doom3-bfg/neo/d3xp/Camera.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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
{
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public:
ABSTRACT_PROTOTYPE( idCamera );
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void Spawn();
virtual void GetViewParms( renderView_t* view ) = 0;
virtual renderView_t* GetRenderView();
virtual void Stop() {} ;
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};
/*
===============================================================================
idCameraView
===============================================================================
*/
class idCameraView : public idCamera
{
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public:
CLASS_PROTOTYPE( idCameraView );
idCameraView();
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// save games
void Save( idSaveGame* savefile ) const; // archives object for save game file
void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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void Spawn( );
virtual void GetViewParms( renderView_t* view );
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virtual void Stop();
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protected:
void Event_Activate( idEntity* activator );
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void Event_SetAttachments();
void SetAttachment( idEntity** e, const char* p );
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float fov;
idEntity* attachedTo;
idEntity* attachedView;
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};
/*
===============================================================================
A camera which follows a path defined by an animation.
===============================================================================
*/
typedef struct
{
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idCQuat q;
idVec3 t;
float fov;
} cameraFrame_t;
class idCameraAnim : public idCamera
{
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public:
CLASS_PROTOTYPE( idCameraAnim );
idCameraAnim();
~idCameraAnim();
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// save games
void Save( idSaveGame* savefile ) const; // archives object for save game file
void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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void Spawn();
virtual void GetViewParms( renderView_t* view );
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private:
int threadNum;
idVec3 offset;
int frameRate;
int starttime;
int cycle;
idList<int> cameraCuts;
idList<cameraFrame_t> camera;
idEntityPtr<idEntity> activator;
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void Start();
void Stop();
void Think();
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void LoadAnim();
void Event_Start();
void Event_Stop();
void Event_SetCallback();
void Event_Activate( idEntity* activator );
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};
#endif /* !__GAME_CAMERA_H__ */