/*==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 . 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 plCameraModifier_inc #define plCameraModifier_inc #include "pnModifier/plSingleModifier.h" #include "hsBitVector.h" #include "hsGeometry3.h" #include "hsTemplates.h" class plPipeline; class plKey; class plCameraBrain1; class plCameraMsg; struct CamTrans { // used when creating default track transitions at runtime CamTrans(plKey to) { fTransTo = to; fAccel = 60.0f; fDecel = 60.0f; fVelocity = 60.0f; fPOADecel = 60.0f; fPOAAccel = 60.0f; fPOAVelocity = 60.0f; fCutPos = false; fCutPOA = false; fIgnore = false; } plKey fTransTo; bool fCutPos; bool fCutPOA; bool fIgnore; float fAccel; float fDecel; float fVelocity; float fPOAAccel; float fPOADecel; float fPOAVelocity; }; class plCameraModifier1 : public plSingleModifier { enum { kRefBrain, kRefCut, kRefTrack, kRefCallbackMsg, }; protected: void Output(); virtual bool IEval(double secs, float del, uint32_t dirty) { return true; } public: plCameraModifier1(); virtual ~plCameraModifier1(); CLASSNAME_REGISTER( plCameraModifier1 ); GETINTERFACE_ANY( plCameraModifier1, plSingleModifier ); virtual bool MsgReceive(plMessage* msg); void Initialize(); virtual void Update(); virtual void AddTarget(plSceneObject* so); void SetBrain(plCameraBrain1* brain) { fBrain = brain; } plCameraBrain1* GetBrain() { return fBrain;} hsPoint3 GetTargetPos() { return fFrom; } hsPoint3 GetTargetPOA() { return fAt; } hsPoint3 GetSubworldPos() { return fLastSubPos; } hsPoint3 GetSubworldPOA() { return fLastSubPOA; } void SetTransform(hsPoint3 at); void SetTargetPos(hsPoint3 pos) { fFrom = pos; } void SetTargetPOA(hsPoint3 pos) { fAt = pos; } void SetSubworldPos(hsPoint3 pos) { fLastSubPos = pos; } void SetSubworldPOA(hsPoint3 pos) { fLastSubPOA = pos; } float GetFOVw() const { return fFOVw; } float GetFOVh() const { return fFOVh; } void SetFOV(float w, float h, bool fUpdateVCam = true); void SetFOVw(float f, bool fUpdateVCam = true); void SetFOVh(float f, bool fUpdateVCam = true); bool GetInSubworld() { return fInSubLastUpdate; } void InSubworld(bool b) { fInSubLastUpdate = b; } virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); void AddTrans(CamTrans* t) { fTrans.Append(t); } int GetNumTrans() { return fTrans.Count(); } CamTrans* GetTrans(int i) { return fTrans[i]; } void SetSubject(plSceneObject* pObj); plSceneObject* GetSubject(); virtual void Push(bool recenter = true); virtual void Pop(); virtual bool GetFaded(); virtual bool SetFaded(bool b); bool IsAnimated() { return fAnimated; } void SetAnimCommands(bool a, bool b, bool c) { fStartAnimOnPush = a; fStopAnimOnPop = b; fResetAnimOnPop = c; } private: hsPoint3 fFrom; hsPoint3 fAt; plCameraBrain1* fBrain; // the 'logic' portion of the camera hsTArray fTrans; plSceneObject* fSubObj; float fFOVw; float fFOVh; hsTArray fMessageQueue; hsTArray fFOVInstructions; bool fAnimated, fStartAnimOnPush, fStopAnimOnPop, fResetAnimOnPop; hsPoint3 fLastSubPos; hsPoint3 fLastSubPOA; bool fInSubLastUpdate; bool fUpdateBrainTarget; // sometimes our target isn't loaded yet, so wait to update the brain til later }; #endif //plCameraModifier_inc