mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
666 lines
19 KiB
JavaScript
666 lines
19 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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220
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/WorldLink";
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uses "EntitiesMP/Player";
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uses "EntitiesMP/CameraMarker";
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class CCamera : CMovableModelEntity
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{
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name "Camera";
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thumbnail "Thumbnails\\Camera.tbn";
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features "HasName", "IsTargetable", "IsImportant";
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properties:
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1 FLOAT m_tmTime "Time" 'E' = 5.0f, // how long to show the scene
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2 FLOAT m_fFOV "FOV" 'F' = 90.0f, // camera fov
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5 FLOAT m_fLastFOV = 90.0f,
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3 CEntityPointer m_penTarget "Target" 'T' COLOR(C_lBLUE|0xFF),
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4 CTString m_strName "Name" 'N' = "Camera",
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6 CEntityPointer m_penOnBreak "OnBreak" 'B' COLOR(C_lRED|0xFF),
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7 BOOL m_bWideScreen "WideScreen" 'W' = TRUE,
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10 FLOAT m_tmAtMarker = 0.0f, // time when current marker was reached
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11 FLOAT m_tmDelta = 0.0f, // time to reach next marker
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13 FLOAT3D m_vPNp0 = FLOAT3D(0,0,0),
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14 FLOAT3D m_vPNp1 = FLOAT3D(0,0,0),
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15 FLOAT3D m_vTNp0 = FLOAT3D(0,0,0),
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16 FLOAT3D m_vTNp1 = FLOAT3D(0,0,0),
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17 FLOAT m_fFOVp0 = 0.0f,
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18 FLOAT m_fFOVp1 = 0.0f,
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19 FLOAT m_fTFOVp0 = 0.0f,
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20 FLOAT m_fTFOVp1 = 0.0f,
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31 FLOATquat3D m_qPNp0 = FLOATquat3D(0,0,0,0),
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32 FLOATquat3D m_qPNp1 = FLOATquat3D(0,0,0,0),
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33 FLOATquat3D m_qANp0 = FLOATquat3D(0,0,0,0),
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34 FLOATquat3D m_qANp1 = FLOATquat3D(0,0,0,0),
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40 CEntityPointer m_penLast, // previous marker
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41 CEntityPointer m_penPlayer, // player viewing this camera
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42 CTString m_strDescription = "",
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43 BOOL m_bStopMoving = FALSE, // stop moving camera on next target
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50 COLOR m_colFade0 = 0, // camera fading color
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51 COLOR m_colFade1 = 0,
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52 BOOL m_bMoving = FALSE, // set while moving
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53 CEntityPointer m_penViewTarget0,
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54 CEntityPointer m_penViewTarget1,
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55 FLOAT3D m_vPosRatio0 = FLOAT3D(0,0,0),
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56 FLOAT3D m_vPosRatio1 = FLOAT3D(0,0,0),
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60 FLOAT m_fMyTimer = 0.0f,
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61 FLOAT m_fMyTimerLast = 0.0f,
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62 BOOL m_bIgnoreTimeStretch "Ignore time stretch" = FALSE,
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63 BOOL m_bAutoRotation "Auto rotate (AR)" 'A' = FALSE,
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64 FLOAT m_fStartHdg "AR start heading" 'D' = 0.0f,
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65 FLOAT m_fRotateSpeed "AR Rotate speed" 'S' = 180.0f,
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66 FLOAT m_fRotateTime "AR Rotate time" 'I' = 8.0f,
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67 FLOAT m_fRadX "AR Radius X" 'X' = 8.0f,
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68 FLOAT m_fHeight "AR Height (controlls pitch)" 'H' = 4.0f,
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69 FLOAT m_fRadZ "AR Radius Z" 'Z' = 8.0f,
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70 CEntityPointer m_penAutoCameraEndTarget "Auto camera end target",
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71 enum EventEType m_eetAutoCameraEndEvent "Auto camera end event" = EET_STOP,
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72 FLOAT3D m_vRelTargetOffset = FLOAT3D(0,0,0),
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components:
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1 model MODEL_CAMERA "Models\\Editor\\Camera.mdl",
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2 texture TEXTURE_CAMERA "Models\\Editor\\Camera.tex"
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functions:
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// render particles
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void RenderParticles(void)
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{
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if (Particle_GetViewer()==this) {
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Particles_ViewerLocal(this);
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}
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}
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// Check if entity is moved on a route set up by its targets
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BOOL MovesByTargetedRoute( CTString &strTargetProperty) const
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{
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strTargetProperty = "Target";
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return TRUE;
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}
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// Check if entity can drop marker for making linked route
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BOOL DropsMarker( CTFileName &fnmMarkerClass, CTString &strTargetProperty) const
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{
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fnmMarkerClass = CTFILENAME( "Classes\\CameraMarker.ecl");
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strTargetProperty = "Target";
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return TRUE;
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}
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// returns camera description
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const CTString &GetDescription(void) const
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{
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if (m_penTarget!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s", (const char *) m_penTarget->GetName());
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} else {
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((CTString&)m_strDescription).PrintF("-><none>");
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}
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return m_strDescription;
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}
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void GetAutoRotatePlacement( FLOAT tmCurrent, FLOAT3D &vPos, FLOATmatrix3D &mRot,
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CPlacement3D &plNew, FLOAT3D vTarget) const
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{
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// create new pos and angle
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FLOAT fT=m_fStartHdg+m_fRotateSpeed*tmCurrent;
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FLOAT fX=m_fRadX*Sin(fT);
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FLOAT fZ=m_fRadZ*Cos(fT);
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vPos = FLOAT3D(fX, -m_fHeight, fZ);
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FLOAT3D vDir=vPos;
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vDir.Normalize();
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ANGLE3D ang;
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DirectionVectorToAngles(vDir, ang);
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plNew.pl_PositionVector = vTarget-vPos;
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plNew.pl_OrientationAngle = ang;
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MakeRotationMatrix( mRot, ang);
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return;
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}
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CPlacement3D GetLerpedPlacement(void) const
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{
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FLOAT fLerpFactor;
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if (IsPredictor()) {
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fLerpFactor = _pTimer->GetLerpFactor();
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} else {
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fLerpFactor = _pTimer->GetLerpFactor2();
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}
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if( m_bAutoRotation && m_bMoving)
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{
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FLOAT fTime=Lerp(m_fMyTimerLast, m_fMyTimer, fLerpFactor);
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FLOAT3D vPos;
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FLOATmatrix3D mRot;
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CPlacement3D plNew;
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// get target placement
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FLOAT3D vTarget=FLOAT3D(0,0,0);
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if( m_penTarget!=NULL)
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{
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CCameraMarker *pcm = &(CCameraMarker&)*m_penTarget;
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if( pcm->m_penViewTarget!=NULL)
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{
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vTarget=pcm->m_penViewTarget->GetLerpedPlacement().pl_PositionVector+m_vRelTargetOffset;
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}
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}
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GetAutoRotatePlacement( fTime, vPos, mRot, plNew, vTarget);
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return plNew;
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}
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else if(m_penViewTarget0!=NULL)
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{
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CPlacement3D plNew=LerpPlacementsPrecise(en_plLastPlacement, en_plPlacement, fLerpFactor);
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FLOATmatrix3D mRot;
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CalcTargetedRotation(plNew.pl_PositionVector, m_penViewTarget0, m_vPosRatio0, mRot, TRUE);
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DecomposeRotationMatrixNoSnap(plNew.pl_OrientationAngle, mRot);
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return plNew;
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}
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else
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{
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return LerpPlacementsPrecise(en_plLastPlacement, en_plPlacement, fLerpFactor);
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}
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//return CMovableEntity::GetLerpedPlacement();
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}
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// calculate rotation matrix that points in direction of a target entity
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void CalcTargetedRotation(const FLOAT3D &vMyPos, CEntity *penViewTarget,
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FLOAT3D vPosRatio, FLOATmatrix3D &mRotTarget, BOOL bLerping) const
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{
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FLOAT3D vAbsPos;
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penViewTarget->GetEntityPointRatio(vPosRatio, vAbsPos, bLerping);
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FLOAT3D vDir;
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vDir=vAbsPos-vMyPos;
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vDir.Normalize();
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ANGLE3D aDir;
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DirectionVectorToAnglesNoSnap(vDir, aDir);
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MakeRotationMatrixFast(mRotTarget, aDir);
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}
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void PreMoving()
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{
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// remember old placement for lerping
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en_plLastPlacement = en_plPlacement;
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}
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void DoMoving()
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{
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if (!m_bMoving) {
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return;
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}
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FLOAT tmCurrent;
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if( !m_bIgnoreTimeStretch)
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{
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tmCurrent= _pTimer->CurrentTick();
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}
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else
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{
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m_fMyTimerLast = m_fMyTimer;
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m_fMyTimer+=_pTimer->TickQuantum/_pNetwork->GetRealTimeFactor();
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tmCurrent = m_fMyTimer;
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}
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if( m_bAutoRotation)
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{
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// if we're finished with auto rotating camera
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if( tmCurrent>m_fRotateTime)
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{
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m_bStopMoving=TRUE;
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return;
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}
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FLOAT3D vPos;
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FLOATmatrix3D mRot;
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CPlacement3D plNew;
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// get target placement
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FLOAT3D vTarget=FLOAT3D(0,0,0);
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if( m_penTarget!=NULL)
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{
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CCameraMarker *pcm = &(CCameraMarker&)*m_penTarget;
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if( pcm->m_penViewTarget!=NULL)
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{
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vTarget=pcm->m_penViewTarget->GetPlacement().pl_PositionVector+m_vRelTargetOffset;
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}
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}
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GetAutoRotatePlacement( tmCurrent, vPos, mRot, plNew, vTarget);
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en_vNextPosition = vPos;
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en_mNextRotation = mRot;
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CacheNearPolygons();
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SetPlacement_internal(plNew, mRot, TRUE);
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return;
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}
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// lerping is initially enabled
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BOOL bLerping = TRUE;
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// if we hit a marker
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if( tmCurrent > (m_tmAtMarker+m_tmDelta - _pTimer->TickQuantum*3/2))
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{
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// get markers
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CCameraMarker *pcmNm1 = &(CCameraMarker&)*m_penLast;
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CCameraMarker *pcmNp0 = &(CCameraMarker&)*m_penTarget;
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CCameraMarker *pcmNp1 = &(CCameraMarker&)*pcmNp0->m_penTarget;
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CCameraMarker *pcmNp2 = &(CCameraMarker&)*pcmNp1->m_penTarget;
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// repeat
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FOREVER {
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// if there is a trigger at the hit marker
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if (pcmNp0->m_penTrigger!=NULL) {
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// trigger it
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SendToTarget(pcmNp0->m_penTrigger, EET_TRIGGER, m_penPlayer);
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}
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// if the marker should not be skipped
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if (!pcmNp0->m_bSkipToNext) {
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// stop skipping
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break;
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}
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// go to next marker immediately
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pcmNm1 = pcmNp0;
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pcmNp0 = pcmNp1;
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pcmNp1 = pcmNp2;
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pcmNp2 = (CCameraMarker*)&*pcmNp2->m_penTarget;
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// disable lerping
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bLerping = FALSE;
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}
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// update markers for next interval
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m_penTarget = pcmNp1;
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m_penLast = pcmNp0;
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// get markers
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CCameraMarker &cmNm1 = *pcmNm1;
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CCameraMarker &cmNp0 = *pcmNp0;
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CCameraMarker &cmNp1 = *pcmNp1;
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CCameraMarker &cmNp2 = *pcmNp2;
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// get positions from four markers
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const FLOAT3D &vPNm1 = cmNm1.GetPlacement().pl_PositionVector;
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const FLOAT3D &vPNp0 = cmNp0.GetPlacement().pl_PositionVector;
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const FLOAT3D &vPNp1 = cmNp1.GetPlacement().pl_PositionVector;
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const FLOAT3D &vPNp2 = cmNp2.GetPlacement().pl_PositionVector;
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ANGLE3D aPNm1 = cmNm1.GetPlacement().pl_OrientationAngle;
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ANGLE3D aPNp0 = cmNp0.GetPlacement().pl_OrientationAngle;
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ANGLE3D aPNp1 = cmNp1.GetPlacement().pl_OrientationAngle;
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ANGLE3D aPNp2 = cmNp2.GetPlacement().pl_OrientationAngle;
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FLOAT fFOVm1 = cmNm1.m_fFOV;
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FLOAT fFOVp0 = cmNp0.m_fFOV;
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FLOAT fFOVp1 = cmNp1.m_fFOV;
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FLOAT fFOVp2 = cmNp2.m_fFOV;
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m_colFade0 = cmNp0.m_colFade;
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m_colFade1 = cmNp1.m_colFade;
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m_penViewTarget0 = cmNp0.m_penViewTarget;
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m_penViewTarget1 = cmNp1.m_penViewTarget;
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m_vPosRatio0=FLOAT3D(0,0,0);
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m_vPosRatio1=FLOAT3D(0,0,0);
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if( m_penViewTarget0!=NULL)
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{
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m_vPosRatio0=cmNp0.m_vPosRatio;
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}
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if( m_penViewTarget1!=NULL)
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{
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m_vPosRatio1=cmNp1.m_vPosRatio;
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}
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// find quaternions for rotations
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FLOATquat3D qPNm1; qPNm1.FromEuler(aPNm1);
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FLOATquat3D qPNp0; qPNp0.FromEuler(aPNp0);
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FLOATquat3D qPNp1; qPNp1.FromEuler(aPNp1);
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FLOATquat3D qPNp2; qPNp2.FromEuler(aPNp2);
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// make all angles between quaternion pairs acute
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if( qPNm1%qPNp0<0 ) {
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qPNp0 = -qPNp0;
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}
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if( qPNp0%qPNp1<0 ) {
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qPNp1 = -qPNp1;
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}
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if( qPNp1%qPNp2<0 ) {
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qPNp2 = -qPNp2;
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}
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// update time and position
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m_tmAtMarker = m_tmAtMarker+m_tmDelta;
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m_tmDelta = cmNp0.m_fDeltaTime;
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m_vPNp0 = vPNp0;
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m_vPNp1 = vPNp1;
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m_fFOVp0 = fFOVp0;
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m_fFOVp1 = fFOVp1;
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m_qPNp0 = qPNp0;
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m_qPNp1 = qPNp1;
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// determine delta time multipliers
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FLOAT tmDNm1 = cmNm1.m_fDeltaTime;
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FLOAT tmDNp0 = cmNp0.m_fDeltaTime;
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FLOAT tmDNp1 = cmNp1.m_fDeltaTime;
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FLOAT fD0 = 2*tmDNp0 / (tmDNm1+tmDNp0);
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FLOAT fD1 = 2*tmDNp0 / (tmDNp0+tmDNp1);
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// determine biases, tensions and continuities
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FLOAT fBNp0 = cmNp0.m_fBias;
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FLOAT fTNp0 = cmNp0.m_fTension;
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FLOAT fCNp0 = cmNp0.m_fContinuity;
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FLOAT fBNp1 = cmNp1.m_fBias;
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FLOAT fTNp1 = cmNp1.m_fTension;
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FLOAT fCNp1 = cmNp1.m_fContinuity;
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FLOAT fF00 = (1-fTNp0)*(1-fCNp0)*(1-fBNp0) / 2;
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FLOAT fF01 = (1-fTNp0)*(1+fCNp0)*(1+fBNp0) / 2;
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FLOAT fF10 = (1-fTNp1)*(1+fCNp1)*(1-fBNp1) / 2;
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FLOAT fF11 = (1-fTNp1)*(1-fCNp1)*(1+fBNp1) / 2;
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// find tangents for translation
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m_vTNp0 = ( (vPNp1-vPNp0) * fF00 + (vPNp0-vPNm1) * fF01) * fD0;
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m_vTNp1 = ( (vPNp2-vPNp1) * fF10 + (vPNp1-vPNp0) * fF11) * fD1;
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// find tangents for FOV
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m_fTFOVp0 = ( (fFOVp1-fFOVp0) * fF00 + (fFOVp0-fFOVm1) * fF01) * fD0;
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m_fTFOVp1 = ( (fFOVp2-fFOVp1) * fF10 + (fFOVp1-fFOVp0) * fF11) * fD1;
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// find tangents for rotation
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FLOATquat3D qTNp0, qTNp1;
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qTNp0 = ( Log(qPNp0.Inv()*qPNp1) * fF00 + Log(qPNm1.Inv()*qPNp0) * fF01) * fD0;
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qTNp1 = ( Log(qPNp1.Inv()*qPNp2) * fF10 + Log(qPNp0.Inv()*qPNp1) * fF11) * fD1;
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// find squad parameters
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m_qANp0 = qPNp0*Exp( (qTNp0 - Log(qPNp0.Inv()*qPNp1))/2 );
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m_qANp1 = qPNp1*Exp( (Log(qPNp0.Inv()*qPNp1) - qTNp1)/2 );
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// check for stop moving
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if( cmNp0.m_bStopMoving) {
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m_bStopMoving = TRUE;
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}
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}
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// calculate the parameter value and hermit basis
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FLOAT fT = (tmCurrent - m_tmAtMarker) / m_tmDelta;
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FLOAT fH0 = 2*fT*fT*fT - 3*fT*fT + 1;
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FLOAT fH1 = -2*fT*fT*fT + 3*fT*fT;
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FLOAT fH2 = fT*fT*fT - 2*fT*fT + fT;
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FLOAT fH3 = fT*fT*fT - fT*fT;
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// interpolate position, rotation and fov
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FLOAT3D vPos = m_vPNp0*fH0 + m_vPNp1*fH1 + m_vTNp0*fH2 + m_vTNp1*fH3;
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FLOAT fFOV = m_fFOVp0*fH0 + m_fFOVp1*fH1 + m_fTFOVp0*fH2 + m_fTFOVp1*fH3;
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FLOATquat3D qRot = Squad(fT, m_qPNp0, m_qPNp1, m_qANp0, m_qANp1);
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FLOATmatrix3D mRot;
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qRot.ToMatrix(mRot);
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// calculate targeted matrices
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FLOATmatrix3D mRotTarget0 = mRot;
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FLOATmatrix3D mRotTarget1 = mRot;
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BOOL bDoTargeting = FALSE;
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if (m_penViewTarget0!=NULL) {
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CalcTargetedRotation(vPos, m_penViewTarget0, m_vPosRatio0, mRotTarget0, FALSE);
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bDoTargeting = TRUE;
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}
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if (m_penViewTarget1!=NULL) {
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CalcTargetedRotation(vPos, m_penViewTarget1, m_vPosRatio1, mRotTarget1, FALSE);
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bDoTargeting = TRUE;
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}
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// if any targeting involved
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if (bDoTargeting) {
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// lerp between two matrices
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FLOATquat3D qRot0; qRot0.FromMatrix(mRotTarget0);
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FLOATquat3D qRot1; qRot1.FromMatrix(mRotTarget1);
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FLOATquat3D qRot = Slerp(Clamp(fT, 0.0f, 1.0f), qRot0, qRot1);
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qRot.ToMatrix(mRot);
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}
|
|
|
|
// just cache near polygons for various engine needs
|
|
en_vNextPosition = vPos;
|
|
en_mNextRotation = mRot;
|
|
CacheNearPolygons();
|
|
|
|
// set new placement
|
|
CPlacement3D plNew;
|
|
plNew.pl_PositionVector = vPos;
|
|
DecomposeRotationMatrixNoSnap(plNew.pl_OrientationAngle, mRot);
|
|
SetPlacement_internal(plNew, mRot, TRUE);
|
|
// if lerping is disabled
|
|
if (!bLerping) {
|
|
// make last placement same as this one
|
|
en_plLastPlacement = en_plPlacement;
|
|
}
|
|
// set new fov
|
|
m_fLastFOV = m_fFOV;
|
|
m_fFOV = fFOV;
|
|
}
|
|
|
|
|
|
void PostMoving()
|
|
{
|
|
if (!m_bMoving) {
|
|
return;
|
|
}
|
|
//
|
|
if( m_bStopMoving) {
|
|
m_bMoving = FALSE;
|
|
// mark for removing from list of movers
|
|
en_ulFlags |= ENF_INRENDERING;
|
|
SendEvent( EStop());
|
|
}
|
|
}
|
|
|
|
|
|
procedures:
|
|
|
|
// routine for playing static camera
|
|
PlayStaticCamera()
|
|
{
|
|
m_bMoving = FALSE;
|
|
ECameraStart eStart;
|
|
eStart.penCamera = this;
|
|
m_penPlayer->SendEvent(eStart);
|
|
autowait(m_tmTime);
|
|
ECameraStop eStop;
|
|
eStop.penCamera=this;
|
|
m_penPlayer->SendEvent(eStop);
|
|
return;
|
|
}
|
|
|
|
// routine for playing autorotating camera
|
|
PlayAutoRotatingCamera()
|
|
{
|
|
// register camera as movable entity
|
|
AddToMovers();
|
|
m_bMoving = TRUE;
|
|
ECameraStart eStart;
|
|
eStart.penCamera = this;
|
|
m_penPlayer->SendEvent(eStart);
|
|
// roll, baby, roll ...
|
|
wait() {
|
|
on( EStop) : {
|
|
ECameraStop eStop;
|
|
eStop.penCamera=this;
|
|
m_penPlayer->SendEvent(eStop);
|
|
if( m_penAutoCameraEndTarget!=NULL)
|
|
{
|
|
SendToTarget(m_penAutoCameraEndTarget, m_eetAutoCameraEndEvent, m_penPlayer);
|
|
}
|
|
return;
|
|
}
|
|
otherwise() : {
|
|
resume;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// routine for playing movable camera
|
|
PlayMovingCamera()
|
|
{
|
|
// init camera
|
|
ECameraStart eStart;
|
|
eStart.penCamera = this;
|
|
m_penPlayer->SendEvent(eStart);
|
|
|
|
// check all markers for correct type and numbers
|
|
INDEX ctMarkers=1;
|
|
INDEX ctNonSkipped=0;
|
|
CCameraMarker *pcm0 = (CCameraMarker*)&*m_penTarget;
|
|
CCameraMarker *pcm = (CCameraMarker*)&*pcm0->m_penTarget;
|
|
// loop thru markers
|
|
while( pcm!=NULL && pcm->m_penTarget!=pcm0)
|
|
{
|
|
pcm = (CCameraMarker*)&*pcm->m_penTarget;
|
|
if (pcm==NULL) {
|
|
WarningMessage( "Movable camera - broken link!");
|
|
return;
|
|
}
|
|
if (!pcm->m_bSkipToNext) {
|
|
ctNonSkipped++;
|
|
}
|
|
ctMarkers++;
|
|
if (ctMarkers>500) {
|
|
WarningMessage( "Movable camera - invalid marker loop!");
|
|
return;
|
|
}
|
|
}
|
|
// check if we have enough markers to do smooth interpolation
|
|
if( ctMarkers<2) {
|
|
WarningMessage( "Movable camera requires at least 2 markers in order to work!");
|
|
return;
|
|
}
|
|
// check if we have enough markers to do smooth interpolation
|
|
if( ctNonSkipped<1) {
|
|
WarningMessage( "Movable camera requires at least 1 non-skipped marker!");
|
|
return;
|
|
}
|
|
|
|
// prepare internal variables
|
|
FLOAT tmCurrent;
|
|
if( !m_bIgnoreTimeStretch)
|
|
{
|
|
tmCurrent= _pTimer->CurrentTick();
|
|
}
|
|
else
|
|
{
|
|
tmCurrent = m_fMyTimer;
|
|
}
|
|
|
|
m_tmAtMarker = tmCurrent;
|
|
m_tmDelta = 0.0f;
|
|
m_bStopMoving = FALSE;
|
|
m_penLast = pcm; // keep last marker
|
|
ASSERT( pcm->m_penTarget == m_penTarget);
|
|
pcm = (CCameraMarker*)&*m_penTarget;
|
|
m_colFade0 = m_colFade1 = pcm->m_colFade;
|
|
|
|
// register camera as movable entity
|
|
AddToMovers();
|
|
m_bMoving = TRUE;
|
|
|
|
// roll, baby, roll ...
|
|
wait() {
|
|
on( EStop) : {
|
|
ECameraStop eStop;
|
|
eStop.penCamera=this;
|
|
m_penPlayer->SendEvent(eStop);
|
|
return;
|
|
}
|
|
otherwise() : {
|
|
resume;
|
|
}
|
|
}
|
|
|
|
// all done for now
|
|
return;
|
|
}
|
|
|
|
|
|
// determine camera type and jump to corresponding routine
|
|
PlayCamera()
|
|
{
|
|
// eventually add to movers list
|
|
// if auto rotating
|
|
if( m_bAutoRotation)
|
|
{
|
|
jump PlayAutoRotatingCamera();
|
|
}
|
|
// if there is at least one marker
|
|
else if( m_penTarget!=NULL)
|
|
{
|
|
// treat camera as movable
|
|
jump PlayMovingCamera();
|
|
}
|
|
else
|
|
{
|
|
// treat camera as fixed
|
|
jump PlayStaticCamera();
|
|
}
|
|
}
|
|
|
|
|
|
Main()
|
|
{
|
|
// init as model
|
|
InitAsEditorModel();
|
|
SetPhysicsFlags(EPF_MOVABLE);
|
|
SetCollisionFlags(ECF_CAMERA);
|
|
// set appearance
|
|
FLOAT fSize = 5.0f;
|
|
GetModelObject()->mo_Stretch = FLOAT3D(fSize, fSize, fSize);
|
|
SetModel(MODEL_CAMERA);
|
|
SetModelMainTexture(TEXTURE_CAMERA);
|
|
m_fLastFOV = m_fFOV;
|
|
|
|
if( m_penTarget!=NULL && !IsOfClass( m_penTarget, "Camera Marker")) {
|
|
WarningMessage( "Entity '%s' is not of Camera Marker class!", (const char *) (m_penTarget->GetName()));
|
|
m_penTarget = NULL;
|
|
}
|
|
|
|
if( m_bAutoRotation || m_penTarget!=NULL)
|
|
{
|
|
autowait(0.1f);
|
|
}
|
|
|
|
m_vRelTargetOffset=FLOAT3D(0,0,0);
|
|
if( m_penTarget!=NULL)
|
|
{
|
|
CCameraMarker *pcm = &(CCameraMarker&)*m_penTarget;
|
|
if( pcm->m_penViewTarget!=NULL)
|
|
{
|
|
FLOAT3D vAbsTarget=FLOAT3D(0,0,0);
|
|
pcm->m_penViewTarget->GetEntityPointRatio(pcm->m_vPosRatio, vAbsTarget, FALSE);
|
|
m_vRelTargetOffset=vAbsTarget-pcm->m_penViewTarget->GetPlacement().pl_PositionVector;
|
|
}
|
|
}
|
|
|
|
while(TRUE)
|
|
{
|
|
wait() {
|
|
on (ETrigger eTrigger) : {
|
|
CEntity *penCaused;
|
|
penCaused = FixupCausedToPlayer(this, eTrigger.penCaused, FALSE);
|
|
if( IsDerivedFromClass(penCaused, "Player")) {
|
|
m_penPlayer = penCaused;
|
|
call PlayCamera();
|
|
}
|
|
resume;
|
|
}
|
|
}
|
|
};
|
|
|
|
// cease to exist
|
|
Destroy();
|
|
return;
|
|
};
|
|
};
|
|
|