77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __GAME_CAMERA_H__
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#define __GAME_CAMERA_H__
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/*
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===============================================================================
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Camera providing an alternative view of the level.
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===============================================================================
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*/
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class idCamera : public idEntity {
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public:
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ABSTRACT_PROTOTYPE( idCamera );
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void Spawn( void );
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virtual void GetViewParms( renderView_t *view ) = 0;
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virtual renderView_t * GetRenderView();
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virtual void Stop( void ){};
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void InitRenderView( void );
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private:
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renderView_s renderView;
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};
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class sdCamera_Placement : public idCamera {
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public:
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CLASS_PROTOTYPE( sdCamera_Placement );
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void Spawn( void );
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virtual void GetViewParms( renderView_t* view );
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private:
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float fov;
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};
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/*
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===============================================================================
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A camera which follows a path defined by an animation.
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===============================================================================
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*/
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class idCamera_MD5 {
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public:
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idCamera_MD5();
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~idCamera_MD5();
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bool LoadAnim( const char* filename );
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int GetStartTime() const { return starttime; }
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void SetOffset( const idVec3& offset ) { this->offset = offset; }
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void SetCycle( int cycle ) { this->cycle = cycle; }
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void SetStartTime( int starttime ) { this->starttime = starttime; }
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// these two return true if the cinematic stopped
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bool SkipToEnd();
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bool Evaluate( idVec3& origin, idMat3& axis, float& fov, int time );
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private:
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idVec3 offset;
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int frameRate;
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int cycle;
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int starttime;
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idList<int> cameraCuts;
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idList<cameraFrame_t> camera;
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};
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#endif /* !__GAME_CAMERA_H__ */
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