CCamera rewrite
Rewritten old code; doesn't compile yet because changes in other modules are needed.dev-ui
parent
7c5a3514dd
commit
220ff9fe52
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@ -67,7 +67,7 @@ common/iman.cpp
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# common/restext.cpp
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common/stringutils.cpp
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graphics/core/color.cpp
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graphics/engine/camera.cpp
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# graphics/engine/camera.cpp # new code but depends on other modules
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graphics/engine/cloud.cpp
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graphics/engine/engine.cpp
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graphics/engine/lightman.cpp
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File diff suppressed because it is too large
Load Diff
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@ -29,210 +29,322 @@ class CObject;
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namespace Gfx {
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/**
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\enum CameraType
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\brief Type of camera */
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enum CameraType
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{
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CAMERA_NULL = 0, // camera undefined
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CAMERA_FREE = 1, // camera free (never in principle)
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CAMERA_EDIT = 2, // camera while editing a program
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CAMERA_ONBOARD = 3, // camera on board a robot
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CAMERA_BACK = 4, // camera behind a robot
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CAMERA_FIX = 5, // static camera following robot
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CAMERA_EXPLO = 6, // camera steady after explosion
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CAMERA_SCRIPT = 7, // camera during a film script
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CAMERA_INFO = 8, // camera for displaying information
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CAMERA_VISIT = 9, // visit instead of an error
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CAMERA_DIALOG = 10, // camera for dialogue
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CAMERA_PLANE = 11, // static camera height
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//! Undefined
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CAM_TYPE_NULL = 0,
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//! Free camera (? never in principle ?)
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CAM_TYPE_FREE = 1,
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//! Camera while editing a program
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CAM_TYPE_EDIT = 2,
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//! Camera on board a robot
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CAM_TYPE_ONBOARD = 3,
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//! Camera behind a robot
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CAM_TYPE_BACK = 4,
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//! Static camera following robot
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CAM_TYPE_FIX = 5,
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//! Camera steady after explosion
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CAM_TYPE_EXPLO = 6,
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//! Camera during a film script
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CAM_TYPE_SCRIPT = 7,
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//! Camera for displaying information
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CAM_TYPE_INFO = 8,
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//! Visit instead of an error
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CAM_TYPE_VISIT = 9,
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//! Camera for dialog
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CAM_TYPE_DIALOG = 10,
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//! Static camera height
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CAM_TYPE_PLANE = 11,
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};
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enum CameraSmooth
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{
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CS_NONE = 0, // sharp
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CS_NORM = 1, // normal
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CS_HARD = 2, // hard
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CS_SPEC = 3, // special
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//! Sharp
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CAM_SMOOTH_NONE = 0,
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//! Normal
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CAM_SMOOTH_NORM = 1,
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//! Hard
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CAM_SMOOTH_HARD = 2,
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//! Special
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CAM_SMOOTH_SPEC = 3,
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};
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enum CenteringPhase
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{
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CP_NULL = 0,
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CP_START = 1,
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CP_WAIT = 2,
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CP_STOP = 3,
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CAM_PHASE_NULL = 0,
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CAM_PHASE_START = 1,
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CAM_PHASE_WAIT = 2,
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CAM_PHASE_STOP = 3,
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};
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enum CameraEffect
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{
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CE_NULL = 0, // no effect
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CE_TERRAFORM = 1, // digging in
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CE_CRASH = 2, // Vehicle driving is severely
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CE_EXPLO = 3, // explosion
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CE_SHOT = 4, // not mortal shot
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CE_VIBRATION = 5, // vibration during construction
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CE_PET = 6, // spleen reactor
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//! No effect
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CAM_EFFECT_NULL = 0,
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//! Digging in
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CAM_EFFECT_TERRAFORM = 1,
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//! ? Vehicle driving is severely ?
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CAM_EFFECT_CRASH = 2,
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//! Explosion
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CAM_EFFECT_EXPLO = 3,
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//! ? Not mortal shot ?
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CAM_EFFECT_SHOT = 4,
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//! Vibration during construction
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CAM_EFFECT_VIBRATION = 5,
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//! ? Spleen reactor ?
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CAM_EFFECT_PET = 6,
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};
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enum OverEffect
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enum CameraOverEffect
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{
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OE_NULL = 0, // no effect
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OE_BLOOD = 1, // flash red
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OE_FADEINw = 2, // white -> nothing
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OE_FADEOUTw = 3, // nothing -> white
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OE_FADEOUTb = 4, // nothing -> blue
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OE_BLITZ = 5, // lightning
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//! No effect
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CAM_OVER_EFFECT_NULL = 0,
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//! Flash red
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CAM_OVER_EFFECT_BLOOD = 1,
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//! White -> nothing
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CAM_OVER_EFFECT_FADEIN_WHITE = 2,
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//! Nothing -> white
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CAM_OVER_EFFECT_FADEOUT_WHITE = 3,
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//! Nothing -> blue
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CAM_OVER_EFFECT_FADEOUT_BLACK = 4,
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//! Lightning
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CAM_OVER_EFFECT_LIGHTNING = 5,
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};
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/**
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\class CCamera
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\brief Camera moving in 3D scene
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... */
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class CCamera {
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public:
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CCamera(CInstanceManager* iMan);
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~CCamera();
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//! Management of an event
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bool EventProcess(const Event &event);
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//! Initializes the camera
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void Init(Math::Vector eye, Math::Vector lookat, float delay);
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//! Sets the object controlling the camera
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void SetObject(CObject* object);
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CObject* RetObject();
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CObject* GetObject();
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void SetType(CameraType type);
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CameraType RetType();
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//! Change the type of camera
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void SetType(Gfx::CameraType type);
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Gfx::CameraType GetType();
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void SetSmooth(CameraSmooth type);
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CameraSmooth RetSmoth();
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//! Management of the smoothing mode
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void SetSmooth(CameraSmooth type);
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Gfx::CameraSmooth GetSmoth();
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//! Management of the setback distance
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void SetDist(float dist);
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float RetDist();
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float GetDist();
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//! Manage angle mode Gfx::CAM_TYPE_FIX
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void SetFixDirection(float angle);
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float RetFixDirection();
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float GetFixDirection();
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//! Managing the triggering mode of the camera panning
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void SetRemotePan(float value);
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float RetRemotePan();
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float GetRemotePan();
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//! Management of the remote zoom (0 .. 1) of the camera
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void SetRemoteZoom(float value);
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float RetRemoteZoom();
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float GetRemoteZoom();
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//! Start with a tour round the camera
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void StartVisit(Math::Vector goal, float dist);
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//! Circular end of a visit with the camera
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void StopVisit();
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void RetCamera(Math::Vector &eye, Math::Vector &lookat);
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//! Returns the point of view of the camera
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void GetCamera(Math::Vector &eye, Math::Vector &lookat);
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//! Specifies a special movement of camera to frame action
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bool StartCentering(CObject *object, float angleH, float angleV, float dist, float time);
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//! Ends a special movement of camera to frame action
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bool StopCentering(CObject *object, float time);
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//! Stop framing special in the current position
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void AbortCentering();
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//! Removes the special effect with the camera
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void FlushEffect();
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void StartEffect(CameraEffect effect, Math::Vector pos, float force);
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//! Starts a special effect with the camera
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void StartEffect(Gfx::CameraEffect effect, Math::Vector pos, float force);
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//! Removes the effect of superposition in the foreground
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void FlushOver();
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//! Specifies the base color
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void SetOverBaseColor(Gfx::Color color);
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void StartOver(OverEffect effect, Math::Vector pos, float force);
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void StartOver(Gfx::CameraOverEffect effect, Math::Vector pos, float force);
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//! Sets the soft movement of the camera
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void FixCamera();
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void SetScriptEye(Math::Vector eye);
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void SetScriptLookat(Math::Vector lookat);
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void SetEffect(bool bEnable);
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void SetCameraScroll(bool bScroll);
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void SetCameraInvertX(bool bInvert);
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void SetCameraInvertY(bool bInvert);
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void SetEffect(bool enable);
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void SetCameraScroll(bool scroll);
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void SetCameraInvertX(bool invert);
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void SetCameraInvertY(bool invert);
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float RetMotorTurn();
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Gfx::EngineMouseType RetMouseDef(Math::Point pos);
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//! Returns an additional force to turn
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float GetMotorTurn();
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//! Returns the default sprite to use for the mouse
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Gfx::EngineMouseType GetMouseDef(Math::Point pos);
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protected:
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//! Changes the camera according to the mouse moved
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bool EventMouseMove(const Event &event);
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//! Mouse wheel operation
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void EventMouseWheel(int dir);
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//! Changes the camera according to the time elapsed
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bool EventFrame(const Event &event);
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//! Moves the point of view
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bool EventFrameFree(const Event &event);
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//! Moves the point of view
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bool EventFrameEdit(const Event &event);
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//! Moves the point of view
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bool EventFrameDialog(const Event &event);
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//! Moves the point of view
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bool EventFrameBack(const Event &event);
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//! Moves the point of view
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bool EventFrameFix(const Event &event);
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//! Moves the point of view
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bool EventFrameExplo(const Event &event);
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//! Moves the point of view
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bool EventFrameOnBoard(const Event &event);
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//! Moves the point of view
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bool EventFrameInfo(const Event &event);
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//! Moves the point of view
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bool EventFrameVisit(const Event &event);
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//! Moves the point of view
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bool EventFrameScript(const Event &event);
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//! Specifies the location and direction of view to the 3D engine
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void SetViewTime(const Math::Vector &vEyePt, const Math::Vector &vLookatPt, float rTime);
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//! Avoid the obstacles
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bool IsCollision(Math::Vector &eye, Math::Vector lookat);
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//! Avoid the obstacles
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bool IsCollisionBack(Math::Vector &eye, Math::Vector lookat);
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//! Avoid the obstacles
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bool IsCollisionFix(Math::Vector &eye, Math::Vector lookat);
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Math::Vector ExcludeTerrain(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
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Math::Vector ExcludeObject(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
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//! Adjusts the camera not to enter the ground
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Math::Vector ExcludeTerrain(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
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//! Adjusts the camera not to enter an object
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Math::Vector ExcludeObject(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
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//! Specifies the location and direction of view
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void SetViewParams(const Math::Vector &eye, const Math::Vector &lookat, const Math::Vector &up);
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//! Advances the effect of the camera
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void EffectFrame(const Event &event);
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//! Advanced overlay effect in the foreground
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void OverFrame(const Event &event);
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protected:
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CInstanceManager* m_iMan;
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Gfx::CEngine* m_engine;
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CTerrain* m_terrain;
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CWater* m_water;
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Gfx::CEngine* m_engine;
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Gfx::CTerrain* m_terrain;
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Gfx::CWater* m_water;
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CameraType m_type; // the type of camera (CAMERA *)
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CameraSmooth m_smooth; // type of smoothing
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CObject* m_cameraObj; // object linked to the camera
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//! The type of camera
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Gfx::CameraType m_type;
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//! Type of smoothing
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Gfx::CameraSmooth m_smooth;
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//! Object linked to the camera
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CObject* m_cameraObj;
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float m_eyeDistance; // distance between the eyes
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float m_initDelay; // time of initial centering
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//! Distance between the eyes
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float m_eyeDistance;
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//! Time of initial centering
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float m_initDelay;
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//! Current eye
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Math::Vector m_actualEye;
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//! Current aim
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Math::Vector m_actualLookat;
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//! Final eye
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Math::Vector m_finalEye;
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//! Final aim
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Math::Vector m_finalLookat;
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//! Normal eye
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Math::Vector m_normEye;
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//! Normal aim
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Math::Vector m_normLookat;
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Math::Vector m_actualEye; // current eye
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Math::Vector m_actualLookat; // aim current
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Math::Vector m_finalEye; // final eye
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Math::Vector m_finalLookat; // aim final
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Math::Vector m_normEye; // normal eye
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Math::Vector m_normLookat; // aim normal
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float m_focus;
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bool m_bRightDown;
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bool m_rightDown;
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Math::Point m_rightPosInit;
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Math::Point m_rightPosCenter;
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Math::Point m_rightPosMove;
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Math::Vector m_eyePt; // CAMERA_FREE: eye
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float m_directionH; // CAMERA_FREE: horizontal direction
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float m_directionV; // CAMERA_FREE: vertical direction
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float m_heightEye; // CAMERA_FREE: height above the ground
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float m_heightLookat; // CAMERA_FREE: height above the ground
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float m_speed; // CAMERA_FREE: speed of movement
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//! CAM_TYPE_FREE: eye
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Math::Vector m_eyePt;
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//! CAM_TYPE_FREE: horizontal direction
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float m_directionH;
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//! CAM_TYPE_FREE: vertical direction
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float m_directionV;
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//! CAM_TYPE_FREE: height above the ground
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float m_heightEye;
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//! CAM_TYPE_FREE: height above the ground
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float m_heightLookat;
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//! CAM_TYPE_FREE: speed of movement
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float m_speed;
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float m_backDist; // CAMERA_BACK: distance
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float m_backMin; // CAMERA_BACK: distance minimal
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float m_addDirectionH; // CAMERA_BACK: additional direction
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float m_addDirectionV; // CAMERA_BACK: additional direction
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bool m_bTransparency;
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//! CAM_TYPE_BACK: distance
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float m_backDist;
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//! CAM_TYPE_BACK: distance minimal
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float m_backMin;
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//! CAM_TYPE_BACK: additional direction
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float m_addDirectionH;
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//! CAM_TYPE_BACK: additional direction
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float m_addDirectionV;
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bool m_transparency;
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float m_fixDist; // CAMERA_FIX: distance
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float m_fixDirectionH; // CAMERA_FIX: direction
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float m_fixDirectionV; // CAMERA_FIX: direction
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//! CAM_TYPE_FIX: distance
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float m_fixDist;
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//! CAM_TYPE_FIX: direction
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float m_fixDirectionH;
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//! CAM_TYPE_FIX: direction
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float m_fixDirectionV;
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Math::Vector m_visitGoal; // CAMERA_VISIT: target position
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float m_visitDist; // CAMERA_VISIT: distance
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float m_visitTime; // CAMERA_VISIT: relative time
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CameraType m_visitType; // CAMERA_VISIT: initial type
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float m_visitDirectionH; // CAMERA_VISIT: direction
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float m_visitDirectionV; // CAMERA_VISIT: direction
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//! CAM_TYPE_VISIT: target position
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Math::Vector m_visitGoal;
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//! CAM_TYPE_VISIT: distance
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float m_visitDist;
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//! CAM_TYPE_VISIT: relative time
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float m_visitTime;
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//! CAM_TYPE_VISIT: initial type
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Gfx::CameraType m_visitType;
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//! CAM_TYPE_VISIT: direction
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float m_visitDirectionH;
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//! CAM_TYPE_VISIT: direction
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float m_visitDirectionV;
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float m_editHeight; // CAMERA_EDIT: height
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//! CAM_TYPE_EDIT: height
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float m_editHeight;
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float m_remotePan;
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float m_remoteZoom;
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float m_remotePan;
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float m_remoteZoom;
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Math::Point m_mousePos;
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float m_mouseDirH;
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float m_mouseDirV;
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float m_mouseMarging;
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Math::Point m_mousePos;
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float m_mouseDirH;
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float m_mouseDirV;
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float m_mouseMarging;
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float m_motorTurn;
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float m_motorTurn;
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CenteringPhase m_centeringPhase;
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Gfx::CenteringPhase m_centeringPhase;
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float m_centeringAngleH;
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float m_centeringAngleV;
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float m_centeringDist;
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@ -256,13 +368,17 @@ protected:
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float m_overFadeIn;
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float m_overFadeOut;
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Math::Vector m_scriptEye;
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Math::Vector m_scriptLookat;
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Math::Vector m_scriptEye;
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Math::Vector m_scriptLookat;
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bool m_bEffect; // shocks if explosion?
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bool m_bCameraScroll; // scroll in the edges?
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bool m_bCameraInvertX; // X inversion in the edges?
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bool m_bCameraInvertY; // Y inversion in the edges?
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//! Shocks if explosion?
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bool m_effect;
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//! Scroll in the edges?
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bool m_cameraScroll;
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//! X inversion in the edges?
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bool m_cameraInvertX;
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//! Y inversion in the edges?
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bool m_cameraInvertY;
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};
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