etqw-sdk/source/game/Camera.cpp

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "precompiled.h"
#pragma hdrstop
#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#include "Camera.h"
#include "Player.h"
/*
===============================================================================
idCamera
Base class for cameras
===============================================================================
*/
ABSTRACT_DECLARATION( idEntity, idCamera )
END_CLASS
/*
=====================
idCamera::Spawn
=====================
*/
void idCamera::Spawn( void ) {
}
/*
=====================
idCamera::Spawn
=====================
*/
void idCamera::InitRenderView( void ) {
memset( &renderView, 0, sizeof( renderView ) );
renderView.vieworg = GetPhysics()->GetOrigin();
renderView.fov_x = 120;
renderView.fov_y = 120;
renderView.viewaxis = GetPhysics()->GetAxis();
// copy global shader parms
// Gordon: these are never used
for( int i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
renderView.shaderParms[ i ] = gameLocal.globalShaderParms[ i ];
}
renderView.globalMaterial = gameLocal.GetGlobalMaterial();
renderView.time = gameLocal.time;
}
/*
=====================
idCamera::GetRenderView
=====================
*/
renderView_t *idCamera::GetRenderView() {
InitRenderView();
GetViewParms( &renderView );
return &renderView;
}
/*
===============================================================================
idCamera_MD5
===============================================================================
*/
/*
================
idCamera_MD5::idCamera_MD5
================
*/
idCamera_MD5::idCamera_MD5( void ) {
offset.Zero();
frameRate = 0;
cycle = 1;
starttime = 0;
}
/*
================
idCamera_MD5::~idCamera_MD5
================
*/
idCamera_MD5::~idCamera_MD5( void ) {
}
/*
================
idCamera_MD5::LoadAnim
================
*/
bool idCamera_MD5::LoadAnim( const char* filename ) {
int version;
idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT );
idToken token;
int numFrames;
int numCuts;
int i;
idStr md5FileName;
md5FileName = filename;
md5FileName.SetFileExtension( MD5_CAMERA_EXT );
if ( !parser.LoadFile( md5FileName ) ) {
gameLocal.Warning( "Failed to open '%s'", md5FileName.c_str() );
return false;
}
cameraCuts.Clear();
cameraCuts.SetGranularity( 1 );
camera.Clear();
camera.SetGranularity( 1 );
parser.ExpectTokenString( MD5_VERSION_STRING );
version = parser.ParseInt();
if ( version != MD5_VERSION ) {
parser.Error( "Invalid version %d. Should be version %d", version, MD5_VERSION );
return false;
}
// skip the commandline
parser.ExpectTokenString( "commandline" );
parser.ReadToken( &token );
// parse num frames
parser.ExpectTokenString( "numFrames" );
numFrames = parser.ParseInt();
if ( numFrames <= 0 ) {
parser.Error( "Invalid number of frames: %d", numFrames );
return false;
}
// parse framerate
parser.ExpectTokenString( "frameRate" );
frameRate = parser.ParseInt();
if ( frameRate <= 0 ) {
parser.Error( "Invalid framerate: %d", frameRate );
return false;
}
// parse num cuts
parser.ExpectTokenString( "numCuts" );
numCuts = parser.ParseInt();
if ( ( numCuts < 0 ) || ( numCuts > numFrames ) ) {
parser.Error( "Invalid number of camera cuts: %d", numCuts );
return false;
}
// parse the camera cuts
parser.ExpectTokenString( "cuts" );
parser.ExpectTokenString( "{" );
cameraCuts.SetNum( numCuts );
for( i = 0; i < numCuts; i++ ) {
cameraCuts[ i ] = parser.ParseInt();
if ( ( cameraCuts[ i ] < 1 ) || ( cameraCuts[ i ] >= numFrames ) ) {
parser.Error( "Invalid camera cut" );
return false;
}
}
parser.ExpectTokenString( "}" );
// parse the camera frames
parser.ExpectTokenString( "camera" );
parser.ExpectTokenString( "{" );
camera.SetNum( numFrames );
for( i = 0; i < numFrames; i++ ) {
parser.Parse1DMatrix( 3, camera[ i ].t.ToFloatPtr() );
parser.Parse1DMatrix( 3, camera[ i ].q.ToFloatPtr() );
camera[ i ].fov = parser.ParseFloat();
}
parser.ExpectTokenString( "}" );
#if 0
if ( !gameLocal.GetLocalPlayer() ) {
return true;
}
idDebugGraph gGraph;
idDebugGraph tGraph;
idDebugGraph qGraph;
idDebugGraph dtGraph;
idDebugGraph dqGraph;
gGraph.SetNumSamples( numFrames );
tGraph.SetNumSamples( numFrames );
qGraph.SetNumSamples( numFrames );
dtGraph.SetNumSamples( numFrames );
dqGraph.SetNumSamples( numFrames );
gameLocal.Printf( "\n\ndelta vec:\n" );
float diff_t, last_t, t;
float diff_q, last_q, q;
diff_t = last_t = 0.0f;
diff_q = last_q = 0.0f;
for( i = 1; i < numFrames; i++ ) {
t = ( camera[ i ].t - camera[ i - 1 ].t ).Length();
q = ( camera[ i ].q.ToQuat() - camera[ i - 1 ].q.ToQuat() ).Length();
diff_t = t - last_t;
diff_q = q - last_q;
gGraph.AddValue( ( i % 10 ) == 0 );
tGraph.AddValue( t );
qGraph.AddValue( q );
dtGraph.AddValue( diff_t );
dqGraph.AddValue( diff_q );
gameLocal.Printf( "%d: %.8f : %.8f, %.8f : %.8f\n", i, t, diff_t, q, diff_q );
last_t = t;
last_q = q;
}
gGraph.Draw( colorBlue, 300.0f );
tGraph.Draw( colorOrange, 60.0f );
dtGraph.Draw( colorYellow, 6000.0f );
qGraph.Draw( colorGreen, 60.0f );
dqGraph.Draw( colorCyan, 6000.0f );
#endif
return true;
}
/*
================
idCamera_MD5::SkipToEnd
================
*/
bool idCamera_MD5::SkipToEnd() {
if ( camera.Num() < 2 ) {
// 1 frame anims never end
return false;
}
int frame;
int frameTime;
if ( frameRate == USERCMD_HZ ) {
frameTime = gameLocal.time - starttime;
frame = frameTime / gameLocal.msec;
} else {
frameTime = ( gameLocal.time - starttime ) * frameRate;
frame = frameTime / 1000;
}
if ( frame > camera.Num() + cameraCuts.Num() - 2 ) {
if ( cycle > 0 ) {
cycle--;
}
if ( cycle != 0 ) {
// advance start time so that we loop
starttime += ( ( camera.Num() - cameraCuts.Num() ) * 1000 ) / frameRate;
} else {
return true;
}
}
return false;
}
/*
================
idCamera_MD5::Evaluate
================
*/
bool idCamera_MD5::Evaluate( idVec3& origin, idMat3& axis, float& fov, int time ) {
int realFrame;
int frame;
int frameTime;
float lerp;
float invlerp;
cameraFrame_t *camFrame;
int i;
int cut;
idQuat q1, q2, q3;
bool stopped = false;
if ( camera.Num() == 0 ) {
// we most likely are in the middle of a restore
// FIXME: it would be better to fix it so this doesn't get called during a restore
origin = vec3_origin;
axis = mat3_identity;
fov = 90.f;
return stopped;
}
if ( frameRate == USERCMD_HZ ) {
frameTime = time - starttime;
frame = frameTime / gameLocal.msec;
lerp = 0.0f;
} else {
frameTime = ( 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 = ( 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: cut %d\n", gameLocal.framenum, 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 ) ) {
axis = camera[ 0 ].q.ToQuat().ToMat3();
origin = camera[ 0 ].t + offset;
fov = 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;
Evaluate( origin, axis, fov, time );
return stopped;
}
stopped = true;
// use our last frame
camFrame = &camera[ camera.Num() - 1 ];
axis = camFrame->q.ToQuat().ToMat3();
origin = camFrame->t + offset;
fov = camFrame->fov;
} else if ( lerp == 0.0f ) {
camFrame = &camera[ frame ];
axis = camFrame[ 0 ].q.ToMat3();
origin = camFrame[ 0 ].t + offset;
fov = 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 );
axis = q3.ToMat3();
origin = camFrame[ 0 ].t * invlerp + camFrame[ 1 ].t * lerp + offset;
fov = camFrame[ 0 ].fov * invlerp + camFrame[ 1 ].fov * lerp;
}
#if 0
static int lastFrame = 0;
static idVec3 lastFrameVec( 0.0f, 0.0f, 0.0f );
if ( 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 = time;
}
#endif
if ( g_showcamerainfo.GetBool() ) {
gameLocal.Printf( "^5Frame: ^7%d/%d\n\n\n", realFrame + 1, camera.Num() - cameraCuts.Num() );
}
return stopped;
}
/*
===============================================================================
sdCamera_Placement
===============================================================================
*/
CLASS_DECLARATION( idCamera, sdCamera_Placement )
END_CLASS
/*
============
sdCamera_Placement::Spawn
============
*/
void sdCamera_Placement::Spawn() {
fov = spawnArgs.GetFloat( "fov", "90" );
}
/*
============
sdCamera_Placement::GetViewParms
============
*/
void sdCamera_Placement::GetViewParms( renderView_t* view ) {
assert( view );
view->vieworg = GetPhysics()->GetOrigin();
view->viewaxis = GetPhysics()->GetAxis();
gameLocal.CalcFov( fov, view->fov_x, view->fov_y );
}