ef2gamesource/dlls/game/CameraPath.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

293 lines
8.1 KiB
C++

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