mirror of
https://github.com/UberGames/EF2GameSource.git
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293 lines
8.1 KiB
C++
293 lines
8.1 KiB
C++
//-----------------------------------------------------------------------------
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// CameraPath.h
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//
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// Author: Squirrel Eiserloh
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// DESCRIPTION:
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// Header file for the following camera-related classes:
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//
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// CameraPath Describes a single camera path through time -
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// including camera orientation, position,
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// and field-of-view - using either many simple
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// reference keyframes or a few bspline nodes.
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// Also owns the coordinate system through which
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// all positions and orientations are transformed
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// (for scripts with relative playback locales).
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//
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// CameraKeyFramePath The innards of a CameraPath object implemented
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// using keyframes (as opposed to bspline nodes).
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// Does not know about relative locales.
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//
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// CameraKeyFrame A single key frame item in a CameraKeyFramePath.
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// Stores a time index / frame number, the camera'a
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// position (as a Vector), orientation (as a
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// Quaternion), and field-of-fiew (as a Scalar).
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//
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#ifndef _CAMERA_PATH_H_
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#define _CAMERA_PATH_H_
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/// Included headers
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#include "class.h"
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#include <qcommon/quaternion.h>
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/// forward class declarations
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class CameraPath;
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class CameraKeyFramePath;
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class CameraKeyFrame;
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const float DEFAULT_KEY_FRAME_LENGTH_SECONDS = 0.05f;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// CameraKeyFrame
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class CameraKeyFrame : public Class
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{
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/// Member variables
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private:
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Vector _position; // the camera's position in xyz coordinates
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Quaternion _orientation; // the camera's orientation, as a quaternion
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float _fovDegrees; // the camera's horizontal field of view
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float _seconds; // time (path start = 0) at which the key frame occurs
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/// Accessors / Mutators
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public:
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inline const Vector& GetPosition( void ) const { return _position; }
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inline const Quaternion& GetOrientation( void ) const { return _orientation; }
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inline const float GetFOV( void ) const { return _fovDegrees; }
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inline const float GetSeconds( void ) const { return _seconds; }
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/// Construction / Destruction
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public:
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CLASS_PROTOTYPE( CameraKeyFrame );
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CameraKeyFrame(); // default constructor
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CameraKeyFrame( const Vector& position, const Quaternion& orientation, const float fovDegrees, const float seconds );
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/// Interface methods
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public:
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bool ParseFrameInfo( int frameNumber, Script& cameraPathFile, float& frameLengthInSeconds );
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const CameraKeyFrame& Interpolate( const CameraKeyFrame& before, const CameraKeyFrame& after, const float fraction, const bool normalizeQuaternion );
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const Vector GetEulerAngles( void ) const;
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const CameraKeyFrame& TransformToPlaybackOffsets( const float yawOffsetDegrees, const Vector& originOffset );
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void Archive( Archiver &arc );
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/// Implementation methods
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private:
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bool ParseFrameInfoBlock( Script& cameraPathFile, float& frameLengthInSeconds );
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};
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//===============================================================
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// Name: Archive
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// Class: CameraKeyFrame
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//
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// Description: Archives the data of a single camera key frame.
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//
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// Parameters: Archiver& -- reference to archive object for storing data.
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//
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// Returns: None
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//
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//===============================================================
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inline void CameraKeyFrame::Archive
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(
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Archiver &arc
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)
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{
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Class::Archive( arc );
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float x = 0.0f ;
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float y = 0.0f ;
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float z = 0.0f ;
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float w = 0.0f ;
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arc.ArchiveVector( &_position );
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if ( arc.Saving() )
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{
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_orientation.GetToXYZW( x, y, z, w );
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}
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arc.ArchiveFloat( &x );
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arc.ArchiveFloat( &y );
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arc.ArchiveFloat( &z );
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arc.ArchiveFloat( &w );
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if ( arc.Loading() )
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{
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_orientation.SetFromXYZW( x, y, z, w );
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}
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arc.ArchiveFloat( &_fovDegrees );
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arc.ArchiveFloat( &_seconds );
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// CameraKeyFramePath
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class CameraKeyFramePath : public Class
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{
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/// Member variables
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private:
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bool _isLoaded;
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int _numKeyFrames;
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CameraKeyFrame* _keyFrameArray;
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float _totalSeconds;
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/// Accessors / Mutators
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public:
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inline const bool IsLoaded( void ) const { return _isLoaded; }
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private:
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inline const int GetNumKeyFrames( void ) const { return _numKeyFrames; }
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/// Construction / Destruction
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public:
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CLASS_PROTOTYPE( CameraKeyFramePath );
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CameraKeyFramePath(); // default constructor
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/// Interface methods
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public:
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void Unload( void );
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bool ParsePathInfo( Script& cameraPathFile );
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const CameraKeyFrame CreateInterpolatedFrameForTime( const float seconds );
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float GetPathLengthInSeconds( void );
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void Archive( Archiver &arc );
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/// Implementation methods
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private:
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void GetClosestFramesForTime( CameraKeyFrame*& before, CameraKeyFrame*& after, const float seconds );
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bool CreateFrames( const int numberOfFrames );
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const CameraKeyFrame CreateInterpolatedFrame( const CameraKeyFrame& before, const CameraKeyFrame& after, const float seconds );
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};
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//===============================================================
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// Name: Archive
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// Class: CameraKeyFramePath
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//
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// Description: Archives the data of a archive key frame path.
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//
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// Parameters: Archiver& -- reference to the archive object
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//
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// Returns: None
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//
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//===============================================================
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inline void CameraKeyFramePath::Archive
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(
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Archiver &arc
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)
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{
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Class::Archive( arc );
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arc.ArchiveBool( &_isLoaded );
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arc.ArchiveInteger( &_numKeyFrames );
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if ( arc.Loading() )
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{
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_keyFrameArray = new CameraKeyFrame[ _numKeyFrames ];
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}
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for ( int frameIdx = 0; frameIdx < _numKeyFrames; ++frameIdx )
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{
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arc.ArchiveObject( &_keyFrameArray[ frameIdx ] );
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}
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arc.ArchiveFloat( &_totalSeconds );
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// CameraPath
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class CameraPath : public Class
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{
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/// Member variables
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private:
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bool _isLoaded;
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str _fileName;
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CameraKeyFramePath* _keyFramePath;
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float _yawPlaybackOffsetDegrees;
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Vector _originPlaybackOffset;
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/// Accessors / Mutators
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public:
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inline const bool IsLoaded( void ) const { return _isLoaded; }
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/// Construction / Destruction
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public:
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CLASS_PROTOTYPE( CameraPath );
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CameraPath( const str& fileName );
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CameraPath() : _isLoaded( false ), _keyFramePath( 0 ), _yawPlaybackOffsetDegrees( 0 ) { };
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/// Interface methods
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public:
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void Unload( void );
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bool Reload( void );
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const CameraKeyFrame GetInterpolatedFrameForTime( const float seconds );
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void SetPlaybackOffsets( const float yawOffsetDegrees, const Vector& originOffset );
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float GetPathLengthInSeconds( void );
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void Archive( Archiver &arc );
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/// Implementation methods
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private:
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bool LoadKeyFramedCameraFile( const str& fileName );
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bool ParsePathInfo( Script& cameraPathFile );
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};
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//===============================================================
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// Name: Archive
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// Class: CameraPath
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//
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// Description: Archives the data of the camera path.
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//
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// Parameters: Archiver& -- reference to archiver storing data.
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//
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// Returns: None
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//
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//===============================================================
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inline void CameraPath::Archive
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(
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Archiver &arc
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)
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{
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Class::Archive( arc );
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arc.ArchiveBool( &_isLoaded );
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arc.ArchiveString( &_fileName );
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//arc.ArchiveObjectPointer( (Class**)&_keyFramePath );
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if ( arc.Loading() )
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{
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_keyFramePath = ( CameraKeyFramePath*)arc.ReadObject();
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}
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else
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{
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arc.ArchiveObject( _keyFramePath );
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}
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arc.ArchiveFloat( &_yawPlaybackOffsetDegrees );
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arc.ArchiveVector( &_originPlaybackOffset );
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}
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#endif // _CAMERA_PATH_H_
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