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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 plVirtualCam1_inc
#define plVirtualCam1_inc
#include "pnKeyedObject/hsKeyedObject.h"
#include "hsMatrix44.h"
#include "hsBitVector.h"
#include <vector>
class plPipeline;
class plCameraModifier1;
class plCameraBrain1;
class plSceneObject;
class plKey;
class hsGMaterial;
class plDrawableSpans;
class plCameraProxy;
class plSceneNode;
class plDebugInputInterface;
class plPlate;
#include "hsTemplates.h"
struct CamTrans;
struct hsColorRGBA;
#define POS_TRANS_OFF 0
#define POS_TRANS_FIXED 1
#define POS_TRANS_FOLLOW 2
#define POA_TRANS_OFF 3
#define POA_TRANS_FIXED 4
#define POA_TRANS_FOLLOW 5
class plVirtualCam1 : public hsKeyedObject
{
typedef std::vector<plCameraModifier1*> plCameraVec;
typedef std::vector<plSceneObject*> plSOVec;
protected:
void Output();
void SetOutputFOV();
void IUpdate();
void INext();
public:
enum flags
{
kSetFOV,
kCutNextTrans,
kRender,
kRegionIgnore,
kFirstPersonEnabled,
kResponderForced3rd,
kScriptsForced3rd,
kScriptsDisabled1st,
kAvatarWalking,
kUnPanCamera,
kInterpPanLimits,
kFalling,
//kRegisteredForBehaviors, // not reliable anymore since we have a dummy avatar in the startup age
kFirstPersonAtLinkOut,
kJustLinkedIn,
kFirstPersonUserSelected,
};
enum action
{
kPush = 0,
kPop,
kReplacement,
kBackgroundPop,
kRefCamera,
};
plVirtualCam1();
virtual ~plVirtualCam1();
CLASSNAME_REGISTER( plVirtualCam1 );
GETINTERFACE_ANY( plVirtualCam1, hsKeyedObject );
void SetPipeline(plPipeline* p);
void Init();
12 years ago
virtual bool MsgReceive(plMessage* msg);
static void SetFOV(float x, float y);
static void SetFOV(plCameraModifier1* pCam);
static void SetDepth(float h, float y);
static float GetFOVw() { return fFOVw; }
static float GetFOVh() { return fFOVh; }
static float GetHither() { return fHither; }
static float GetYon() { return fYon; }
static void SetOffset(float x, float y, float z);
static void Refresh();
static float GetAspectRatio() { return fAspectRatio; }
static void SetAspectRatio(float ratio);
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bool InTransition() { return fTransPos != POS_TRANS_OFF; }
plCameraModifier1* GetCurrentCamera();
plCameraModifier1* GetCurrentStackCamera();
plCameraModifier1* GetTransitionCamera(){return fTransitionCamera;}
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bool Is1stPersonCamera();
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bool HasMovementFlag(int f) { return fMoveFlags.IsBitSet(f); }
void SetMovementFlag(int f, bool on = true) { fMoveFlags.SetBit(f, on);}
hsPoint3 GetCameraPos() { return fOutputPos; }
hsPoint3 GetCameraPOA() { return fOutputPOA; }
hsVector3 GetCameraUp() { return fOutputUp; }
void SetCutNextTrans(); // used when player warps into a new camera region
const hsMatrix44 GetCurrentMatrix() { return fMatrix; }
static plVirtualCam1* Instance() { return fInstance; }
size_t GetNumCameras() { return fCameraStack.size(); }
plCameraModifier1* GetCameraNumber(size_t camNumber);
void RebuildStack(const plKey& key);
void SetFlags(int flag) { fFlags.SetBit(flag); }
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bool HasFlags(int flag) { return fFlags.IsBitSet(flag); }
void ClearFlags(int flag) { fFlags.ClearBit(flag); }
// console command stuff
static void Next();
static void Prev();
static void Deactivate();
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void CameraRegions(bool b) { fFlags.SetBit(kRegionIgnore,b); }
void LogFOV(bool b) { printFOV = b; }
void Drive();
void PushThirdPerson();
static void AddMsgToLog(const char* msg);
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static bool IsCurrentCamera(const plCameraModifier1* mod);
void ClearStack();
void AddCameraLoaded(plSceneObject* pCam) { fCamerasLoaded.push_back(pCam); }
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bool RestoreFromName(const plString& name);
void StartUnPan();
// these are for console access
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static bool fUseAccelOverride, freeze, alwaysCutForColin, WalkPan3rdPerson,StayInFirstPersonForever;
static float fDecel, fAccel, fVel;
static float fFallTimerDelay;
private:
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void Reset(bool bRender);
void PushCamera(plCameraModifier1* pCam, bool bDefault = false);
void PopCamera(plCameraModifier1* pCam);
void AddCameraToStack(plCameraModifier1* pCam);
void PopAll();
void CreateDefaultCamera(plSceneObject* subject);
void StartTransition(CamTrans* transition);
void RunTransition();
void FinishTransition();
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void SetRender(bool render);
void IHandleCameraStatusLog(plCameraModifier1* pMod, int action);
void ICreatePlate();
void FreezeOutput(int frames) { fFreezeCounter = frames; } // I hate this and I hate myself for doing it
void UnFadeAvatarIn(int frames) { fFadeCounter = frames; } // ditto
void FirstPersonOverride();
void AdjustForInput();
void UnPanIfNeeded();
void StartInterpPanLimits();
void InterpPanLimits();
plPipeline* fPipe;
hsMatrix44 fMatrix;
hsPoint3 fOutputPos;
hsPoint3 fOutputPOA;
hsVector3 fOutputUp;
int fTransPos;
plDebugInputInterface* fCameraDriveInterface;
plPlate* fEffectPlate;
FILE* foutLog;
plCameraVec fCameraStack;
int fFreezeCounter;
int fFadeCounter;
hsBitVector fFlags;
plSOVec fCamerasLoaded;
hsBitVector fMoveFlags;
float fX;
float fY;
float fXPanLimit;
float fZPanLimit;
float fXPanLimitGoal;
float fZPanLimitGoal;
float fXUnPanRate;
float fZUnPanRate;
float fXPanInterpRate;
float fZPanInterpRate;
double fUnPanEndTime;
double fInterpPanLimitTime;
float fRetainedFY;
// built-in cameras
plCameraModifier1* fDriveCamera; // for driving around
plCameraModifier1* fTransitionCamera; // transitions between cameras placed in scenes
plCameraModifier1* fPythonOverride; // a special camera pushed by python
plCameraModifier1* fFirstPersonOverride; // the built-in first person camera
plCameraModifier1* fPrevCam; // the last camera we were displaying
plCameraModifier1* fThirdPersonCam; // built in third person cam for ccr's when they jump about
static float fFOVh, fFOVw;
static float fAspectRatio;
static float fHither, fYon;
static plVirtualCam1* fInstance;
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static bool printFOV;
static float fPanResponseTime;
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bool fForceCutOnce;
};
#endif //plVirtualCam1_inc