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author | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-22 15:54:16 +0200 |
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committer | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-22 15:54:16 +0200 |
commit | 4531ac88d3c022866d564be40c20593de4c70bfc (patch) | |
tree | 63bd1feff134c95001a1b10495882debfcdf54e3 /src/graphics/common/camera.h | |
parent | 11df0ebf94e0842566bdc8d627ab50cc5309605d (diff) | |
download | colobot-4531ac88d3c022866d564be40c20593de4c70bfc.tar.gz colobot-4531ac88d3c022866d564be40c20593de4c70bfc.tar.bz2 colobot-4531ac88d3c022866d564be40c20593de4c70bfc.zip |
Moved old implementations to src/old
Diffstat (limited to 'src/graphics/common/camera.h')
-rw-r--r-- | src/graphics/common/camera.h | 269 |
1 files changed, 0 insertions, 269 deletions
diff --git a/src/graphics/common/camera.h b/src/graphics/common/camera.h deleted file mode 100644 index 21ff2c9..0000000 --- a/src/graphics/common/camera.h +++ /dev/null @@ -1,269 +0,0 @@ -// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-// camera.h
-
-#pragma once
-
-
-#include "common/event.h"
-#include "math/point.h"
-#include "graphics/d3d/d3dengine.h"
-
-
-class CInstanceManager;
-class CD3DEngine;
-class CTerrain;
-class CWater;
-class CObject;
-
-
-enum CameraType
-{
- CAMERA_NULL = 0, // camera undefined
- CAMERA_FREE = 1, // camera free (never in principle)
- CAMERA_EDIT = 2, // camera while editing a program
- CAMERA_ONBOARD = 3, // camera on board a robot
- CAMERA_BACK = 4, // camera behind a robot
- CAMERA_FIX = 5, // static camera following robot
- CAMERA_EXPLO = 6, // camera steady after explosion
- CAMERA_SCRIPT = 7, // camera during a film script
- CAMERA_INFO = 8, // camera for displaying information
- CAMERA_VISIT = 9, // visit instead of an error
- CAMERA_DIALOG = 10, // camera for dialogue
- CAMERA_PLANE = 11, // static camera height
-};
-
-enum CameraSmooth
-{
- CS_NONE = 0, // sharp
- CS_NORM = 1, // normal
- CS_HARD = 2, // hard
- CS_SPEC = 3, // special
-};
-
-enum CenteringPhase
-{
- CP_NULL = 0,
- CP_START = 1,
- CP_WAIT = 2,
- CP_STOP = 3,
-};
-
-enum CameraEffect
-{
- CE_NULL = 0, // no effect
- CE_TERRAFORM = 1, // digging in
- CE_CRASH = 2, // Vehicle driving is severely
- CE_EXPLO = 3, // explosion
- CE_SHOT = 4, // not mortal shot
- CE_VIBRATION = 5, // vibration during construction
- CE_PET = 6, // spleen reactor
-};
-
-enum OverEffect
-{
- OE_NULL = 0, // no effect
- OE_BLOOD = 1, // flash red
- OE_FADEINw = 2, // white -> nothing
- OE_FADEOUTw = 3, // nothing -> white
- OE_FADEOUTb = 4, // nothing -> blue
- OE_BLITZ = 5, // lightning
-};
-
-
-
-class CCamera
-{
-public:
- CCamera(CInstanceManager* iMan);
- ~CCamera();
-
- bool EventProcess(const Event &event);
-
- void Init(Math::Vector eye, Math::Vector lookat, float delay);
-
- void SetObject(CObject* object);
- CObject* RetObject();
-
- void SetType(CameraType type);
- CameraType RetType();
-
- void SetSmooth(CameraSmooth type);
- CameraSmooth RetSmoth();
-
- void SetDist(float dist);
- float RetDist();
-
- void SetFixDirection(float angle);
- float RetFixDirection();
-
- void SetRemotePan(float value);
- float RetRemotePan();
-
- void SetRemoteZoom(float value);
- float RetRemoteZoom();
-
- void StartVisit(Math::Vector goal, float dist);
- void StopVisit();
-
- void RetCamera(Math::Vector &eye, Math::Vector &lookat);
-
- bool StartCentering(CObject *object, float angleH, float angleV, float dist, float time);
- bool StopCentering(CObject *object, float time);
- void AbortCentering();
-
- void FlushEffect();
- void StartEffect(CameraEffect effect, Math::Vector pos, float force);
-
- void FlushOver();
- void SetOverBaseColor(D3DCOLORVALUE color);
- void StartOver(OverEffect effect, Math::Vector pos, float force);
-
- void FixCamera();
- void SetScriptEye(Math::Vector eye);
- void SetScriptLookat(Math::Vector lookat);
-
- void SetEffect(bool bEnable);
- void SetCameraScroll(bool bScroll);
- void SetCameraInvertX(bool bInvert);
- void SetCameraInvertY(bool bInvert);
-
- float RetMotorTurn();
- D3DMouse RetMouseDef(Math::Point pos);
-
-protected:
- bool EventMouseMove(const Event &event);
- void EventMouseWheel(int dir);
- bool EventFrame(const Event &event);
- bool EventFrameFree(const Event &event);
- bool EventFrameEdit(const Event &event);
- bool EventFrameDialog(const Event &event);
- bool EventFrameBack(const Event &event);
- bool EventFrameFix(const Event &event);
- bool EventFrameExplo(const Event &event);
- bool EventFrameOnBoard(const Event &event);
- bool EventFrameInfo(const Event &event);
- bool EventFrameVisit(const Event &event);
- bool EventFrameScript(const Event &event);
-
- void SetViewTime(const Math::Vector &vEyePt, const Math::Vector &vLookatPt, float rTime);
- bool IsCollision(Math::Vector &eye, Math::Vector lookat);
- bool IsCollisionBack(Math::Vector &eye, Math::Vector lookat);
- bool IsCollisionFix(Math::Vector &eye, Math::Vector lookat);
-
- Math::Vector ExcludeTerrain(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
- Math::Vector ExcludeObject(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
-
- void SetViewParams(const Math::Vector &eye, const Math::Vector &lookat, const Math::Vector &up);
- void EffectFrame(const Event &event);
- void OverFrame(const Event &event);
-
-protected:
- CInstanceManager* m_iMan;
- CD3DEngine* m_engine;
- CTerrain* m_terrain;
- CWater* m_water;
-
- CameraType m_type; // the type of camera (CAMERA *)
- CameraSmooth m_smooth; // type of smoothing
- CObject* m_cameraObj; // object linked to the camera
-
- float m_eyeDistance; // distance between the eyes
- float m_initDelay; // time of initial centering
-
- Math::Vector m_actualEye; // current eye
- Math::Vector m_actualLookat; // aim current
- Math::Vector m_finalEye; // final eye
- Math::Vector m_finalLookat; // aim final
- Math::Vector m_normEye; // normal eye
- Math::Vector m_normLookat; // aim normal
- float m_focus;
-
- bool m_bRightDown;
- Math::Point m_rightPosInit;
- Math::Point m_rightPosCenter;
- Math::Point m_rightPosMove;
-
- Math::Vector m_eyePt; // CAMERA_FREE: eye
- float m_directionH; // CAMERA_FREE: horizontal direction
- float m_directionV; // CAMERA_FREE: vertical direction
- float m_heightEye; // CAMERA_FREE: height above the ground
- float m_heightLookat; // CAMERA_FREE: height above the ground
- float m_speed; // CAMERA_FREE: speed of movement
-
- float m_backDist; // CAMERA_BACK: distance
- float m_backMin; // CAMERA_BACK: distance minimal
- float m_addDirectionH; // CAMERA_BACK: additional direction
- float m_addDirectionV; // CAMERA_BACK: additional direction
- bool m_bTransparency;
-
- float m_fixDist; // CAMERA_FIX: distance
- float m_fixDirectionH; // CAMERA_FIX: direction
- float m_fixDirectionV; // CAMERA_FIX: direction
-
- Math::Vector m_visitGoal; // CAMERA_VISIT: target position
- float m_visitDist; // CAMERA_VISIT: distance
- float m_visitTime; // CAMERA_VISIT: relative time
- CameraType m_visitType; // CAMERA_VISIT: initial type
- float m_visitDirectionH; // CAMERA_VISIT: direction
- float m_visitDirectionV; // CAMERA_VISIT: direction
-
- float m_editHeight; // CAMERA_EDIT: height
-
- float m_remotePan;
- float m_remoteZoom;
-
- Math::Point m_mousePos;
- float m_mouseDirH;
- float m_mouseDirV;
- float m_mouseMarging;
-
- float m_motorTurn;
-
- CenteringPhase m_centeringPhase;
- float m_centeringAngleH;
- float m_centeringAngleV;
- float m_centeringDist;
- float m_centeringCurrentH;
- float m_centeringCurrentV;
- float m_centeringTime;
- float m_centeringProgress;
-
- CameraEffect m_effectType;
- Math::Vector m_effectPos;
- float m_effectForce;
- float m_effectProgress;
- Math::Vector m_effectOffset;
-
- OverEffect m_overType;
- float m_overForce;
- float m_overTime;
- D3DCOLORVALUE m_overColorBase;
- D3DCOLORVALUE m_overColor;
- int m_overMode;
- float m_overFadeIn;
- float m_overFadeOut;
-
- Math::Vector m_scriptEye;
- Math::Vector m_scriptLookat;
-
- bool m_bEffect; // shocks if explosion?
- bool m_bCameraScroll; // scroll in the edges?
- bool m_bCameraInvertX; // X inversion in the edges?
- bool m_bCameraInvertY; // Y inversion in the edges?
-};
-
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