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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef plCameraBrain_inc
#define plCameraBrain_inc
#include "pnKeyedObject/hsKeyedObject.h"
#include "hsMatrix44.h"
#include "hsBitVector.h"
#include "hsTemplates.h"
class plMessage;
class plCameraModifier1;
class plSceneObject;
class plRailCameraMod;
class plCameraBrain1 : public hsKeyedObject
{
public:
enum
{
kCutPos = 0,
kCutPosOnce,
kCutPOA,
kCutPOAOnce,
kAnimateFOV,
kFollowLocalAvatar,
kPanicVelocity,
kRailComponent,
kSubject,
kCircleTarget,
kMaintainLOS,
kZoomEnabled,
kIsTransitionCamera,
kWorldspacePOA,
kWorldspacePos,
kCutPosWhilePan,
kCutPOAWhilePan,
kNonPhys,
kNeverAnimateFOV,
kIgnoreSubworldMovement,
kFalling,
kRunning,
kVerticalWhenFalling,
kSpeedUpWhenRunning,
kFallingStopped,
kBeginFalling,
};
plCameraBrain1(plCameraModifier1* pMod);
plCameraBrain1();
~plCameraBrain1();
CLASSNAME_REGISTER( plCameraBrain1 );
GETINTERFACE_ANY( plCameraBrain1, hsKeyedObject );
void SetCamera(plCameraModifier1* pMod) { fCamera = pMod; }
void SetAccel (float f) { fAccel = f; }
void SetDecel (float f) { fDecel = f; }
void SetVelocity (float f) { fVelocity = f; }
void SetPOAAccel (float f) { fPOAAccel = f; }
void SetPOADecel (float f) { fPOADecel = f; }
void SetPOAVelocity (float f) { fPOAVelocity = f; }
const plCameraModifier1* GetCamera() { return fCamera; }
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virtual void Update(bool forced = false);
virtual bool MsgReceive(plMessage* msg);
virtual plSceneObject* GetSubject();
virtual void SetSubject(plSceneObject* sub);
virtual hsVector3 GetPOAOffset() { return fPOAOffset; }
void SetPOAOffset(hsVector3 pt) { fPOAOffset = pt; }
void AddTarget();
virtual void Read(hsStream* stream, hsResMgr* mgr);
virtual void Write(hsStream* stream, hsResMgr* mgr);
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virtual bool GetFaded() { return false; }
virtual bool SetFaded(bool b) { return false; }
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bool HasMovementFlag(int f) { return fMoveFlags.IsBitSet(f); }
void SetMovementFlag(int f);
void ClearMovementFlag(int which) { fMoveFlags.ClearBit( which ); }
void SetFlags(int i) { fFlags.SetBit(i); }
void ClearFlags(int which) { fFlags.ClearBit( which ); }
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bool HasFlag(int f) { return fFlags.IsBitSet(f); }
void SetGoal(hsPoint3 pt) { fGoal = pt; }
void SetPOAGoal(hsPoint3 pt) { fPOAGoal = pt; }
void SetFOVGoal(float h, double t);
void SetZoomParams(float max, float min, float rate);
void SetXPanLimit(float x) {fXPanLimit = x;}
void SetZPanLimit(float y) {fZPanLimit = y;}
float GetXPanLimit() {return fXPanLimit;}
float GetZPanLimit() {return fZPanLimit;}
void SetRail(plRailCameraMod* m) { fRail = m; }
hsPoint3 GetGoal() { return fGoal; }
hsPoint3 GetPOAGoal() { return fPOAGoal; }
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virtual void Push(bool recenter = true);
virtual void Pop();
float GetVelocity() { return fVelocity; }
float GetAccel() { return fAccel; }
float GetDecel() { return fDecel; }
float GetPOAAccel() { return fPOAAccel; }
float GetPOAVelocity() { return fPOAVelocity; }
float GetPOADecel() { return fPOADecel; }
float GetCurrentCamSpeed() { return fCurCamSpeed; }
float GetCurrentViewSpeed() { return fCurViewSpeed; }
void SetCurrentCamSpeed(float s) { fCurCamSpeed = s; }
void SetCurrentViewSpeed(float s) { fCurViewSpeed = s; }
hsMatrix44 GetTargetMatrix() { return fTargetMatrix; }
static float fFallVelocity;
static float fFallAccel;
static float fFallDecel;
static float fFallPOAVelocity;
static float fFallPOAAccel;
static float fFallPOADecel;
protected:
virtual void AdjustForInput(double secs);
void IMoveTowardGoal(double time);
void IPointTowardGoal(double time);
void IAnimateFOV(double time);
void IAdjustVelocity(float adjAccelRate,
float adjDecelRate,
hsVector3* dir,
hsVector3* vel,
float maxSpeed,
float distToGoal,
double elapsedTime);
float IClampVelocity(hsVector3* vel, float maxSpeed, double elapsedTime);
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bool IShouldDecelerate(float decelSpeed, float curSpeed, float distToGoal);
plCameraModifier1* fCamera;
plKey fSubjectKey;
plRailCameraMod* fRail;
float fCurCamSpeed;
float fCurViewSpeed;
double fLastTime;
float fVelocity;
float fAccel;
float fDecel;
float fPOAVelocity;
float fPOAAccel;
float fPOADecel;
hsVector3 fPOAOffset;
hsPoint3 fGoal;
hsPoint3 fPOAGoal;
float fXPanLimit;
float fZPanLimit;
float fPanSpeed;
float fFOVGoal;
double fFOVStartTime;
double fFOVEndTime;
float fFOVAnimRate;
float fZoomRate;
float fZoomMax;
float fZoomMin;
hsBitVector fMoveFlags;
hsBitVector fFlags;
hsMatrix44 fTargetMatrix;
float fOffsetLength;
float fOffsetPct;
double fFallTimer;
};
class plControlEventMsg;
class plCameraBrain1_Drive : public plCameraBrain1
{
protected:
hsPoint3 fDesiredPosition;
hsPoint3 fFacingTarget;
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bool bUseDesiredFacing;
float deltaX;
float deltaY;
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bool bDisregardY; // these are here to prevent
bool bDisregardX; // the camera from jumping when the mouse cursor recenters / wraps around.
hsVector3 fUp;
public:
plCameraBrain1_Drive();
plCameraBrain1_Drive(plCameraModifier1* pMod);
~plCameraBrain1_Drive();
static void SetSensitivity(float f) { fTurnRate = f; }
CLASSNAME_REGISTER( plCameraBrain1_Drive );
GETINTERFACE_ANY( plCameraBrain1_Drive, plCameraBrain1 );
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virtual void Update(bool forced = false);
virtual bool MsgReceive(plMessage* msg);
virtual void Push(bool recenter = true);
virtual void Pop();
static float fAcceleration;
static float fDeceleration;
static float fMaxVelocity;
static float fTurnRate;
};
class plCameraBrain1_Avatar : public plCameraBrain1
{
public:
plCameraBrain1_Avatar();
plCameraBrain1_Avatar(plCameraModifier1* pMod);
~plCameraBrain1_Avatar();
CLASSNAME_REGISTER( plCameraBrain1_Avatar );
GETINTERFACE_ANY( plCameraBrain1_Avatar, plCameraBrain1 );
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virtual void Update(bool forced = false);
virtual bool MsgReceive(plMessage* msg);
virtual void CalculatePosition();
hsVector3 GetOffset() { return fOffset; }
void SetOffset(hsVector3 pt) { fOffset = pt; }
virtual void Read(hsStream* stream, hsResMgr* mgr);
virtual void Write(hsStream* stream, hsResMgr* mgr);
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virtual bool GetFaded() { return fFaded; }
virtual bool SetFaded(bool b) { fFaded = b; return true; }
virtual void Pop();
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virtual void Push(bool recenter = true);
protected:
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void ISendFadeMsg(bool fade);
void IHandleObstacle();
hsPoint3 fHitPoint;
hsVector3 fOffset;
hsVector3 fHitNormal;
13 years ago
bool bObscured;
bool fFaded;
plSceneObject* fObstacle;
};
class plCameraBrain1_FirstPerson : public plCameraBrain1_Avatar
{
public:
plCameraBrain1_FirstPerson();
plCameraBrain1_FirstPerson(plCameraModifier1* pMod);
~plCameraBrain1_FirstPerson();
CLASSNAME_REGISTER( plCameraBrain1_FirstPerson );
GETINTERFACE_ANY( plCameraBrain1_FirstPerson, plCameraBrain1_Avatar );
virtual void CalculatePosition();
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virtual void Push(bool recenter = true);
virtual void Pop();
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virtual bool MsgReceive(plMessage* msg);
// for console hack
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static bool fDontFade;
protected:
plSceneObject* fPosNode;
};
class plCameraBrain1_Fixed : public plCameraBrain1
{
public:
plCameraBrain1_Fixed();
plCameraBrain1_Fixed(plCameraModifier1* pMod);
~plCameraBrain1_Fixed();
CLASSNAME_REGISTER( plCameraBrain1_Fixed );
GETINTERFACE_ANY( plCameraBrain1_Fixed, plCameraBrain1 );
void SetTargetPoint(plCameraModifier1* pt) { fTargetPoint = pt; }
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virtual void Update(bool forced = false);
void CalculatePosition();
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virtual bool MsgReceive(plMessage* msg);
virtual void Read(hsStream* stream, hsResMgr* mgr);
virtual void Write(hsStream* stream, hsResMgr* mgr);
private:
plCameraModifier1* fTargetPoint;
};
//
// circle cam brain
//
class plCameraBrain1_Circle : public plCameraBrain1_Fixed
{
public:
enum CircleFlags
{
kLagged = 0x01,
kAbsoluteLag = (0x02 | kLagged),
kFarthest = 0x04,
kTargetted = 0x08,
kHasCenterObject = 0x10,
kPOAObject = 0x20,
kCircleLocalAvatar = 0x40,
};
protected:
uint32_t fCircleFlags;
hsPoint3 fCenter;
plSceneObject* fCenterObject; // optional, use instead of fCenter
float fRadius;
float fCurRad, fGoalRad; // Radians
plSceneObject* fPOAObj; // in this case the subject is who we stay close to/away from
float fCirPerSec;
hsPoint3 IGetClosestPointOnCircle(const hsPoint3* toThisPt);
public:
plCameraBrain1_Circle();
plCameraBrain1_Circle(plCameraModifier1* pMod);
~plCameraBrain1_Circle();
CLASSNAME_REGISTER( plCameraBrain1_Circle );
GETINTERFACE_ANY( plCameraBrain1_Circle, plCameraBrain1_Fixed );
virtual void Read(hsStream *stream, hsResMgr* mgr);
virtual void Write(hsStream *stream, hsResMgr* mgr);
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virtual hsPoint3 MoveTowardsFromGoal(const hsPoint3* fromGoal, double secs, bool warp = false);
virtual void Update(bool forced = false);
virtual bool MsgReceive(plMessage* msg);
uint32_t GetCircleFlags() { return fCircleFlags; }
hsPoint3* GetCenter() { return &fCenter; } // use GetCenterPoint
hsPoint3 GetCenterPoint();
float GetRadius() { return fRadius; }
plSceneObject* GetCenterObject() { return fCenterObject; }
void SetCircumferencePerSec(float h) { fCirPerSec = h; }
void SetCircleFlags(uint32_t f) { fCircleFlags|=f; }
void SetCenter(hsPoint3* ctr) { fCenter = *ctr; } // Circle lies in the plane z = ctr->z
void SetRadius(float radius) { fRadius = radius; }
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void SetFarCircleCam(bool farType) { if (farType) fCircleFlags |= kFarthest; else fCircleFlags &= ~kFarthest; }
void SetCenterObjectKey(plKey k);
void SetPOAObject(plSceneObject* pObj) { fPOAObj = pObj; }
};
#endif