/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code 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. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __GAME_CAMERA_H__ #define __GAME_CAMERA_H__ /* =============================================================================== Camera providing an alternative view of the level. =============================================================================== */ class idCamera : public idEntity { public: ABSTRACT_PROTOTYPE( idCamera ); void Spawn( void ); virtual void GetViewParms( renderView_t *view ) = 0; virtual renderView_t * GetRenderView(); virtual void Stop( void ){} ; }; /* =============================================================================== idCameraView =============================================================================== */ class idCameraView : public idCamera { public: CLASS_PROTOTYPE( idCameraView ); idCameraView(); // save games void Save( idSaveGame *savefile ) const; // archives object for save game file void Restore( idRestoreGame *savefile ); // unarchives object from save game file void Spawn( ); virtual void GetViewParms( renderView_t *view ); virtual void Stop( void ); protected: void Event_Activate( idEntity *activator ); void Event_SetAttachments(); void Event_SetCamFov( int value ); void SetAttachment( idEntity **e, const char *p ); float fov; idEntity *attachedTo; idEntity *attachedView; }; /* =============================================================================== A camera which follows a path defined by an animation. =============================================================================== */ typedef struct { idCQuat q; idVec3 t; float fov; } cameraFrame_t; class idCameraAnim : public idCamera { public: CLASS_PROTOTYPE( idCameraAnim ); idCameraAnim(); ~idCameraAnim(); // save games void Save( idSaveGame *savefile ) const; // archives object for save game file void Restore( idRestoreGame *savefile ); // unarchives object from save game file void Spawn( void ); virtual void GetViewParms( renderView_t *view ); private: int threadNum; idVec3 offset; int frameRate; int starttime; int cycle; idList cameraCuts; idList camera; idEntityPtr activator; void Start( void ); void Stop( void ); void Think( void ); void LoadAnim( void ); void Event_Start( void ); void Event_Stop( void ); void Event_SetCallback( void ); void Event_Activate( idEntity *activator ); }; #endif /* !__GAME_CAMERA_H__ */