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801 lines
27 KiB
C++
801 lines
27 KiB
C++
//-----------------------------------------------------------------------------
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// CameraPath.cpp
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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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// Implementation 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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#include "_pch_cpp.h"
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#include "CameraPath.h"
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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_DECLARATION( Class, CameraKeyFrame, NULL )
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{
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{ NULL, NULL }
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};
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//-----------------------------------------------------------------------------------------------
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// Name: CameraKeyFrame
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// Class: CameraKeyFrame
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//
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// Description: Default Constructor
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//
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// Parameters: None
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//
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// Returns: N/a
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//
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//-----------------------------------------------------------------------------------------------
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CameraKeyFrame::CameraKeyFrame()
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:
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_position( Vector( 0.0f, 0.0f, 0.0f ) ),
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_orientation( Quaternion( 0.0f, 0.0f, 0.0f, 1.0f ) ),
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_fovDegrees( 90.0f ),
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_seconds( 0.0f )
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{
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}
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//-----------------------------------------------------------------------------------------------
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// Name: CameraKeyFrame
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// Class: CameraKeyFrame
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//
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// Description: Constructor( Vector, Quaternion, float )
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//
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// Parameters: position XYZ coordinates of camera
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// orientation camera orientation as a quaternion
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// fovDegrees horizontal fov of camera, in degrees
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//
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// Returns: n/a
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//
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//-----------------------------------------------------------------------------------------------
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CameraKeyFrame::CameraKeyFrame( const Vector& position, const Quaternion& orientation, const float fovDegrees, const float seconds )
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:
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_position( position ),
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_orientation( orientation ),
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_fovDegrees( fovDegrees ),
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_seconds( seconds )
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{
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}
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//-----------------------------------------------------------------------------------------------
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// Name: ParseFrameInfo
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// Class: CameraKeyFrame
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//
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// Description: Starting with the keyword "Frame", parses one single frame entry from a .KFC
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// buffer (using a Script object) in its entirety.
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//
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// Parameters: int frameNumber, Script& cameraPathFile
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//
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// Returns: bool - true upon success
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//
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//-----------------------------------------------------------------------------------------------
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bool CameraKeyFrame::ParseFrameInfo( int frameNumber, Script& cameraPathFile, float& totalPathTime )
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{
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const char* token;
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/// Read in the Frame number
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token = cameraPathFile.GetToken( true );
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if( !stricmp( token, "Frame" ) )
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{
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/// Make sure the frame number is the same as <frameNumber>, as expected
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int actualFrame = cameraPathFile.GetInteger( false );
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if( actualFrame != frameNumber )
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{
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cameraPathFile.error( "CameraKeyFrame::ParseFrameInfo", "Incorrect Frame number (found %d, expecting %d)\n", frameNumber, actualFrame );
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return( false );
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}
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}
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else // bad identifier
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{
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gi.Printf( "Unexpected token %s in camera path file (expecting \"Frame\").\n", token );
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cameraPathFile.error( "CameraKeyFrame::ParseFrameInfo", "Unexpected token %s in camera path file (expecting \"Frame\").\n", token );
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return( false );
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}
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return( ParseFrameInfoBlock( cameraPathFile, totalPathTime ) );
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}
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//-----------------------------------------------------------------------------------------------
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// Name: ParseFrameInfoBlock
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// Class: CameraKeyFrame
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//
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// Description: Parse in a single camera key frame from a .KFC file, from '{' to '}'
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//
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// Parameters: Script& cameraPathFile - parse object for .KFC file
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//
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// Returns: bool - true upon success
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//
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//-----------------------------------------------------------------------------------------------
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bool CameraKeyFrame::ParseFrameInfoBlock( Script& cameraPathFile, float& totalPathTime )
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{
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const char* token;
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float frameTimeInSeconds = DEFAULT_KEY_FRAME_LENGTH_SECONDS;
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/// Read the opening bracket
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token = cameraPathFile.GetToken( true );
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if( *token != '{' )
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{
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cameraPathFile.error( "CameraKeyFrame::ParseFrameInfoBlock", "Expected '{', found \"%s\"\n", token );
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return( false );
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}
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/// Read each entry in the Path info block
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token = cameraPathFile.GetToken( true );
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while( *token != '}' )
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{
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if( !stricmp( token, "fov" ) )
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{
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/// Read in the horizontal field of view (fov) for this camera key frame
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_fovDegrees = cameraPathFile.GetFloat( false );
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}
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else if( !stricmp( token, "position" ) )
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{
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/// Read in the position vector for this camera key frame
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_position = cameraPathFile.GetVector( false );
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}
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else if( !stricmp( token, "quaternion" ) )
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{
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/// Read in the orientation of the camera as a quaternion
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float x = cameraPathFile.GetFloat( false );
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float y = cameraPathFile.GetFloat( false );
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float z = cameraPathFile.GetFloat( false );
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float w = cameraPathFile.GetFloat( false );
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_orientation.SetFromXYZW( x, y, z, w );
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}
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else // unknown token
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{
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gi.Printf( "Unexpected token %s in camera path file.\n", token );
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cameraPathFile.error( "CameraKeyFrame::ParseFrameInfoBlock", "Unexpected token %s in camera path file.\n", token );
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return( false );
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}
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token = cameraPathFile.GetToken( true );
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}
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_seconds = totalPathTime;
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totalPathTime += frameTimeInSeconds;
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return( true );
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}
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//-----------------------------------------------------------------------------------------------
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// Name: Interpolate
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// Class: CameraKeyFrame
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//
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// Description: Sets the position, orientation, and fov values in the current CameraKeyFrame
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// object (this) to be a weighted average of two other key frames: <before> and
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// <after>, where <fraction> represents the weighting of the <after> frame (and
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// 1 - fraction is the weighting of the <before> frame).
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//
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// Parameters: const CameraKeyFrame& before - key frame being approached as fraction -> 0
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// const CameraKeyFrame& after - key frame being approached as fraction -> 1
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// const float fraction - in the range [0,1]; the fraction of <after> to be used
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//
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// Returns: const CameraKeyFrame&
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//
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//-----------------------------------------------------------------------------------------------
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const CameraKeyFrame& CameraKeyFrame::Interpolate( const CameraKeyFrame& before, const CameraKeyFrame& after, const float fraction, const bool normalizeQuaternion )
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{
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/// Set up some convenience references
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const Vector& pos1 = before.GetPosition();
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const Vector& pos2 = after.GetPosition();
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const Quaternion& quat1 = before.GetOrientation();
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const Quaternion& quat2 = after.GetOrientation();
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float fov1 = before.GetFOV();
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float fov2 = after.GetFOV();
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/// Calculate interpolated position, orientation, and fov values for this new frame
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_position = pos1 + ( pos2 - pos1 ) * fraction; // linear componentwise interpolation
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_orientation = CalcSlerp( quat1, quat2, (double) fraction ); // (hyper)spherical linear interpolation
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_fovDegrees = fov1 + (fraction * (fov2 - fov1) ); // linear float interpolation
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/// Check if the caller has requested the quaternion to be renormalized after interpolation (a good idea, but costly)
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if( normalizeQuaternion )
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_orientation.Normalize();
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return( *this );
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}
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//-----------------------------------------------------------------------------------------------
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// Name: GetEulerAngles
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// Class: CameraKeyFrame
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//
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// Description: Returns the orientation of the key frame in Euler angles (pitch, yaw, roll).
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// Note that orientations are internally stored as quaternions, and this function
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// is mainly provided as a interface useful to the surrounding Euler-centric
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// Quake / Fakk / Tiki code.
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//
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// Parameters:
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//
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// Returns: const Vector
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//
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//-----------------------------------------------------------------------------------------------
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const Vector CameraKeyFrame::GetEulerAngles( void ) const
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{
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Vector eulerAngles;
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_orientation.GetToEuler( eulerAngles );
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return eulerAngles;
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}
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//-----------------------------------------------------------------------------------------------
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// Name: TransformToPlaybackOffsets
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// Class: CameraKeyFrame
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//
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// Description: Transforms a CameraKeyFrame object by (1) rotating it <yawOffsetDegrees> degrees
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// (including orientations and positions) and then (2) translating it by
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// <originOffset> world-units.
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//
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// Parameters: const float yawOffset - the amount of (yaw) rotation to apply
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// const Vector& originOffset - the amount of translation to apply
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//
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// Returns: const CameraKeyFrame& - returns *this, now transformed
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//
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// NOTE: Because q_math.c is a C file and was written long ago, we use vec3_t and euler
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// angles instead of Vector and Quaternion.
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//-----------------------------------------------------------------------------------------------
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const CameraKeyFrame& CameraKeyFrame::TransformToPlaybackOffsets( const float yawOffsetDegrees, const Vector& originOffset )
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{
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/// Rotate <_position> about the Z axis by <yawOffsetDegrees>
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vec3_t zNormal = { 0.0f, 0.0f, 1.0f };
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vec3_t point;
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vec3_t rotated;
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_position.copyTo( point ); // Don't blame me for this. Our math library was written in C.
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RotatePointAroundVector( rotated, zNormal, point, yawOffsetDegrees );
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_position = rotated;
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/// Rotate <_orientation> in a like manner
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Vector eulerOrientation;
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_orientation.GetToEuler( eulerOrientation );
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eulerOrientation.y += yawOffsetDegrees;
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_orientation.SetFromEuler( eulerOrientation );
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_orientation.Normalize();
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/// Translate <_position> by <originOffset>
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_position += originOffset; // see how easy things can be in C++?
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return *this;
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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_DECLARATION( Class, CameraKeyFramePath, NULL )
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{
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{ NULL, NULL }
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};
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//-----------------------------------------------------------------------------------------------
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// Name: CameraKeyFramePath
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// Class: CameraKeyFramePath
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//
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// Description: Default Constructor
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//
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// Parameters: None
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//
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// Returns: n/a
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//
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//-----------------------------------------------------------------------------------------------
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CameraKeyFramePath::CameraKeyFramePath()
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:
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_isLoaded( false ),
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_numKeyFrames( 0 ),
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_keyFrameArray( NULL ),
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_totalSeconds( 0.0f )
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{
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}
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//-----------------------------------------------------------------------------------------------
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// Name: Unload
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// Class: CameraKeyFramePath
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//
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// Description: Destroys the key-framed camera path data and
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// marks the object as dirty (_isLoaded = false).
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//
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// Parameters: void
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//
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// Returns: void
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//
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//-----------------------------------------------------------------------------------------------
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void CameraKeyFramePath::Unload( void )
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{
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if( IsLoaded() )
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{
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delete [] _keyFrameArray;
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_keyFrameArray = NULL;
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}
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_totalSeconds = 0.0f;
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_isLoaded = false;
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}
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//-----------------------------------------------------------------------------------------------
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// Name: CreateFrames
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// Class: CameraKeyFramePath
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//
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// Description: Allocates <numberOfFrames> CameraKeyFrame objects
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// in a dynamic array. Previous data, if any, is
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// deleted.
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//
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// Parameters: numberOfFrames - The number of key frames to be allocated.
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//
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// Returns: bool - true upon success
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//
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//-----------------------------------------------------------------------------------------------
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bool CameraKeyFramePath::CreateFrames( const int numberOfFrames )
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{
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/// Unload the previous data (if any)
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Unload();
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/// Allocte <numberOFFrames> CameraKeyFrame objects
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_keyFrameArray = new CameraKeyFrame[ numberOfFrames ];
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if( !_keyFrameArray )
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return( false );
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/// Set internal dependents
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_numKeyFrames = numberOfFrames;
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return( true );
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}
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//-----------------------------------------------------------------------------------------------
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// Name: ParsePathInfo
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// Class: CameraKeyFramePath
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//
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// Description: Parses a "Path" entry and all subsequent "Frame" entries for that path.
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// Parsing begins at the '{' following the "Path" keyword (already parsed).
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//
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// Parameters: Script& cameraPathFile - parsing object; keeps track of parse-offset, etc.
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//
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// Returns: bool - true upon success
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//
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//-----------------------------------------------------------------------------------------------
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bool CameraKeyFramePath::ParsePathInfo( Script& cameraPathFile )
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{
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const char* token;
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/// Read the opening bracket
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token = cameraPathFile.GetToken( true );
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if( *token != '{' )
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{
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cameraPathFile.error( "CameraKeyFramePath::ParsePathInfo", "Expected '{', found \"%s\"\n", token );
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return( false );
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}
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/// Read each entry in the Path info block
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token = cameraPathFile.GetToken( true );
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while( *token != '}' )
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{
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if( !stricmp( token, "frameCount" ) )
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{
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/// Read in the number of frames in the path
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_numKeyFrames = cameraPathFile.GetInteger( false );
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assert( _numKeyFrames > 0 );
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}
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else // unknown token
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{
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gi.Printf( "Unexpected token %s in camera path file.\n", token );
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cameraPathFile.error( "CameraKeyFramePath::ParsePathInfo", "Unexpected token %s in camera path file.\n", token );
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return( false );
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}
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token = cameraPathFile.GetToken( true );
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}
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/// Allocate an array of CameraKeyFrame objects equal in number to what "frameCount" specified
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CreateFrames( _numKeyFrames );
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/// Loop through each key frame and let it parse itself
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for( int i = 0; i < _numKeyFrames; i ++ )
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{
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/// Tell each frame to parse itself
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CameraKeyFrame& keyFrame = _keyFrameArray[ i ];
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bool success = keyFrame.ParseFrameInfo( i, cameraPathFile, _totalSeconds );
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if( !success )
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return( false );
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}
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/// Inform the object that it has been successfully loaded and is ready for use
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_isLoaded = true;
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return( true );
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}
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//-----------------------------------------------------------------------------------------------
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// Name: GetClosestFramesForTime
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// Class: CameraKeyFramePath
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//
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// Description: Sets <before> and <after> pointers to the camera key frames closest in time
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// to <seconds>. Both pointers are guaranteed to always be set, though they
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// may be identical (especially in cases where <seconds> matches a frame exactly,
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// or where <seconds> is out of the time bounds of the path).
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//
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// Parameters: CameraKeyFrame*& before - pointer (by reference) to be set to the closest
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// frame at or before <seconds>
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//
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// CameraKeyFrame*& after - pointer (by reference) to be set to the closest
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// frame at or after <seconds>
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//
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// const float seconds - the time offset, in seconds, from the beginning of the
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// camera path, around which the search for closest frames is centered
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//
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// Returns: void
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//
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//-----------------------------------------------------------------------------------------------
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void CameraKeyFramePath::GetClosestFramesForTime( CameraKeyFrame*& before, CameraKeyFrame*& after, const float seconds )
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{
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int i;
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/// Find the frame closest to - but no greater than - <seconds>
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before = &_keyFrameArray[ 0 ];
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for( i = 0; i < _numKeyFrames; i ++ )
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{
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CameraKeyFrame& frame = _keyFrameArray[ i ];
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if( frame.GetSeconds() > seconds )
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break;
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before = &frame;
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}
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/// Find the frame closest to - but no less than - <seconds>
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after = &_keyFrameArray[ _numKeyFrames - 1 ];
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for( i = _numKeyFrames - 1; i >= 0; i -- )
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{
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CameraKeyFrame& frame = _keyFrameArray[ i ];
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if( frame.GetSeconds() < seconds )
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break;
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after = &frame;
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}
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}
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//-----------------------------------------------------------------------------------------------
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// Name: CreateInterpolatedFrameForTime
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// Class: CameraKeyFramePath
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//
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// Description: Creates a new CameraKeyFrame object based on the best interpolated-approximation
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// of the CameraKeyFramePath when evaluated at <seconds> time.
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//
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// Parameters: const float seconds - time at which to evaluate the camera path
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//
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// Returns: const CameraKeyFrame - a new key frame, created by interpolating (if necessary)
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// between the key frames in the camera path closest to <seconds>.
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//
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//-----------------------------------------------------------------------------------------------
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const CameraKeyFrame CameraKeyFramePath::CreateInterpolatedFrameForTime( const float seconds )
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{
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/// Check if <seconds> is out-of-bounds for this camera path
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if( seconds < 0.0f )
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{
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/// Return a copy of the first key frame
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return( _keyFrameArray[ 0 ] );
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}
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else if( seconds > _totalSeconds )
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{
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/// Return a copy of the last key frame
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return( _keyFrameArray[ _numKeyFrames - 1 ] );
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}
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/// Get the two closest frames in time to <seconds>; one just before and one just after
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CameraKeyFrame* closestFrameBefore = NULL;
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CameraKeyFrame* closestFrameAfter = NULL;
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GetClosestFramesForTime( closestFrameBefore, closestFrameAfter, seconds );
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assert( closestFrameBefore );
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assert( closestFrameAfter );
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/// Check if both frames are identical; if so, simply return a copy of it / them
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if( closestFrameBefore == closestFrameAfter )
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return( *closestFrameBefore );
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/// Generate an interpolated frame based on where <seconds> falls between those two frames
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return( CreateInterpolatedFrame( *closestFrameBefore, *closestFrameAfter, seconds ) );
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}
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//-----------------------------------------------------------------------------------------------
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// Name: CreateInterpolatedFrame
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// Class: CameraKeyFramePath
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//
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// Description: Creates a new CameraKeyFrame object based on the best interpolated-approximation
|
|
// of the CameraKeyFramePath when evaluated at <seconds> time. NOTE: This method
|
|
// is called by CreateInterpolatedFrameForTime(), above, and does all the real
|
|
// interpolation work.
|
|
//
|
|
// Parameters: const CameraKeyFrame& before - closest frame shy of <seconds>
|
|
// const CameraKeyFrame& after - closest frame past <seconds>
|
|
// const float seconds - time index used to interpolate between <before> and <after>
|
|
//
|
|
// Returns: const CameraKeyFrame - new, interpolated key frame
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
const CameraKeyFrame CameraKeyFramePath::CreateInterpolatedFrame( const CameraKeyFrame& before, const CameraKeyFrame& after, const float seconds )
|
|
{
|
|
/// Calculate the amount of time between the two reference frames
|
|
const float startTime = before.GetSeconds();
|
|
const float endTime = after.GetSeconds();
|
|
const float timeSpan = endTime - startTime;
|
|
assert( timeSpan >= 0.0f );
|
|
assert( seconds >= startTime );
|
|
assert( seconds <= endTime );
|
|
|
|
/// Calculation the interpolation fraction
|
|
float fraction;
|
|
if( timeSpan )
|
|
{
|
|
fraction = (seconds - startTime) / timeSpan;
|
|
}
|
|
else
|
|
{
|
|
fraction = 0.0f;
|
|
}
|
|
|
|
/// Create a new frame with interpolated values
|
|
CameraKeyFrame lerped;
|
|
lerped.Interpolate( before, after, fraction, true );
|
|
return( lerped );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: GetPathLengthInSeconds
|
|
// Class: CameraKeyFramePath
|
|
//
|
|
// Description: Returns the total length of the camera path, in seconds.
|
|
//
|
|
// Parameters: void
|
|
//
|
|
// Returns: float - the total length of the camera path, in seconds.
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
float CameraKeyFramePath::GetPathLengthInSeconds( void )
|
|
{
|
|
return( _totalSeconds );
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// CameraPath
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
CLASS_DECLARATION( Class, CameraPath, NULL )
|
|
{
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: CameraPath
|
|
// Class: CameraPath
|
|
//
|
|
// Description: Construct from .KFC file
|
|
//
|
|
// Parameters: fileName Name of the .KFC file to parse on construction of this object.
|
|
//
|
|
// Returns: n/a
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
CameraPath::CameraPath( const str& fileName )
|
|
:
|
|
_fileName( str( "" ) ),
|
|
_isLoaded( false ),
|
|
_keyFramePath( NULL ),
|
|
_yawPlaybackOffsetDegrees( 0.0f ),
|
|
_originPlaybackOffset( Vector( 0.0f, 0.0f, 0.0f ) )
|
|
{
|
|
LoadKeyFramedCameraFile( fileName );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: LoadKeyFramedCameraFile
|
|
// Class: CameraPath
|
|
//
|
|
// Description: Loads a .KFC file and builds a dynamic array of camera key frames.
|
|
// Any previously loaded data in this object is destroyed.
|
|
//
|
|
// Parameters: fileName - Name of the .KFC file to load and parse.
|
|
//
|
|
// Returns: bool - true upon success
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
bool CameraPath::LoadKeyFramedCameraFile( const str& fileName )
|
|
{
|
|
Script cameraPathFile;
|
|
const char* token;
|
|
bool success; // generic parsing return-value variable
|
|
str filePathName;
|
|
|
|
/// Unload the previous data (if any)
|
|
Unload();
|
|
|
|
/// Store the filename in the object for duplicate-load later on
|
|
_fileName = fileName;
|
|
|
|
/// Build the new file path name
|
|
filePathName = "cams/";
|
|
filePathName += fileName;
|
|
filePathName += ".kfc";
|
|
|
|
/// Load the file into a buffer (in the Script object)
|
|
cameraPathFile.LoadFile( filePathName.c_str() );
|
|
|
|
/// Parse each token in turn until no more remain
|
|
while( cameraPathFile.TokenAvailable( true ) )
|
|
{
|
|
/// Read the next token-word and take the appropriate action
|
|
token = cameraPathFile.GetToken( true );
|
|
if( !stricmp( token, "Path" ) )
|
|
{
|
|
/// Read in the path info and its subsequent key frame data
|
|
success = ParsePathInfo( cameraPathFile );
|
|
if( !success )
|
|
return( false );
|
|
}
|
|
else // unknown token
|
|
{
|
|
gi.Printf( "Unexpected token %s in camera path file %s.\n", token, _fileName.c_str() );
|
|
cameraPathFile.error( "CameraPath::LoadKeyFramedCameraFile", "Unexpected token %s in camera path file %s.\n", token, _fileName.c_str() );
|
|
return( false );
|
|
}
|
|
}
|
|
|
|
/// Inform the object that it has been successfully loaded and is ready for use
|
|
_isLoaded = true;
|
|
return( true );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: Unload
|
|
// Class: CameraPath
|
|
//
|
|
// Description: Destroys the camera path data and marks the object as dirty (_isLoaded = false).
|
|
//
|
|
// Parameters: void
|
|
//
|
|
// Returns: void
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
void CameraPath::Unload( void )
|
|
{
|
|
if( IsLoaded() )
|
|
{
|
|
_isLoaded = false;
|
|
delete _keyFramePath;
|
|
_keyFramePath = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: ParsePathInfo
|
|
// Class: CameraPath
|
|
//
|
|
// Description: Parses the Path #, allocates a new path object, and passes parsing duties onto it.
|
|
//
|
|
// Parameters: Script& cameraPathFile - parsing object
|
|
//
|
|
// Returns: bool - true upon success
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
bool CameraPath::ParsePathInfo( Script& cameraPathFile )
|
|
{
|
|
/// Read the path number
|
|
int pathNumber = cameraPathFile.GetInteger( false );
|
|
assert( pathNumber == 0 ); // FIXME: this is only temporary, until we allow more than one path per .kfc
|
|
|
|
/// Create a new key frame camera path and pass parsing duties on to it
|
|
_keyFramePath = new CameraKeyFramePath;
|
|
bool success = _keyFramePath->ParsePathInfo( cameraPathFile );
|
|
return( success );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: GetInterpolatedFrameForTime
|
|
// Class: CameraPath
|
|
//
|
|
// Description: Returns a newly created temporary object; the resulting camera key frame when
|
|
// the CameraPath is evaluated at <seconds>.
|
|
//
|
|
// Parameters: const float seconds - time index at which to evaluate the camera path
|
|
//
|
|
// Returns: const CameraKeyFrame - key frame created as a result of interpolation / evaluation
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
const CameraKeyFrame CameraPath::GetInterpolatedFrameForTime( const float seconds )
|
|
{
|
|
CameraKeyFrame transformedKeyFrame( _keyFramePath->CreateInterpolatedFrameForTime( seconds ) );
|
|
transformedKeyFrame.TransformToPlaybackOffsets( _yawPlaybackOffsetDegrees, _originPlaybackOffset );
|
|
return( transformedKeyFrame );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: SetPlaybackOffsets
|
|
// Class: CameraPath
|
|
//
|
|
// Description: Tells a CameraPath object what offsets to use when reporting interpolations /
|
|
// evaluations. <yawOffset> is applied first to all positions and orientations;
|
|
// <originOffset> is applied last (to positions only).
|
|
//
|
|
// Parameters: const float yawOffsetDegrees - yaw rotation to apply to all positions & orientations
|
|
// const Vector& originOffset - offset translation applied to all positions, post-rotation
|
|
//
|
|
// Returns: void
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
void CameraPath::SetPlaybackOffsets( const float yawOffsetDegrees, const Vector& originOffset )
|
|
{
|
|
_yawPlaybackOffsetDegrees = yawOffsetDegrees;
|
|
_originPlaybackOffset = originOffset;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Name: GetPathLengthInSeconds
|
|
// Class: CameraPath
|
|
//
|
|
// Description: Returns the total length of the camera path, in seconds.
|
|
//
|
|
// Parameters: void
|
|
//
|
|
// Returns: float - the total length of the camera path, in seconds
|
|
//
|
|
//-----------------------------------------------------------------------------------------------
|
|
float CameraPath::GetPathLengthInSeconds( void )
|
|
{
|
|
return( _keyFramePath->GetPathLengthInSeconds() );
|
|
}
|
|
|
|
|