mirror of
https://github.com/DrBeef/Doom3Quest.git
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Bringing all the changes done (mostly by baggyg) in the OVRPassToVR branch bringing over the major FP related changes to master. Please refer to that branch for the individual changes that have all been brought over in this single commit. Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
146 lines
4.3 KiB
C++
146 lines
4.3 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below.
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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.
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===========================================================================
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*/
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#ifndef __GAME_CAMERA_H__
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#define __GAME_CAMERA_H__
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#include "idlib/math/Quat.h"
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#include "Entity.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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};
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/*
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===============================================================================
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idCameraView
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===============================================================================
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*/
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class idCameraView : public idCamera {
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public:
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CLASS_PROTOTYPE( idCameraView );
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idCameraView();
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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void Spawn( );
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virtual void GetViewParms( renderView_t *view );
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virtual void Stop( void );
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protected:
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void Event_Activate( idEntity *activator );
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void Event_SetAttachments();
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void SetAttachment( idEntity **e, const char *p );
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float fov;
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idEntity *attachedTo;
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idEntity *attachedView;
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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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typedef struct {
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idCQuat q;
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idVec3 t;
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float fov;
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} cameraFrame_t;
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// Koz
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typedef struct
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{
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int cutFrame;
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bool posOverride;
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bool rotOverride;
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idVec3 posNew;
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idCQuat rotNew;
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} cameraCut_t;
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class idCameraAnim : public idCamera {
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public:
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CLASS_PROTOTYPE( idCameraAnim );
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idCameraAnim();
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~idCameraAnim();
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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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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int threadNum;
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idVec3 offset;
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int frameRate;
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int starttime;
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int cycle;
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//idList<int> cameraCuts;
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idList<cameraCut_t> cameraCuts; // Koz enable position and angle overrides for camera cut positions. ( When using immersive cutscenes, overrides allow better clamped camera positions without having to completely rewrite the camera files. )
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idList<cameraFrame_t> camera;
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idEntityPtr<idEntity> activator;
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void Start( void );
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void Stop( void );
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void Think( void );
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void LoadAnim( void );
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void Event_Start( void );
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void Event_Stop( void );
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void Event_SetCallback( void );
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void Event_Activate( idEntity *activator );
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};
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#endif /* !__GAME_CAMERA_H__ */
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