jedioutcast/code/cgame/cg_camera.h

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#ifndef __CG_CAMERA__
#define __CG_CAMERA__
//
// cg_camera.cpp
#define MAX_CAMERA_GROUP_SUBJECTS 16
#define MAX_ACCEL_PER_FRAME 10.0f
#define MAX_SHAKE_INTENSITY 16.0f
#define CAMERA_DEFAULT_FOV 90.0f
#define BAR_DURATION 1000.0f
#define BAR_RATIO 48.0f
#define CAMERA_MOVING 0x00000001
#define CAMERA_PANNING 0x00000002
#define CAMERA_ZOOMING 0x00000004
#define CAMERA_BAR_FADING 0x00000008
#define CAMERA_FADING 0x00000010
#define CAMERA_FOLLOWING 0x00000020
#define CAMERA_TRACKING 0x00000040
#define CAMERA_ROFFING 0x00000080
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#define CAMERA_SMOOTHING 0x00000100
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// NOTE!! This structure is now saved out as part of the load/save game, so tell me if you put any pointers or
// other goofy crap in... -Ste
//
typedef struct camera_s
{
//Position / Facing information
vec3_t origin;
vec3_t angles;
vec3_t origin2;
vec3_t angles2;
//Movement information
float move_duration;
float move_time;
int move_type; //CMOVE_LINEAR, CMOVE_BEZIER
//FOV information
float FOV;
float FOV2;
float FOV_duration;
float FOV_time;
//Pan information
float pan_time;
float pan_duration;
//Following information
char cameraGroup[MAX_QPATH];
float cameraGroupZOfs;
char cameraGroupTag[MAX_QPATH];
vec3_t subjectPos;
float subjectSpeed;
float followSpeed;
qboolean followInitLerp;
float distance;
qboolean distanceInitLerp;
//int aimEntNum;//FIXME: remove
//Tracking information
int trackEntNum;
vec3_t trackToOrg;
vec3_t moveDir;
float speed;
float initSpeed;
float trackInitLerp;
int nextTrackEntUpdateTime;
//Cine-bar information
float bar_alpha;
float bar_alpha_source;
float bar_alpha_dest;
float bar_time;
float bar_height_source;
float bar_height_dest;
float bar_height;
vec4_t fade_color;
vec4_t fade_source;
vec4_t fade_dest;
float fade_time;
float fade_duration;
//State information
int info_state;
//Shake information
float shake_intensity;
int shake_duration;
int shake_start;
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//Smooth information
float smooth_intensity;
int smooth_duration;
int smooth_start;
vec3_t smooth_origin;
bool smooth_active; // means smooth_origin and angles are valid
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// ROFF information
char sRoff[MAX_QPATH]; // name of a cached roff
int roff_frame; // current frame in the roff data
int next_roff_time; // time when it's ok to apply the next roff frame
} camera_t;
extern bool in_camera;
extern camera_t client_camera;
void CGCam_Init( void );
void CGCam_Enable( void );
void CGCam_Disable( void );
void CGCam_SetPosition( vec3_t org );
void CGCam_SetAngles( vec3_t ang );
void CGCam_SetFOV( float FOV );
void CGCam_Zoom( float FOV, float duration );
//void CGCam_Pan( vec3_t dest, float duration );
void CGCam_Pan( vec3_t dest, vec3_t panDirection, float duration );
void CGCam_Move( vec3_t dest, float duration );
void CGCam_Fade( vec4_t source, vec4_t dest, float duration );
void CGCam_UpdateFade( void );
void CGCam_Update( void );
void CGCam_RenderScene( void );
void CGCam_DrawWideScreen( void );
void CGCam_Shake( float intensity, int duration );
void CGCam_UpdateShake( vec3_t origin, vec3_t angles );
void CGCam_Follow( const char *cameraGroup, float speed, float initLerp );
void CGCam_Track( const char *trackName, float speed, float initLerp );
void CGCam_Distance( float distance, float initLerp );
void CGCam_Roll( float dest, float duration );
void CGCam_StartRoff( char *roff );
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void CGCam_Smooth( float intensity, int duration );
void CGCam_UpdateSmooth( vec3_t origin, vec3_t angles );
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#endif //__CG_CAMERA__