mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-22 20:51:40 +00:00
afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
725 lines
18 KiB
C++
725 lines
18 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "Player.h"
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#include "Camera.h"
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/*
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===============================================================================
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idCamera
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Base class for cameras
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===============================================================================
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*/
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ABSTRACT_DECLARATION( idEntity, idCamera )
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END_CLASS
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/*
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=====================
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idCamera::Spawn
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=====================
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*/
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void idCamera::Spawn( void ) {
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}
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/*
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=====================
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idCamera::GetRenderView
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=====================
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*/
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renderView_t *idCamera::GetRenderView() {
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renderView_t *rv = idEntity::GetRenderView();
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GetViewParms( rv );
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return rv;
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}
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/***********************************************************************
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idCameraView
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***********************************************************************/
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const idEventDef EV_Camera_SetAttachments( "<getattachments>", NULL );
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CLASS_DECLARATION( idCamera, idCameraView )
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EVENT( EV_Activate, idCameraView::Event_Activate )
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EVENT( EV_Camera_SetAttachments, idCameraView::Event_SetAttachments )
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END_CLASS
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/*
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===============
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idCameraView::idCameraView
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================
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*/
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idCameraView::idCameraView() {
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fov = 90.0f;
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attachedTo = NULL;
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attachedView = NULL;
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}
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/*
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===============
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idCameraView::Save
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================
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*/
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void idCameraView::Save( idSaveGame *savefile ) const {
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savefile->WriteFloat( fov );
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savefile->WriteObject( attachedTo );
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savefile->WriteObject( attachedView );
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}
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/*
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===============
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idCameraView::Restore
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================
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*/
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void idCameraView::Restore( idRestoreGame *savefile ) {
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savefile->ReadFloat( fov );
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savefile->ReadObject( reinterpret_cast<idClass *&>( attachedTo ) );
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savefile->ReadObject( reinterpret_cast<idClass *&>( attachedView ) );
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}
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/*
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===============
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idCameraView::Event_SetAttachments
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================
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*/
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void idCameraView::Event_SetAttachments( ) {
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SetAttachment( &attachedTo, "attachedTo" );
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SetAttachment( &attachedView, "attachedView" );
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}
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/*
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===============
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idCameraView::Event_Activate
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================
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*/
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void idCameraView::Event_Activate( idEntity *activator ) {
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if (spawnArgs.GetBool("trigger")) {
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if (gameLocal.GetCamera() != this) {
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if ( g_debugCinematic.GetBool() ) {
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gameLocal.Printf( "%d: '%s' start\n", gameLocal.framenum, GetName() );
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}
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gameLocal.SetCamera(this);
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} else {
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if ( g_debugCinematic.GetBool() ) {
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gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
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}
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gameLocal.SetCamera(NULL);
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}
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}
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}
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/*
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=====================
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idCameraView::Stop
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=====================
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*/
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void idCameraView::Stop( void ) {
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if ( g_debugCinematic.GetBool() ) {
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gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
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}
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gameLocal.SetCamera(NULL);
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ActivateTargets( gameLocal.GetLocalPlayer() );
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}
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/*
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=====================
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idCameraView::Spawn
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=====================
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*/
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void idCameraView::SetAttachment( idEntity **e, const char *p ) {
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const char *cam = spawnArgs.GetString( p );
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if ( strlen ( cam ) ) {
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*e = gameLocal.FindEntity( cam );
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}
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}
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/*
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=====================
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idCameraView::Spawn
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=====================
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*/
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void idCameraView::Spawn( void ) {
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// if no target specified use ourself
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const char *cam = spawnArgs.GetString("cameraTarget");
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if ( strlen ( cam ) == 0) {
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spawnArgs.Set("cameraTarget", spawnArgs.GetString("name"));
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}
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fov = spawnArgs.GetFloat("fov", "90");
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PostEventMS( &EV_Camera_SetAttachments, 0 );
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UpdateChangeableSpawnArgs(NULL);
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}
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/*
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=====================
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idCameraView::GetViewParms
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=====================
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*/
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void idCameraView::GetViewParms( renderView_t *view ) {
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assert( view );
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if (view == NULL) {
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return;
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}
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idVec3 dir;
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idEntity *ent;
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if ( attachedTo ) {
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ent = attachedTo;
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} else {
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ent = this;
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}
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view->vieworg = ent->GetPhysics()->GetOrigin();
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if ( attachedView ) {
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dir = attachedView->GetPhysics()->GetOrigin() - view->vieworg;
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dir.Normalize();
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view->viewaxis = dir.ToMat3();
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} else {
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view->viewaxis = ent->GetPhysics()->GetAxis();
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}
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gameLocal.CalcFov( fov, view->fov_x, view->fov_y );
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}
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/*
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===============================================================================
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idCameraAnim
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===============================================================================
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*/
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const idEventDef EV_Camera_Start( "start", NULL );
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const idEventDef EV_Camera_Stop( "stop", NULL );
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CLASS_DECLARATION( idCamera, idCameraAnim )
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EVENT( EV_Thread_SetCallback, idCameraAnim::Event_SetCallback )
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EVENT( EV_Camera_Stop, idCameraAnim::Event_Stop )
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EVENT( EV_Camera_Start, idCameraAnim::Event_Start )
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EVENT( EV_Activate, idCameraAnim::Event_Activate )
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END_CLASS
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/*
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=====================
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idCameraAnim::idCameraAnim
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=====================
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*/
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idCameraAnim::idCameraAnim() {
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threadNum = 0;
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offset.Zero();
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frameRate = 0;
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cycle = 1;
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starttime = 0;
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activator = NULL;
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}
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/*
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=====================
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idCameraAnim::~idCameraAnim
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=====================
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*/
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idCameraAnim::~idCameraAnim() {
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if ( gameLocal.GetCamera() == this ) {
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gameLocal.SetCamera( NULL );
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}
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}
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/*
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===============
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idCameraAnim::Save
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================
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*/
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void idCameraAnim::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( threadNum );
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savefile->WriteVec3( offset );
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savefile->WriteInt( frameRate );
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savefile->WriteInt( starttime );
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savefile->WriteInt( cycle );
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activator.Save( savefile );
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}
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/*
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===============
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idCameraAnim::Restore
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================
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*/
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void idCameraAnim::Restore( idRestoreGame *savefile ) {
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savefile->ReadInt( threadNum );
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savefile->ReadVec3( offset );
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savefile->ReadInt( frameRate );
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savefile->ReadInt( starttime );
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savefile->ReadInt( cycle );
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activator.Restore( savefile );
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LoadAnim();
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}
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/*
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=====================
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idCameraAnim::Spawn
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=====================
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*/
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void idCameraAnim::Spawn( void ) {
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if ( spawnArgs.GetVector( "old_origin", "0 0 0", offset ) ) {
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offset = GetPhysics()->GetOrigin() - offset;
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} else {
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offset.Zero();
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}
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// always think during cinematics
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cinematic = true;
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LoadAnim();
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}
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/*
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================
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idCameraAnim::Load
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================
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*/
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void idCameraAnim::LoadAnim( void ) {
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int version;
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idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT );
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idToken token;
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int numFrames;
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int numCuts;
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int i;
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idStr filename;
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const char *key;
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key = spawnArgs.GetString( "anim" );
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if ( !key ) {
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gameLocal.Error( "Missing 'anim' key on '%s'", name.c_str() );
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}
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filename = spawnArgs.GetString( va( "anim %s", key ) );
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if ( !filename.Length() ) {
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gameLocal.Error( "Missing 'anim %s' key on '%s'", key, name.c_str() );
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}
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filename.SetFileExtension( MD5_CAMERA_EXT );
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if ( !parser.LoadFile( filename ) ) {
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gameLocal.Error( "Unable to load '%s' on '%s'", filename.c_str(), name.c_str() );
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}
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cameraCuts.Clear();
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cameraCuts.SetGranularity( 1 );
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camera.Clear();
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camera.SetGranularity( 1 );
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parser.ExpectTokenString( MD5_VERSION_STRING );
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version = parser.ParseInt();
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if ( version != MD5_VERSION ) {
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parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
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}
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// skip the commandline
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parser.ExpectTokenString( "commandline" );
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parser.ReadToken( &token );
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// parse num frames
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parser.ExpectTokenString( "numFrames" );
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numFrames = parser.ParseInt();
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if ( numFrames <= 0 ) {
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parser.Error( "Invalid number of frames: %d", numFrames );
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}
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// parse framerate
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parser.ExpectTokenString( "frameRate" );
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frameRate = parser.ParseInt();
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if ( frameRate <= 0 ) {
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parser.Error( "Invalid framerate: %d", frameRate );
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}
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// parse num cuts
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parser.ExpectTokenString( "numCuts" );
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numCuts = parser.ParseInt();
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if ( ( numCuts < 0 ) || ( numCuts > numFrames ) ) {
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parser.Error( "Invalid number of camera cuts: %d", numCuts );
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}
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// parse the camera cuts
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parser.ExpectTokenString( "cuts" );
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parser.ExpectTokenString( "{" );
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cameraCuts.SetNum( numCuts );
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for( i = 0; i < numCuts; i++ ) {
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cameraCuts[ i ] = parser.ParseInt();
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if ( ( cameraCuts[ i ] < 1 ) || ( cameraCuts[ i ] >= numFrames ) ) {
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parser.Error( "Invalid camera cut" );
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}
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}
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parser.ExpectTokenString( "}" );
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// parse the camera frames
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parser.ExpectTokenString( "camera" );
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parser.ExpectTokenString( "{" );
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camera.SetNum( numFrames );
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for( i = 0; i < numFrames; i++ ) {
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parser.Parse1DMatrix( 3, camera[ i ].t.ToFloatPtr() );
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parser.Parse1DMatrix( 3, camera[ i ].q.ToFloatPtr() );
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camera[ i ].fov = parser.ParseFloat();
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}
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parser.ExpectTokenString( "}" );
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#if 0
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if ( !gameLocal.GetLocalPlayer() ) {
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return;
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}
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idDebugGraph gGraph;
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idDebugGraph tGraph;
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idDebugGraph qGraph;
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idDebugGraph dtGraph;
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idDebugGraph dqGraph;
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gGraph.SetNumSamples( numFrames );
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tGraph.SetNumSamples( numFrames );
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qGraph.SetNumSamples( numFrames );
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dtGraph.SetNumSamples( numFrames );
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dqGraph.SetNumSamples( numFrames );
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gameLocal.Printf( "\n\ndelta vec:\n" );
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float diff_t, last_t, t;
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float diff_q, last_q, q;
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diff_t = last_t = 0.0f;
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diff_q = last_q = 0.0f;
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for( i = 1; i < numFrames; i++ ) {
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t = ( camera[ i ].t - camera[ i - 1 ].t ).Length();
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q = ( camera[ i ].q.ToQuat() - camera[ i - 1 ].q.ToQuat() ).Length();
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diff_t = t - last_t;
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diff_q = q - last_q;
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gGraph.AddValue( ( i % 10 ) == 0 );
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tGraph.AddValue( t );
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qGraph.AddValue( q );
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dtGraph.AddValue( diff_t );
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dqGraph.AddValue( diff_q );
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gameLocal.Printf( "%d: %.8f : %.8f, %.8f : %.8f\n", i, t, diff_t, q, diff_q );
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last_t = t;
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last_q = q;
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}
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gGraph.Draw( colorBlue, 300.0f );
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tGraph.Draw( colorOrange, 60.0f );
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dtGraph.Draw( colorYellow, 6000.0f );
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qGraph.Draw( colorGreen, 60.0f );
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dqGraph.Draw( colorCyan, 6000.0f );
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#endif
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}
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/*
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===============
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idCameraAnim::Start
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================
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*/
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void idCameraAnim::Start( void ) {
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cycle = spawnArgs.GetInt( "cycle" );
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if ( !cycle ) {
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cycle = 1;
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}
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if ( g_debugCinematic.GetBool() ) {
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gameLocal.Printf( "%d: '%s' start\n", gameLocal.framenum, GetName() );
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}
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starttime = gameLocal.time;
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gameLocal.SetCamera( this );
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BecomeActive( TH_THINK );
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// if the player has already created the renderview for this frame, have him update it again so that the camera starts this frame
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if ( gameLocal.GetLocalPlayer()->GetRenderView()->time == gameLocal.time ) {
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gameLocal.GetLocalPlayer()->CalculateRenderView();
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}
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}
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/*
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=====================
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idCameraAnim::Stop
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=====================
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*/
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void idCameraAnim::Stop( void ) {
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if ( gameLocal.GetCamera() == this ) {
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if ( g_debugCinematic.GetBool() ) {
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gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
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}
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BecomeInactive( TH_THINK );
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gameLocal.SetCamera( NULL );
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if ( threadNum ) {
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idThread::ObjectMoveDone( threadNum, this );
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threadNum = 0;
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}
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ActivateTargets( activator.GetEntity() );
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}
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}
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/*
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=====================
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idCameraAnim::Think
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=====================
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*/
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void idCameraAnim::Think( void ) {
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int frame;
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int frameTime;
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if ( thinkFlags & TH_THINK ) {
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// check if we're done in the Think function when the cinematic is being skipped (idCameraAnim::GetViewParms isn't called when skipping cinematics).
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if ( !gameLocal.skipCinematic ) {
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return;
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}
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if ( camera.Num() < 2 ) {
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// 1 frame anims never end
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return;
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}
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if ( frameRate == USERCMD_HZ ) {
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frameTime = gameLocal.time - starttime;
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frame = frameTime / gameLocal.msec;
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} else {
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frameTime = ( gameLocal.time - starttime ) * frameRate;
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frame = frameTime / 1000;
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}
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if ( frame > camera.Num() + cameraCuts.Num() - 2 ) {
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if ( cycle > 0 ) {
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cycle--;
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}
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if ( cycle != 0 ) {
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// advance start time so that we loop
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starttime += ( ( camera.Num() - cameraCuts.Num() ) * 1000 ) / frameRate;
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} else {
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Stop();
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}
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}
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}
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}
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/*
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=====================
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idCameraAnim::GetViewParms
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=====================
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*/
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void idCameraAnim::GetViewParms( renderView_t *view ) {
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int realFrame;
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int frame;
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int frameTime;
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float lerp;
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float invlerp;
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cameraFrame_t *camFrame;
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int i;
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int cut;
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idQuat q1, q2, q3;
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assert( view );
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if ( !view ) {
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return;
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}
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if ( camera.Num() == 0 ) {
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// we most likely are in the middle of a restore
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// FIXME: it would be better to fix it so this doesn't get called during a restore
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return;
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}
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#ifdef _D3XP
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SetTimeState ts( timeGroup );
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#endif
|
|
|
|
if ( frameRate == USERCMD_HZ ) {
|
|
frameTime = gameLocal.time - starttime;
|
|
frame = frameTime / gameLocal.msec;
|
|
lerp = 0.0f;
|
|
} else {
|
|
frameTime = ( gameLocal.time - starttime ) * frameRate;
|
|
frame = frameTime / 1000;
|
|
lerp = ( frameTime % 1000 ) * 0.001f;
|
|
}
|
|
|
|
// skip any frames where camera cuts occur
|
|
realFrame = frame;
|
|
cut = 0;
|
|
for( i = 0; i < cameraCuts.Num(); i++ ) {
|
|
if ( frame < cameraCuts[ i ] ) {
|
|
break;
|
|
}
|
|
frame++;
|
|
cut++;
|
|
}
|
|
|
|
if ( g_debugCinematic.GetBool() ) {
|
|
int prevFrameTime = ( gameLocal.time - starttime - gameLocal.msec ) * frameRate;
|
|
int prevFrame = prevFrameTime / 1000;
|
|
int prevCut;
|
|
|
|
prevCut = 0;
|
|
for( i = 0; i < cameraCuts.Num(); i++ ) {
|
|
if ( prevFrame < cameraCuts[ i ] ) {
|
|
break;
|
|
}
|
|
prevFrame++;
|
|
prevCut++;
|
|
}
|
|
|
|
if ( prevCut != cut ) {
|
|
gameLocal.Printf( "%d: '%s' cut %d\n", gameLocal.framenum, GetName(), cut );
|
|
}
|
|
}
|
|
|
|
// clamp to the first frame. also check if this is a one frame anim. one frame anims would end immediately,
|
|
// but since they're mainly used for static cams anyway, just stay on it infinitely.
|
|
if ( ( frame < 0 ) || ( camera.Num() < 2 ) ) {
|
|
view->viewaxis = camera[ 0 ].q.ToQuat().ToMat3();
|
|
view->vieworg = camera[ 0 ].t + offset;
|
|
view->fov_x = camera[ 0 ].fov;
|
|
} else if ( frame > camera.Num() - 2 ) {
|
|
if ( cycle > 0 ) {
|
|
cycle--;
|
|
}
|
|
|
|
if ( cycle != 0 ) {
|
|
// advance start time so that we loop
|
|
starttime += ( ( camera.Num() - cameraCuts.Num() ) * 1000 ) / frameRate;
|
|
GetViewParms( view );
|
|
return;
|
|
}
|
|
|
|
Stop();
|
|
if ( gameLocal.GetCamera() != NULL ) {
|
|
// we activated another camera when we stopped, so get it's viewparms instead
|
|
gameLocal.GetCamera()->GetViewParms( view );
|
|
return;
|
|
} else {
|
|
// just use our last frame
|
|
camFrame = &camera[ camera.Num() - 1 ];
|
|
view->viewaxis = camFrame->q.ToQuat().ToMat3();
|
|
view->vieworg = camFrame->t + offset;
|
|
view->fov_x = camFrame->fov;
|
|
}
|
|
} else if ( lerp == 0.0f ) {
|
|
camFrame = &camera[ frame ];
|
|
view->viewaxis = camFrame[ 0 ].q.ToMat3();
|
|
view->vieworg = camFrame[ 0 ].t + offset;
|
|
view->fov_x = camFrame[ 0 ].fov;
|
|
} else {
|
|
camFrame = &camera[ frame ];
|
|
invlerp = 1.0f - lerp;
|
|
q1 = camFrame[ 0 ].q.ToQuat();
|
|
q2 = camFrame[ 1 ].q.ToQuat();
|
|
q3.Slerp( q1, q2, lerp );
|
|
view->viewaxis = q3.ToMat3();
|
|
view->vieworg = camFrame[ 0 ].t * invlerp + camFrame[ 1 ].t * lerp + offset;
|
|
view->fov_x = camFrame[ 0 ].fov * invlerp + camFrame[ 1 ].fov * lerp;
|
|
}
|
|
|
|
gameLocal.CalcFov( view->fov_x, view->fov_x, view->fov_y );
|
|
|
|
// setup the pvs for this frame
|
|
UpdatePVSAreas( view->vieworg );
|
|
|
|
#if 0
|
|
static int lastFrame = 0;
|
|
static idVec3 lastFrameVec( 0.0f, 0.0f, 0.0f );
|
|
if ( gameLocal.time != lastFrame ) {
|
|
gameRenderWorld->DebugBounds( colorCyan, idBounds( view->vieworg ).Expand( 16.0f ), vec3_origin, gameLocal.msec );
|
|
gameRenderWorld->DebugLine( colorRed, view->vieworg, view->vieworg + idVec3( 0.0f, 0.0f, 2.0f ), 10000, false );
|
|
gameRenderWorld->DebugLine( colorCyan, lastFrameVec, view->vieworg, 10000, false );
|
|
gameRenderWorld->DebugLine( colorYellow, view->vieworg + view->viewaxis[ 0 ] * 64.0f, view->vieworg + view->viewaxis[ 0 ] * 66.0f, 10000, false );
|
|
gameRenderWorld->DebugLine( colorOrange, view->vieworg + view->viewaxis[ 0 ] * 64.0f, view->vieworg + view->viewaxis[ 0 ] * 64.0f + idVec3( 0.0f, 0.0f, 2.0f ), 10000, false );
|
|
lastFrameVec = view->vieworg;
|
|
lastFrame = gameLocal.time;
|
|
}
|
|
#endif
|
|
|
|
if ( g_showcamerainfo.GetBool() ) {
|
|
gameLocal.Printf( "^5Frame: ^7%d/%d\n\n\n", realFrame + 1, camera.Num() - cameraCuts.Num() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Event_Activate
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_Activate( idEntity *_activator ) {
|
|
activator = _activator;
|
|
if ( thinkFlags & TH_THINK ) {
|
|
Stop();
|
|
} else {
|
|
Start();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Event_Start
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_Start( void ) {
|
|
Start();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Event_Stop
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_Stop( void ) {
|
|
Stop();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idCameraAnim::Event_SetCallback
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_SetCallback( void ) {
|
|
if ( ( gameLocal.GetCamera() == this ) && !threadNum ) {
|
|
threadNum = idThread::CurrentThreadNum();
|
|
idThread::ReturnInt( true );
|
|
} else {
|
|
idThread::ReturnInt( false );
|
|
}
|
|
}
|