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| /* | |
| * This file is part of the Colobot: Gold Edition source code | |
| * Copyright (C) 2001-2020, Daniel Roux, EPSITEC SA & TerranovaTeam | |
| * http://epsitec.ch; http://colobot.info; http://github.com/colobot | |
| * | |
| * 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://gnu.org/licenses | |
| */ | |
| /** | |
| * \file graphics/engine/camera.h | |
| * \brief Camera handling - CCamera class | |
| */ | |
| #pragma once | |
| #include "graphics/engine/engine.h" | |
| class CObject; | |
| class CRobotMain; | |
| class CInput; | |
| struct Event; | |
| // Graphics module namespace | |
| namespace Gfx | |
| { | |
| /** | |
| \enum CameraType | |
| \brief Type of camera */ | |
| enum CameraType | |
| { | |
| //! Undefined | |
| CAM_TYPE_NULL = 0, | |
| //! Free camera | |
| CAM_TYPE_FREE, | |
| //! Camera while editing a program | |
| CAM_TYPE_EDIT, | |
| //! Camera on board a robot | |
| CAM_TYPE_ONBOARD, | |
| //! Camera behind a robot | |
| CAM_TYPE_BACK, | |
| //! Static camera following robot | |
| CAM_TYPE_FIX, | |
| //! Camera steady after explosion | |
| CAM_TYPE_EXPLO, | |
| //! Camera during a cutscene | |
| CAM_TYPE_SCRIPT, | |
| //! Visit camera, rotates around given position | |
| CAM_TYPE_VISIT, | |
| //! Static camera height | |
| CAM_TYPE_PLANE, | |
| }; | |
| enum CameraSmooth | |
| { | |
| //! Sharp | |
| CAM_SMOOTH_NONE = 0, | |
| //! Normal | |
| CAM_SMOOTH_NORM = 1, | |
| //! Hard | |
| CAM_SMOOTH_HARD = 2, | |
| }; | |
| enum CenteringPhase | |
| { | |
| CAM_PHASE_NULL = 0, | |
| CAM_PHASE_START = 1, | |
| CAM_PHASE_WAIT = 2, | |
| CAM_PHASE_STOP = 3, | |
| }; | |
| enum CameraEffect | |
| { | |
| //! No effect | |
| CAM_EFFECT_NULL = 0, | |
| //! Digging in | |
| CAM_EFFECT_TERRAFORM = 1, | |
| //! Hard landing | |
| CAM_EFFECT_CRASH = 2, | |
| //! Explosion | |
| CAM_EFFECT_EXPLO = 3, | |
| //! Shot by an enemy | |
| CAM_EFFECT_SHOT = 4, | |
| //! Vibration during construction | |
| CAM_EFFECT_VIBRATION = 5, | |
| //! Overheated reactor | |
| CAM_EFFECT_PET = 6, | |
| }; | |
| enum CameraOverEffect | |
| { | |
| //! No effect | |
| CAM_OVER_EFFECT_NULL = 0, | |
| //! Flash red | |
| CAM_OVER_EFFECT_BLOOD = 1, | |
| //! White -> nothing | |
| CAM_OVER_EFFECT_FADEIN_WHITE = 2, | |
| //! Nothing -> white | |
| CAM_OVER_EFFECT_FADEOUT_WHITE = 3, | |
| //! Nothing -> blue | |
| CAM_OVER_EFFECT_FADEOUT_BLACK = 4, | |
| //! Lightning | |
| CAM_OVER_EFFECT_LIGHTNING = 5, | |
| }; | |
| /** | |
| \class CCamera | |
| \brief Camera moving in 3D scene | |
| This class manages everything related to animating the camera in 3D scene. | |
| Calculated values are then passed to Gfx::CEngine. | |
| */ | |
| class CCamera | |
| { | |
| public: | |
| CCamera(); | |
| ~CCamera(); | |
| //! Management of an event | |
| bool EventProcess(const Event &event); | |
| /** | |
| * \brief Initializes the camera | |
| * \param eye Initial eye position | |
| * \param lookat Initial lookat position | |
| * \param delay Time of the initial entry animation | |
| */ | |
| void Init(Math::Vector eye, Math::Vector lookat, float delay); | |
| //! Sets the object controlling the camera | |
| void SetControllingObject(CObject* object); | |
| //! Gets the object controlling the camera | |
| CObject* GetControllingObject(); | |
| //! Change the type of camera | |
| void SetType(CameraType type); | |
| //! Get the type of the camera | |
| CameraType GetType(); | |
| //! Set smoothing mode | |
| void SetSmooth(CameraSmooth type); | |
| //! Get smoothing mode | |
| CameraSmooth GetSmooth(); | |
| //! Returns the current point of view of the camera | |
| void GetCamera(Math::Vector &eye, Math::Vector &lookat); | |
| //! \name Visit camera management (CAM_TYPE_VISIT) - camera in this mode shows a position, constantly rotating around it | |
| //@{ | |
| //! Start visit camera | |
| void StartVisit(Math::Vector goal, float dist); | |
| //! Stop visit camera | |
| void StopVisit(); | |
| //@} | |
| //! \name Camera "centering" - moves the camera to show some happening action (e.g. sniffer sniffing) | |
| //@{ | |
| //! Move camera to show happening action | |
| bool StartCentering(CObject *object, float angleH, float angleV, float dist, float time); | |
| //! Go back to normal position after showing some happening action | |
| bool StopCentering(CObject *object, float time); | |
| //! Abort centering animation in the current position | |
| void AbortCentering(); | |
| //@} | |
| //! \name Camera shake effects | |
| //@{ | |
| //! Starts a camera shake effect | |
| void StartEffect(CameraEffect effect, Math::Vector pos, float force); | |
| //! Removes the camera shake effect | |
| void FlushEffect(); | |
| //@} | |
| //! \name Camera overlay effects | |
| //@{ | |
| //! Starts camera overlay effect | |
| void StartOver(CameraOverEffect effect, Math::Vector pos, float force); | |
| //! Removes camera overlay effect | |
| void FlushOver(); | |
| //! Specifies camera overlay effect base color | |
| void SetOverBaseColor(Color color); | |
| //@} | |
| //! \name Script camera - cutscenes controlled by external code | |
| //@{ | |
| //! Script camera: Set camera position | |
| void SetScriptCamera(Math::Vector eye, Math::Vector lookat); | |
| //! Script camera: Animate to given camera position | |
| void SetScriptCameraAnimate(Math::Vector eye, Math::Vector lookat); | |
| //! Script camera: Animate to given eye position | |
| void SetScriptCameraAnimateEye(Math::Vector eye); | |
| //! Script camera: Animate to given lookat position | |
| void SetScriptCameraAnimateLookat(Math::Vector lookat); | |
| //@} | |
| //! \name Configuration settings | |
| //@{ | |
| void SetEffect(bool enable); | |
| bool GetEffect(); | |
| void SetBlood(bool enable); | |
| bool GetBlood(); | |
| void SetOldCameraScroll(bool scroll); | |
| bool GetOldCameraScroll(); | |
| void SetCameraInvertX(bool invert); | |
| bool GetCameraInvertX(); | |
| void SetCameraInvertY(bool invert); | |
| bool GetCameraInvertY(); | |
| //@} | |
| //! Temporarily freeze camera movement | |
| void SetFreeze(bool freeze); | |
| //! Set camera speed | |
| void SetCameraSpeed(float speed); | |
| protected: | |
| //! Advances the effect of the camera | |
| void EffectFrame(const Event &event); | |
| //! Advanced overlay effect in the foreground | |
| void OverFrame(const Event &event); | |
| bool EventFrameFree(const Event &event, bool keysAllowed); | |
| bool EventFrameBack(const Event &event); | |
| bool EventFrameFix(const Event &event); | |
| bool EventFrameExplo(const Event &event); | |
| bool EventFrameOnBoard(const Event &event); | |
| bool EventFrameVisit(const Event &event); | |
| bool EventFrameScript(const Event &event); | |
| /** | |
| * \brief Calculates camera animation and sends updated camera position to the 3D engine | |
| * \param eyePt Eye point | |
| * \param lookatPt Lookat point | |
| * \param rTime Time since last time this function was called (used to calculate animation) | |
| * \see SetViewParams | |
| */ | |
| void UpdateCameraAnimation(const Math::Vector &eyePt, const Math::Vector &lookatPt, float rTime); | |
| /** | |
| * \brief Avoid the obstacles | |
| * | |
| * For CAM_TYPE_BACK: make obstacles transparent | |
| * For CAM_TYPE_FIX or CAM_TYPE_PLANE: adjust eye not to hit the obstacles | |
| * | |
| * \param eye Eye position, may be adjusted | |
| * \param lookat Lookat point | |
| */ | |
| void IsCollision(Math::Vector &eye, Math::Vector lookat); | |
| //! Avoid the obstacles (CAM_TYPE_BACK) | |
| void IsCollisionBack(); | |
| //! Avoid the obstacles (CAM_TYPE_FIX or CAM_TYPE_PLANE) | |
| void IsCollisionFix(Math::Vector &eye, Math::Vector lookat); | |
| //! Adjusts the camera not to enter the ground | |
| Math::Vector ExcludeTerrain(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV); | |
| //! Adjusts the camera not to enter an object | |
| Math::Vector ExcludeObject(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV); | |
| /** | |
| * \brief Updates the location and direction of the camera in the 3D engine | |
| * \param eye Eye point | |
| * \param lookat Lookat point | |
| * \param up Up vector | |
| * \see CEngine::SetViewParams | |
| */ | |
| void SetViewParams(const Math::Vector &eye, const Math::Vector &lookat, const Math::Vector &up = Math::Vector(0.0f, 1.0f, 0.0f)); | |
| /** | |
| * \brief Calculate camera movement (from user inputs) to apply | |
| * \return Math::Vector where x, y represent respectively horizontal and vertical angle change in radians and z represents zoom (distance change) | |
| * \remarks Should not be called more often than once every EVENT_FRAME | |
| **/ | |
| Math::Vector CalculateCameraMovement(const Event &event, bool keysAllowed = true); | |
| protected: | |
| CEngine* m_engine; | |
| CRobotMain* m_main; | |
| CTerrain* m_terrain; | |
| CWater* m_water; | |
| CInput* m_input; | |
| //! The type of camera | |
| CameraType m_type; | |
| //! Type of smoothing | |
| CameraSmooth m_smooth; | |
| //! Object linked to the camera | |
| CObject* m_cameraObj; | |
| //! Remaining time of initial camera entry animation | |
| float m_initDelay; | |
| //! Current eye | |
| Math::Vector m_actualEye; | |
| //! Current aim | |
| Math::Vector m_actualLookat; | |
| //! Final eye | |
| Math::Vector m_finalEye; | |
| //! Final lookat | |
| Math::Vector m_finalLookat; | |
| //! Eye position at the moment of entering CAM_TYPE_INFO/CAM_TYPE_VISIT | |
| Math::Vector m_prevEye; | |
| //! Lookat position at the moment of entering CAM_TYPE_INFO/CAM_TYPE_VISIT | |
| Math::Vector m_prevLookat; | |
| float m_focus; | |
| //! CAM_TYPE_FREE: eye | |
| Math::Vector m_eyePt; | |
| //! CAM_TYPE_FREE: horizontal direction | |
| float m_directionH; | |
| //! CAM_TYPE_FREE: vertical direction | |
| float m_directionV; | |
| //! CAM_TYPE_FREE: height above the ground | |
| float m_heightEye; | |
| //! CAM_TYPE_FREE: height above the ground | |
| float m_heightLookat; | |
| //! CAM_TYPE_FREE: speed of movement | |
| float m_speed; | |
| //! CAM_TYPE_BACK: distance | |
| float m_backDist; | |
| //! CAM_TYPE_BACK: minimal distance | |
| float m_backMin; | |
| //! CAM_TYPE_BACK: additional horizontal direction | |
| float m_addDirectionH; | |
| //! CAM_TYPE_BACK: additional vertical direction | |
| float m_addDirectionV; | |
| //! CAM_TYPE_FIX: distance | |
| float m_fixDist; | |
| //! CAM_TYPE_FIX: horizontal direction | |
| float m_fixDirectionH; | |
| //! CAM_TYPE_FIX: vertical direction | |
| float m_fixDirectionV; | |
| //! CAM_TYPE_VISIT: target position | |
| Math::Vector m_visitGoal; | |
| //! CAM_TYPE_VISIT: distance | |
| float m_visitDist; | |
| //! CAM_TYPE_VISIT: relative time | |
| float m_visitTime; | |
| //! CAM_TYPE_VISIT: initial type | |
| CameraType m_visitType; | |
| //! CAM_TYPE_VISIT: direction | |
| float m_visitDirectionV; | |
| //! Last known mouse position, used to calculate change since last frame | |
| Math::Point m_mousePos = Math::Point(0.5f, 0.5f); | |
| //! Change of mouse position since last frame | |
| Math::Point m_mouseDelta = Math::Point(0.0f, 0.0f); | |
| //! Change of camera position caused by edge camera | |
| Math::Point m_mouseDeltaEdge = Math::Point(0.0f, 0.0f); | |
| //! Change of mouse wheel since last frame | |
| float m_mouseWheelDelta = 0.0f; | |
| CenteringPhase m_centeringPhase; | |
| float m_centeringAngleH; | |
| float m_centeringAngleV; | |
| float m_centeringDist; | |
| float m_centeringCurrentH; | |
| float m_centeringCurrentV; | |
| float m_centeringTime; | |
| float m_centeringProgress; | |
| CameraEffect m_effectType; | |
| Math::Vector m_effectPos; | |
| float m_effectForce; | |
| float m_effectProgress; | |
| Math::Vector m_effectOffset; | |
| CameraOverEffect m_overType; | |
| float m_overForce; | |
| float m_overTime; | |
| Color m_overColorBase; | |
| Color m_overColor; | |
| int m_overMode; | |
| float m_overFadeIn; | |
| float m_overFadeOut; | |
| Math::Vector m_scriptEye; | |
| Math::Vector m_scriptLookat; | |
| //! Is camera frozen? | |
| bool m_freeze = false; | |
| //! \name Configuration settings | |
| //@{ | |
| bool m_effect; | |
| bool m_blood; | |
| bool m_oldCameraScroll; | |
| bool m_cameraInvertX; | |
| bool m_cameraInvertY; | |
| //@} | |
| }; | |
| } // namespace Gfx |