#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 // 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]; 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; // 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 ); void CGCam_StopRoff( void ); void CGCam_Roff( void ); #endif //__CG_CAMERA__