRealTime)
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{
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m_TimeElapsed += m_Timescale.ToFloat() * deltaRealTime;
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if (!Validate())
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{
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m_TimeElapsed = 0.0f;
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return false;
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}
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MoveToPointAt(m_TimeElapsed / GetDuration().ToFloat(), GetNodeFraction(), m_PreviousRotation);
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return true;
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} |