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-rw-r--r--src/camera.cpp2095
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diff --git a/src/camera.cpp b/src/camera.cpp
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+++ b/src/camera.cpp
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+// camera.cpp
+
+#define STRICT
+#define D3D_OVERLOADS
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "struct.h"
+#include "D3DEngine.h"
+#include "D3DMath.h"
+#include "language.h"
+#include "event.h"
+#include "misc.h"
+#include "iman.h"
+#include "math3d.h"
+#include "terrain.h"
+#include "water.h"
+#include "object.h"
+#include "physics.h"
+#include "camera.h"
+
+
+
+
+// Constructeur de l'objet.
+
+CCamera::CCamera(CInstanceManager* iMan)
+{
+ m_iMan = iMan;
+ m_iMan->AddInstance(CLASS_CAMERA, this);
+
+ m_engine = (CD3DEngine*)m_iMan->SearchInstance(CLASS_ENGINE);
+ m_terrain = (CTerrain*)m_iMan->SearchInstance(CLASS_TERRAIN);
+ m_water = (CWater*)m_iMan->SearchInstance(CLASS_WATER);
+
+ m_type = CAMERA_FREE;
+ m_smooth = CS_NORM;
+ m_cameraObj = 0;
+
+ m_eyeDistance = 10.0f;
+ m_initDelay = 0.0f;
+
+ m_actualEye = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_actualLookat = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_finalEye = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_finalLookat = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_normEye = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_normLookat = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_focus = 1.0f;
+
+ m_bRightDown = FALSE;
+ m_rightPosInit = FPOINT(0.5f, 0.5f);
+ m_rightPosCenter = FPOINT(0.5f, 0.5f);
+ m_rightPosMove = FPOINT(0.5f, 0.5f);
+
+ m_eyePt = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_directionH = 0.0f;
+ m_directionV = 0.0f;
+ m_heightEye = 20.0f;
+ m_heightLookat = 0.0f;
+ m_speed = 2.0f;
+
+ m_backDist = 0.0f;
+ m_backMin = 0.0f;
+ m_addDirectionH = 0.0f;
+ m_addDirectionV = 0.0f;
+ m_bTransparency = FALSE;
+
+ m_fixDist = 0.0f;
+ m_fixDirectionH = 0.0f;
+ m_fixDirectionV = 0.0f;
+
+ m_visitGoal = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_visitDist = 0.0f;
+ m_visitTime = 0.0f;
+ m_visitType = CAMERA_NULL;
+ m_visitDirectionH = 0.0f;
+ m_visitDirectionV = 0.0f;
+
+ m_editHeight = 40.0f;
+
+ m_remotePan = 0.0f;
+ m_remoteZoom = 0.0f;
+
+ m_mouseDirH = 0.0f;
+ m_mouseDirV = 0.0f;
+ m_mouseMarging = 0.01f;
+
+ m_motorTurn = 0.0f;
+
+ m_centeringPhase = CP_NULL;
+ m_centeringAngleH = 0.0f;
+ m_centeringAngleV = 0.0f;
+ m_centeringDist = 0.0f;
+ m_centeringCurrentH = 0.0f;
+ m_centeringCurrentV = 0.0f;
+ m_centeringTime = 0.0f;
+ m_centeringProgress = 0.0f;
+
+ m_effectType = CE_NULL;
+ m_effectPos = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_effectForce = 0.0f;
+ m_effectProgress = 0.0f;
+ m_effectOffset = D3DVECTOR(0.0f, 0.0f, 0.0f);
+
+ m_scriptEye = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_scriptLookat = D3DVECTOR(0.0f, 0.0f, 0.0f);
+
+ m_bEffect = TRUE;
+ m_bCameraScroll = TRUE;
+ m_bCameraInvertX = FALSE;
+ m_bCameraInvertY = FALSE;
+}
+
+// Destructeur de l'objet.
+
+CCamera::~CCamera()
+{
+}
+
+
+void CCamera::SetEffect(BOOL bEnable)
+{
+ m_bEffect = bEnable;
+}
+
+void CCamera::SetCameraScroll(BOOL bScroll)
+{
+ m_bCameraScroll = bScroll;
+}
+
+void CCamera::SetCameraInvertX(BOOL bInvert)
+{
+ m_bCameraInvertX = bInvert;
+}
+
+void CCamera::SetCameraInvertY(BOOL bInvert)
+{
+ m_bCameraInvertY = bInvert;
+}
+
+
+// Retourne une force additionnelle pour tourner.
+
+float CCamera::RetMotorTurn()
+{
+ if ( m_type == CAMERA_BACK ) return m_motorTurn;
+ return 0.0f;
+}
+
+
+
+// Initialise la caméra.
+
+void CCamera::Init(D3DVECTOR eye, D3DVECTOR lookat, float delay)
+{
+ D3DVECTOR vUpVec;
+
+ m_initDelay = delay;
+
+ eye.y += m_terrain->RetFloorLevel(eye, TRUE);
+ lookat.y += m_terrain->RetFloorLevel(lookat, TRUE);
+
+ m_type = CAMERA_FREE;
+ m_eyePt = eye;
+
+ m_directionH = RotateAngle(eye.x-lookat.x, eye.z-lookat.z)+PI/2.0f;
+ m_directionV = -RotateAngle(Length2d(eye, lookat), eye.y-lookat.y);
+
+ m_eyeDistance = 10.0f;
+ m_heightLookat = 10.0f;
+ m_backDist = 30.0f;
+ m_backMin = 10.0f;
+ m_addDirectionH = 0.0f;
+ m_addDirectionV = -PI*0.05f;
+ m_fixDist = 50.0f;
+ m_fixDirectionH = PI*0.25f;
+ m_fixDirectionV = -PI*0.10f;
+ m_centeringPhase = CP_NULL;
+ m_actualEye = m_eyePt;
+ m_actualLookat = LookatPoint(m_eyePt, m_directionH, m_directionV, 50.0f);
+ m_finalEye = m_actualEye;
+ m_finalLookat = m_actualLookat;
+ m_scriptEye = m_actualEye;
+ m_scriptLookat = m_actualLookat;
+ m_focus = 1.00f;
+ m_remotePan = 0.0f;
+ m_remoteZoom = 0.0f;
+
+ FlushEffect();
+ FlushOver();
+ SetType(CAMERA_FREE);
+}
+
+
+// Donne l'objet pilotant la caméra.
+
+void CCamera::SetObject(CObject* object)
+{
+ m_cameraObj = object;
+}
+
+CObject* CCamera::RetObject()
+{
+ return m_cameraObj;
+}
+
+
+// Modifie le niveau de transparence d'un objet et des objets
+// transportés (pile & fret).
+
+void SetTransparency(CObject* pObj, float value)
+{
+ CObject* pFret;
+
+ pObj->SetTransparency(value);
+
+ pFret = pObj->RetFret();
+ if ( pFret != 0 )
+ {
+ pFret->SetTransparency(value);
+ }
+
+ pFret = pObj->RetPower();
+ if ( pFret != 0 )
+ {
+ pFret->SetTransparency(value);
+ }
+}
+
+// Modifie le type de la caméra.
+
+void CCamera::SetType(CameraType type)
+{
+ CObject* pObj;
+ ObjectType oType;
+ D3DVECTOR vUpVec;
+ int i;
+
+ m_remotePan = 0.0f;
+ m_remoteZoom = 0.0f;
+
+ if ( m_type == CAMERA_BACK && m_bTransparency )
+ {
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( pObj->RetTruck() ) continue; // pile ou fret?
+
+ SetTransparency(pObj, 0.0f); // objet opaque
+ }
+ }
+ m_bTransparency = FALSE;
+
+ if ( type == CAMERA_INFO ||
+ type == CAMERA_VISIT ) // xx -> info ?
+ {
+ m_normEye = m_engine->RetEyePt();
+ m_normLookat = m_engine->RetLookatPt();
+
+ m_engine->SetFocus(1.00f); // normal
+ m_type = type;
+ return;
+ }
+
+ if ( m_type == CAMERA_INFO ||
+ m_type == CAMERA_VISIT ) // info -> xx ?
+ {
+ m_engine->SetFocus(m_focus); // remet focus initial
+ m_type = type;
+
+ vUpVec = D3DVECTOR(0.0f, 1.0f, 0.0f);
+ SetViewParams(m_normEye, m_normLookat, vUpVec);
+ return;
+ }
+
+ if ( m_type == CAMERA_BACK && type == CAMERA_FREE ) // back -> free ?
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, -50.0f);
+ }
+
+ if ( m_type == CAMERA_BACK && type == CAMERA_EDIT ) // back -> edit ?
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, -1.0f);
+ }
+
+ if ( m_type == CAMERA_ONBOARD && type == CAMERA_FREE ) // onboard -> free ?
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, -30.0f);
+ }
+
+ if ( m_type == CAMERA_ONBOARD && type == CAMERA_EDIT ) // onboard -> edit ?
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, -30.0f);
+ }
+
+ if ( m_type == CAMERA_ONBOARD && type == CAMERA_EXPLO ) // onboard -> explo ?
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, -50.0f);
+ }
+
+ if ( m_type == CAMERA_BACK && type == CAMERA_EXPLO ) // back -> explo ?
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, -20.0f);
+ }
+
+ if ( type == CAMERA_FIX ||
+ type == CAMERA_PLANE )
+ {
+ AbortCentering(); // stoppe cadrage spécial
+ }
+
+ m_fixDist = 50.0f;
+ if ( type == CAMERA_PLANE )
+ {
+ m_fixDist = 60.0f;
+ }
+
+ if ( type == CAMERA_BACK )
+ {
+ AbortCentering(); // stoppe cadrage spécial
+ m_addDirectionH = 0.0f;
+ m_addDirectionV = -PI*0.05f;
+
+ if ( m_cameraObj == 0 ) oType = OBJECT_NULL;
+ else oType = m_cameraObj->RetType();
+
+ m_backDist = 30.0f;
+ if ( oType == OBJECT_BASE ) m_backDist = 200.0f;
+ if ( oType == OBJECT_HUMAN ) m_backDist = 20.0f;
+ if ( oType == OBJECT_TECH ) m_backDist = 20.0f;
+ if ( oType == OBJECT_FACTORY ) m_backDist = 50.0f;
+ if ( oType == OBJECT_RESEARCH ) m_backDist = 40.0f;
+ if ( oType == OBJECT_DERRICK ) m_backDist = 40.0f;
+ if ( oType == OBJECT_REPAIR ) m_backDist = 35.0f;
+ if ( oType == OBJECT_DESTROYER) m_backDist = 35.0f;
+ if ( oType == OBJECT_TOWER ) m_backDist = 45.0f;
+ if ( oType == OBJECT_NUCLEAR ) m_backDist = 70.0f;
+ if ( oType == OBJECT_PARA ) m_backDist = 180.0f;
+ if ( oType == OBJECT_SAFE ) m_backDist = 50.0f;
+ if ( oType == OBJECT_HUSTON ) m_backDist = 120.0f;
+
+ m_backMin = m_backDist/3.0f;
+ if ( oType == OBJECT_HUMAN ) m_backMin = 10.0f;
+ if ( oType == OBJECT_TECH ) m_backMin = 10.0f;
+ if ( oType == OBJECT_FACTORY ) m_backMin = 30.0f;
+ if ( oType == OBJECT_RESEARCH ) m_backMin = 20.0f;
+ if ( oType == OBJECT_NUCLEAR ) m_backMin = 32.0f;
+ if ( oType == OBJECT_PARA ) m_backMin = 40.0f;
+ if ( oType == OBJECT_SAFE ) m_backMin = 25.0f;
+ if ( oType == OBJECT_HUSTON ) m_backMin = 80.0f;
+ }
+
+ if ( type != CAMERA_ONBOARD && m_cameraObj != 0 )
+ {
+ m_cameraObj->SetGunGoalH(0.0f); // met le canon droit
+ }
+
+ if ( type == CAMERA_ONBOARD )
+ {
+ m_focus = 1.50f; // grand-angle
+ }
+ else
+ {
+ m_focus = 1.00f; // normal
+ }
+ m_engine->SetFocus(m_focus);
+
+ m_type = type;
+
+ SetSmooth(CS_NORM);
+}
+
+CameraType CCamera::RetType()
+{
+ return m_type;
+}
+
+
+// Gestion du mode de lissage.
+
+void CCamera::SetSmooth(CameraSmooth type)
+{
+ m_smooth = type;
+}
+
+CameraSmooth CCamera::RetSmoth()
+{
+ return m_smooth;
+}
+
+
+// Gestion de la distance de recul.
+
+void CCamera::SetDist(float dist)
+{
+ m_fixDist = dist;
+}
+
+float CCamera::RetDist()
+{
+ return m_fixDist;
+}
+
+
+// Gestion de l'angle en mode CAMERA_FIX.
+
+void CCamera::SetFixDirection(float angle)
+{
+ m_fixDirectionH = angle;
+}
+
+float CCamera::RetFixDirection()
+{
+ return m_fixDirectionH;
+}
+
+
+// Gestion de la télécommande panoramique de la caméra.
+
+void CCamera::SetRemotePan(float value)
+{
+ m_remotePan = value;
+}
+
+float CCamera::RetRemotePan()
+{
+ return m_remotePan;
+}
+
+// Gestion de la télécommande zoom (0..1) de la caméra.
+
+void CCamera::SetRemoteZoom(float value)
+{
+ value = Norm(value);
+
+ if ( m_type == CAMERA_BACK )
+ {
+ m_backDist = m_backMin+(200.0f-m_backMin)*value;
+ }
+
+ if ( m_type == CAMERA_FIX ||
+ m_type == CAMERA_PLANE )
+ {
+ m_fixDist = 10.0f+(200.0f-10.0f)*value;
+ }
+}
+
+float CCamera::RetRemoteZoom()
+{
+ if ( m_type == CAMERA_BACK )
+ {
+ return (m_backDist-m_backMin)/(200.0f-m_backMin);
+ }
+
+ if ( m_type == CAMERA_FIX ||
+ m_type == CAMERA_PLANE )
+ {
+ return (m_fixDist-10.0f)/(200.0f-10.0f);
+ }
+ return 0.0f;
+}
+
+
+
+// Début d'une visite circulaire avec la caméra.
+
+void CCamera::StartVisit(D3DVECTOR goal, float dist)
+{
+ m_visitType = m_type;
+ SetType(CAMERA_VISIT);
+ m_visitGoal = goal;
+ m_visitDist = dist;
+ m_visitTime = 0.0f;
+ m_visitDirectionH = 0.0f;
+ m_visitDirectionV = -PI*0.10f;
+}
+
+// Fin d'une visite circulaire avec la caméra.
+
+void CCamera::StopVisit()
+{
+ SetType(m_visitType); // remet le type initial
+}
+
+
+// Retourne le point de vue de la caméra.
+
+void CCamera::RetCamera(D3DVECTOR &eye, D3DVECTOR &lookat)
+{
+ eye = m_eyePt;
+ lookat = LookatPoint(m_eyePt, m_directionH, m_directionV, 50.0f);
+}
+
+
+// Spécifie un mouvement spécial de caméra pour cadrer une action.
+
+BOOL CCamera::StartCentering(CObject *object, float angleH, float angleV,
+ float dist, float time)
+{
+ if ( m_type != CAMERA_BACK ) return FALSE;
+ if ( object != m_cameraObj ) return FALSE;
+
+ if ( m_centeringPhase != CP_NULL ) return FALSE;
+
+ if ( m_addDirectionH > PI )
+ {
+ angleH = PI*2.0f-angleH;
+ }
+
+ m_centeringPhase = CP_START;
+ m_centeringAngleH = angleH;
+ m_centeringAngleV = angleV;
+ m_centeringDist = dist;
+ m_centeringCurrentH = 0.0f;
+ m_centeringCurrentV = 0.0f;
+ m_centeringTime = time;
+ m_centeringProgress = 0.0f;
+
+ return TRUE;
+}
+
+// Termine un mouvement spécial de caméra pour cadrer une action.
+
+BOOL CCamera::StopCentering(CObject *object, float time)
+{
+ if ( m_type != CAMERA_BACK ) return FALSE;
+ if ( object != m_cameraObj ) return FALSE;
+
+ if ( m_centeringPhase != CP_START &&
+ m_centeringPhase != CP_WAIT ) return FALSE;
+
+ m_centeringPhase = CP_STOP;
+
+ if ( m_centeringAngleH != 99.9f )
+ {
+ m_centeringAngleH = m_centeringCurrentH;
+ }
+ if ( m_centeringAngleV != 99.9f )
+ {
+ m_centeringAngleV = m_centeringCurrentV;
+ }
+
+ m_centeringTime = time;
+ m_centeringProgress = 0.0f;
+
+ return TRUE;
+}
+
+// Stoppe le cadrage spécial dans la position actuelle.
+
+void CCamera::AbortCentering()
+{
+ if ( m_type == CAMERA_INFO ||
+ m_type == CAMERA_VISIT ) return;
+
+ if ( m_centeringPhase == CP_NULL ) return;
+
+ m_centeringPhase = CP_NULL;
+
+ if ( m_centeringAngleH != 99.9f )
+ {
+ m_addDirectionH = m_centeringCurrentH;
+ }
+ if ( m_centeringAngleV != 99.9f )
+ {
+ m_addDirectionV = m_centeringCurrentV;
+ }
+}
+
+
+
+// Supprime l'effet spécial avec la caméra.
+
+void CCamera::FlushEffect()
+{
+ m_effectType = CE_NULL;
+ m_effectForce = 0.0f;
+ m_effectProgress = 0.0f;
+ m_effectOffset = D3DVECTOR(0.0f, 0.0f, 0.0f);
+}
+
+// Démarre un effet spécial avec la caméra.
+
+void CCamera::StartEffect(CameraEffect effect, D3DVECTOR pos, float force)
+{
+ if ( !m_bEffect ) return;
+
+ m_effectType = effect;
+ m_effectPos = pos;
+ m_effectForce = force;
+ m_effectProgress = 0.0f;
+}
+
+// Fait progresser l'effet de la caméra.
+
+void CCamera::EffectFrame(const Event &event)
+{
+ float dist, force;
+
+ if ( m_type == CAMERA_INFO ||
+ m_type == CAMERA_VISIT ) return;
+
+ if ( m_effectType == CE_NULL ) return;
+
+ m_effectOffset = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ force = m_effectForce;
+
+ if ( m_effectType == CE_TERRAFORM )
+ {
+ m_effectProgress += event.rTime*0.7f;
+ m_effectOffset.x = (Rand()-0.5f)*10.0f;
+ m_effectOffset.y = (Rand()-0.5f)*10.0f;
+ m_effectOffset.z = (Rand()-0.5f)*10.0f;
+
+ force *= 1.0f-m_effectProgress;
+ }
+
+ if ( m_effectType == CE_EXPLO )
+ {
+ m_effectProgress += event.rTime*1.0f;
+ m_effectOffset.x = (Rand()-0.5f)*5.0f;
+ m_effectOffset.y = (Rand()-0.5f)*5.0f;
+ m_effectOffset.z = (Rand()-0.5f)*5.0f;
+
+ force *= 1.0f-m_effectProgress;
+ }
+
+ if ( m_effectType == CE_SHOT )
+ {
+ m_effectProgress += event.rTime*1.0f;
+ m_effectOffset.x = (Rand()-0.5f)*2.0f;
+ m_effectOffset.y = (Rand()-0.5f)*2.0f;
+ m_effectOffset.z = (Rand()-0.5f)*2.0f;
+
+ force *= 1.0f-m_effectProgress;
+ }
+
+ if ( m_effectType == CE_CRASH )
+ {
+ m_effectProgress += event.rTime*5.0f;
+ m_effectOffset.y = sinf(m_effectProgress*PI)*1.5f;
+ m_effectOffset.x = (Rand()-0.5f)*1.0f*(1.0f-m_effectProgress);
+ m_effectOffset.z = (Rand()-0.5f)*1.0f*(1.0f-m_effectProgress);
+ }
+
+ if ( m_effectType == CE_VIBRATION )
+ {
+ m_effectProgress += event.rTime*0.1f;
+ m_effectOffset.y = (Rand()-0.5f)*1.0f*(1.0f-m_effectProgress);
+ m_effectOffset.x = (Rand()-0.5f)*1.0f*(1.0f-m_effectProgress);
+ m_effectOffset.z = (Rand()-0.5f)*1.0f*(1.0f-m_effectProgress);
+ }
+
+ if ( m_effectType == CE_PET )
+ {
+ m_effectProgress += event.rTime*5.0f;
+ m_effectOffset.x = (Rand()-0.5f)*0.2f;
+ m_effectOffset.y = (Rand()-0.5f)*2.0f;
+ m_effectOffset.z = (Rand()-0.5f)*0.2f;
+ }
+
+ dist = Length(m_eyePt, m_effectPos);
+ dist = Norm((dist-100.f)/100.0f);
+
+ force *= 1.0f-dist;
+#if _TEEN
+ force *= 2.0f;
+#endif
+ m_effectOffset *= force;
+
+ if ( m_effectProgress >= 1.0f )
+ {
+ FlushEffect();
+ }
+}
+
+
+// Supprime l'effet de superposition au premier plan.
+
+void CCamera::FlushOver()
+{
+ m_overType = OE_NULL;
+ m_overColorBase.r = 0.0f; // noir
+ m_overColorBase.g = 0.0f;
+ m_overColorBase.b = 0.0f;
+ m_overColorBase.a = 0.0f;
+ m_engine->SetOverColor(); // rien
+}
+
+// Spécifie la couleur de base.
+
+void CCamera::SetOverBaseColor(D3DCOLORVALUE color)
+{
+ m_overColorBase = color;
+}
+
+// Démarre un effet de superposition au premier plan.
+
+void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
+{
+ D3DCOLOR color;
+ float dist, decay;
+
+ m_overType = effect;
+ m_overTime = 0.0f;
+
+ if ( m_overType == OE_BLITZ ) decay = 400.0f;
+ else decay = 100.0f;
+ dist = Length(m_eyePt, pos);
+ dist = (dist-decay)/decay;
+ if ( dist < 0.0f ) dist = 0.0f;
+ if ( dist > 1.0f ) dist = 1.0f;
+
+ m_overForce = force * (1.0f-dist);
+
+ if ( m_overType == OE_BLOOD )
+ {
+ m_overColor.r = 0.8f;
+ m_overColor.g = 0.1f;
+ m_overColor.b = 0.1f; // rouge
+ m_overMode = D3DSTATETCb;
+
+ m_overFadeIn = 0.4f;
+ m_overFadeOut = 0.8f;
+ m_overForce = 1.0f;
+ }
+
+ if ( m_overType == OE_FADEINw )
+ {
+ m_overColor.r = 1.0f;
+ m_overColor.g = 1.0f;
+ m_overColor.b = 1.0f; // blanc
+ m_overMode = D3DSTATETCb;
+
+ m_overFadeIn = 0.0f;
+ m_overFadeOut =20.0f;
+ m_overForce = 1.0f;
+ }
+
+ if ( m_overType == OE_FADEOUTw )
+ {
+ m_overColor.r = 1.0f;
+ m_overColor.g = 1.0f;
+ m_overColor.b = 1.0f; // blanc
+ m_overMode = D3DSTATETCb;
+
+ m_overFadeIn = 6.0f;
+ m_overFadeOut = 100000.0f;
+ m_overForce = 1.0f;
+ }
+
+ if ( m_overType == OE_FADEOUTb )
+ {
+ color = m_engine->RetFogColor(1); // couleur brouillard sous-marin
+ m_overColor = RetColor(color);
+ m_overMode = D3DSTATETCw;
+
+ m_overFadeIn = 4.0f;
+ m_overFadeOut = 100000.0f;
+ m_overForce = 1.0f;
+ }
+
+ if ( m_overType == OE_BLITZ )
+ {
+ m_overColor.r = 0.9f;
+ m_overColor.g = 1.0f;
+ m_overColor.b = 1.0f; // blanc-cyan
+ m_overMode = D3DSTATETCb;
+
+ m_overFadeIn = 0.0f;
+ m_overFadeOut = 1.0f;
+ }
+}
+
+// Fait progresser l'effet de superposition au premier plan.
+
+void CCamera::OverFrame(const Event &event)
+{
+ D3DCOLORVALUE color;
+ float intensity;
+
+ if ( m_type == CAMERA_INFO ||
+ m_type == CAMERA_VISIT ) return;
+
+ if ( m_overType == OE_NULL )
+ {
+ return;
+ }
+
+ m_overTime += event.rTime;
+
+ if ( m_overType == OE_BLITZ )
+ {
+ if ( rand()%2 == 0 )
+ {
+ color.r = m_overColor.r*m_overForce;
+ color.g = m_overColor.g*m_overForce;
+ color.b = m_overColor.b*m_overForce;
+ }
+ else
+ {
+ color.r = 0.0f;
+ color.g = 0.0f;
+ color.b = 0.0f;
+ }
+ color.a = 0.0f;
+ m_engine->SetOverColor(RetColor(color), m_overMode);
+ }
+ else
+ {
+ if ( m_overFadeIn > 0.0f && m_overTime < m_overFadeIn )
+ {
+ intensity = m_overTime/m_overFadeIn;
+ intensity *= m_overForce;
+
+ if ( m_overMode == D3DSTATETCw )
+ {
+ color.r = 1.0f-(1.0f-m_overColor.r)*intensity;
+ color.g = 1.0f-(1.0f-m_overColor.g)*intensity;
+ color.b = 1.0f-(1.0f-m_overColor.b)*intensity;
+ }
+ else
+ {
+ color.r = m_overColor.r*intensity;
+ color.g = m_overColor.g*intensity;
+ color.b = m_overColor.b*intensity;
+
+ color.r = 1.0f-(1.0f-color.r)*(1.0f-m_overColorBase.r);
+ color.g = 1.0f-(1.0f-color.g)*(1.0f-m_overColorBase.g);
+ color.b = 1.0f-(1.0f-color.b)*(1.0f-m_overColorBase.b);
+ }
+ color.a = 0.0f;
+ m_engine->SetOverColor(RetColor(color), m_overMode);
+ }
+ else if ( m_overFadeOut > 0.0f && m_overTime-m_overFadeIn < m_overFadeOut )
+ {
+ intensity = 1.0f-(m_overTime-m_overFadeIn)/m_overFadeOut;
+ intensity *= m_overForce;
+
+ if ( m_overMode == D3DSTATETCw )
+ {
+ color.r = 1.0f-(1.0f-m_overColor.r)*intensity;
+ color.g = 1.0f-(1.0f-m_overColor.g)*intensity;
+ color.b = 1.0f-(1.0f-m_overColor.b)*intensity;
+ }
+ else
+ {
+ color.r = m_overColor.r*intensity;
+ color.g = m_overColor.g*intensity;
+ color.b = m_overColor.b*intensity;
+
+ color.r = 1.0f-(1.0f-color.r)*(1.0f-m_overColorBase.r);
+ color.g = 1.0f-(1.0f-color.g)*(1.0f-m_overColorBase.g);
+ color.b = 1.0f-(1.0f-color.b)*(1.0f-m_overColorBase.b);
+ }
+ color.a = 0.0f;
+ m_engine->SetOverColor(RetColor(color), m_overMode);
+ }
+ }
+
+ if ( m_overTime >= m_overFadeIn+m_overFadeOut )
+ {
+ FlushOver();
+ return;
+ }
+}
+
+
+
+// Fixe le mouvement mou de la caméra.
+
+void CCamera::FixCamera()
+{
+ m_initDelay = 0.0f;
+ m_actualEye = m_finalEye = m_scriptEye;
+ m_actualLookat = m_finalLookat = m_scriptLookat;
+ SetViewTime(m_scriptEye, m_scriptLookat, 0.0f);
+}
+
+// Spécifie l'emplacement et la direction du point de vue au moteur 3D.
+
+void CCamera::SetViewTime(const D3DVECTOR &vEyePt,
+ const D3DVECTOR &vLookatPt,
+ float rTime)
+{
+ D3DVECTOR vUpVec, eye, lookat;
+ float prog, dist, h;
+
+ if ( m_type == CAMERA_INFO )
+ {
+ eye = vEyePt;
+ lookat = vLookatPt;
+ }
+ else
+ {
+ if ( m_initDelay > 0.0f )
+ {
+ m_initDelay -= rTime;
+ if ( m_initDelay < 0.0f ) m_initDelay = 0.0f;
+ rTime /= 1.0f+m_initDelay;
+ }
+
+ eye = vEyePt;
+ lookat = vLookatPt;
+ if ( !IsCollision(eye, lookat) )
+ {
+ m_finalEye = eye;
+ m_finalLookat = lookat;
+ }
+
+ dist = Length(m_finalEye, m_actualEye);
+ if ( m_smooth == CS_NONE ) prog = dist;
+ if ( m_smooth == CS_NORM ) prog = powf(dist, 1.5f)*rTime*0.5f;
+ if ( m_smooth == CS_HARD ) prog = powf(dist, 1.0f)*rTime*4.0f;
+ if ( m_smooth == CS_SPEC ) prog = powf(dist, 1.0f)*rTime*0.05f;
+ if ( dist == 0.0f )
+ {
+ m_actualEye = m_finalEye;
+ }
+ else
+ {
+ if ( prog > dist ) prog = dist;
+ m_actualEye = (m_finalEye-m_actualEye)/dist*prog + m_actualEye;
+ }
+
+ dist = Length(m_finalLookat, m_actualLookat);
+ if ( m_smooth == CS_NONE ) prog = dist;
+ if ( m_smooth == CS_NORM ) prog = powf(dist, 1.5f)*rTime*2.0f;
+ if ( m_smooth == CS_HARD ) prog = powf(dist, 1.0f)*rTime*4.0f;
+ if ( m_smooth == CS_SPEC ) prog = powf(dist, 1.0f)*rTime*4.0f;
+ if ( dist == 0.0f )
+ {
+ m_actualLookat = m_finalLookat;
+ }
+ else
+ {
+ if ( prog > dist ) prog = dist;
+ m_actualLookat = (m_finalLookat-m_actualLookat)/dist*prog + m_actualLookat;
+ }
+
+ eye = m_effectOffset+m_actualEye;
+ m_water->AdjustEye(eye);
+
+ h = m_terrain->RetFloorLevel(eye);
+ if ( eye.y < h+4.0f )
+ {
+ eye.y = h+4.0f;
+ }
+
+ lookat = m_effectOffset+m_actualLookat;
+ }
+
+ vUpVec = D3DVECTOR(0.0f, 1.0f, 0.0f);
+ SetViewParams(eye, lookat, vUpVec);
+}
+
+
+// Evite les obstacles.
+
+BOOL CCamera::IsCollision(D3DVECTOR &eye, D3DVECTOR lookat)
+{
+ if ( m_type == CAMERA_BACK ) return IsCollisionBack(eye, lookat);
+ if ( m_type == CAMERA_FIX ) return IsCollisionFix(eye, lookat);
+ if ( m_type == CAMERA_PLANE ) return IsCollisionFix(eye, lookat);
+ return FALSE;
+}
+
+// Evite les obstacles.
+
+BOOL CCamera::IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat)
+{
+#if 0
+ CObject *pObj;
+ D3DVECTOR oPos, min, max, proj;
+ ObjectType oType, iType;
+ float oRadius, dpp, dpl, del, dist, len, prox;
+ int i;
+
+ if ( m_cameraObj == 0 )
+ {
+ iType = OBJECT_NULL;
+ }
+ else
+ {
+ iType = m_cameraObj->RetType();
+ }
+
+ min.x = Min(eye.x, lookat.x);
+ min.y = Min(eye.y, lookat.y);
+ min.z = Min(eye.z, lookat.z);
+
+ max.x = Max(eye.x, lookat.x);
+ max.y = Max(eye.y, lookat.y);
+ max.z = Max(eye.z, lookat.z);
+
+ prox = 8.0f; // proximité maximale du véhicule
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( pObj == m_cameraObj ) continue;
+
+ oType = pObj->RetType();
+ if ( oType == OBJECT_TOTO ||
+ oType == OBJECT_FIX ||
+ oType == OBJECT_FRET ||
+ oType == OBJECT_STONE ||
+ oType == OBJECT_URANIUM ||
+ oType == OBJECT_METAL ||
+ oType == OBJECT_POWER ||
+ oType == OBJECT_ATOMIC ||
+ oType == OBJECT_BULLET ||
+ oType == OBJECT_BBOX ||
+ oType == OBJECT_TNT ||
+ oType == OBJECT_BOMB ||
+ oType == OBJECT_WAYPOINTb ||
+ oType == OBJECT_WAYPOINTr ||
+ oType == OBJECT_WAYPOINTg ||
+ oType == OBJECT_WAYPOINTy ||
+ oType == OBJECT_WAYPOINTv ||
+ oType == OBJECT_FLAGb ||
+ oType == OBJECT_FLAGr ||
+ oType == OBJECT_FLAGg ||
+ oType == OBJECT_FLAGy ||
+ oType == OBJECT_FLAGv ||
+ oType == OBJECT_ANT ||
+ oType == OBJECT_SPIDER ||
+ oType == OBJECT_BEE ||
+ oType == OBJECT_WORM ) continue;
+
+ pObj->GetGlobalSphere(oPos, oRadius);
+ if ( oRadius <= 0.0f ) continue;
+
+ if ( oPos.x+oRadius < min.x ||
+ oPos.y+oRadius < min.y ||
+ oPos.z+oRadius < min.z ||
+ oPos.x-oRadius > max.x ||
+ oPos.y-oRadius > max.y ||
+ oPos.z-oRadius > max.z ) continue;
+
+ if ( iType == OBJECT_FACTORY )
+ {
+ dpl = Length(oPos, lookat);
+ if ( dpl < oRadius ) continue;
+ }
+
+ proj = Projection(eye, lookat, oPos);
+ dpp = Length(proj, oPos);
+ if ( dpp > oRadius ) continue;
+
+ del = Length(eye, lookat);
+ len = Length(eye, proj);
+ if ( len > del ) continue;
+
+ dist = sqrtf(oRadius*oRadius + dpp*dpp)-3.0f;
+ if ( dist < 0.0f ) dist = 0.0f;
+ proj = (lookat-eye)*dist/del + proj;
+ len = Length(eye, proj);
+
+ if ( len < del-prox )
+ {
+ eye = proj;
+ eye.y += len/5.0f;
+ return FALSE;
+ }
+ else
+ {
+ eye = (eye-lookat)*prox/del + lookat;
+ eye.y += (del-prox)/5.0f;
+ return FALSE;
+ }
+ }
+ return FALSE;
+#else
+ CObject *pObj;
+ D3DVECTOR oPos, min, max, proj;
+ ObjectType oType, iType;
+ float oRadius, dpp, del, len, angle;
+ int i;
+
+ if ( m_cameraObj == 0 )
+ {
+ iType = OBJECT_NULL;
+ }
+ else
+ {
+ iType = m_cameraObj->RetType();
+ }
+
+ min.x = Min(m_actualEye.x, m_actualLookat.x);
+ min.y = Min(m_actualEye.y, m_actualLookat.y);
+ min.z = Min(m_actualEye.z, m_actualLookat.z);
+
+ max.x = Max(m_actualEye.x, m_actualLookat.x);
+ max.y = Max(m_actualEye.y, m_actualLookat.y);
+ max.z = Max(m_actualEye.z, m_actualLookat.z);
+
+ m_bTransparency = FALSE;
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( pObj->RetTruck() ) continue; // pile ou fret?
+
+ SetTransparency(pObj, 0.0f); // objet opaque
+
+ if ( pObj == m_cameraObj ) continue;
+
+ if ( iType == OBJECT_BASE || // bâtiment ?
+ iType == OBJECT_DERRICK ||
+ iType == OBJECT_FACTORY ||
+ iType == OBJECT_STATION ||
+ iType == OBJECT_CONVERT ||
+ iType == OBJECT_REPAIR ||
+ iType == OBJECT_DESTROYER||
+ iType == OBJECT_TOWER ||
+ iType == OBJECT_RESEARCH ||
+ iType == OBJECT_RADAR ||
+ iType == OBJECT_ENERGY ||
+ iType == OBJECT_LABO ||
+ iType == OBJECT_NUCLEAR ||
+ iType == OBJECT_PARA ||
+ iType == OBJECT_SAFE ||
+ iType == OBJECT_HUSTON ) continue;
+
+ oType = pObj->RetType();
+ if ( oType == OBJECT_HUMAN ||
+ oType == OBJECT_TECH ||
+ oType == OBJECT_TOTO ||
+ oType == OBJECT_FIX ||
+ oType == OBJECT_FRET ||
+ oType == OBJECT_ANT ||
+ oType == OBJECT_SPIDER ||
+ oType == OBJECT_BEE ||
+ oType == OBJECT_WORM ) continue;
+
+ pObj->GetGlobalSphere(oPos, oRadius);
+ if ( oRadius <= 2.0f ) continue; // ignore les petits objets
+
+ if ( oPos.x+oRadius < min.x ||
+ oPos.y+oRadius < min.y ||
+ oPos.z+oRadius < min.z ||
+ oPos.x-oRadius > max.x ||
+ oPos.y-oRadius > max.y ||
+ oPos.z-oRadius > max.z ) continue;
+
+ proj = Projection(m_actualEye, m_actualLookat, oPos);
+ dpp = Length(proj, oPos);
+ if ( dpp > oRadius ) continue;
+
+ if ( oType == OBJECT_FACTORY )
+ {
+ angle = RotateAngle(m_actualEye.x-oPos.x, oPos.z-m_actualEye.z); // CW !
+ angle = Direction(angle, pObj->RetAngleY(0));
+ if ( Abs(angle) < 30.0f*PI/180.0f ) continue; // dans la porte ?
+ }
+
+ del = Length(m_actualEye, m_actualLookat);
+ if ( oType == OBJECT_FACTORY )
+ {
+ del += oRadius;
+ }
+
+ len = Length(m_actualEye, proj);
+ if ( len > del ) continue;
+
+ SetTransparency(pObj, 1.0f); // objet transparent
+ m_bTransparency = TRUE;
+ }
+ return FALSE;
+#endif
+}
+
+// Evite les obstacles.
+
+BOOL CCamera::IsCollisionFix(D3DVECTOR &eye, D3DVECTOR lookat)
+{
+ CObject *pObj;
+ D3DVECTOR oPos, proj;
+ ObjectType type;
+ float oRadius, dist;
+ int i;
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( pObj == m_cameraObj ) continue;
+
+ type = pObj->RetType();
+ if ( type == OBJECT_TOTO ||
+ type == OBJECT_FRET ||
+ type == OBJECT_STONE ||
+ type == OBJECT_URANIUM ||
+ type == OBJECT_METAL ||
+ type == OBJECT_POWER ||
+ type == OBJECT_ATOMIC ||
+ type == OBJECT_BULLET ||
+ type == OBJECT_BBOX ||
+ type == OBJECT_KEYa ||
+ type == OBJECT_KEYb ||
+ type == OBJECT_KEYc ||
+ type == OBJECT_KEYd ||
+ type == OBJECT_ANT ||
+ type == OBJECT_SPIDER ||
+ type == OBJECT_BEE ||
+ type == OBJECT_WORM ) continue;
+
+ pObj->GetGlobalSphere(oPos, oRadius);
+ if ( oRadius == 0.0f ) continue;
+
+ dist = Length(eye, oPos);
+ if ( dist < oRadius )
+ {
+ dist = Length(eye, lookat);
+ proj = Projection(eye, lookat, oPos);
+ eye = (lookat-eye)*oRadius/dist + proj;
+ return FALSE;
+ }
+ }
+ return FALSE;
+}
+
+
+// Gestion d'un événement.
+
+BOOL CCamera::EventProcess(const Event &event)
+{
+ switch( event.event )
+ {
+ case EVENT_FRAME:
+ EventFrame(event);
+ break;
+
+#if 0
+ case EVENT_RBUTTONDOWN:
+ m_bRightDown = TRUE;
+ m_rightPosInit = event.pos;
+ m_rightPosCenter = FPOINT(0.5f, 0.5f);
+ m_engine->MoveMousePos(m_rightPosCenter);
+//? m_engine->SetMouseHide(TRUE); // cache la souris
+ break;
+
+ case EVENT_RBUTTONUP:
+ m_bRightDown = FALSE;
+ m_engine->MoveMousePos(m_rightPosInit);
+//? m_engine->SetMouseHide(FALSE); // remontre la souris
+ m_addDirectionH = 0.0f;
+ m_addDirectionV = -PI*0.05f;
+ break;
+#endif
+
+ case EVENT_MOUSEMOVE:
+ EventMouseMove(event);
+ break;
+
+ case EVENT_KEYDOWN:
+ if ( event.param == VK_WHEELUP ) EventMouseWheel(+1);
+ if ( event.param == VK_WHEELDOWN ) EventMouseWheel(-1);
+ break;
+ }
+ return TRUE;
+}
+
+// Fait évoluer la caméra selon la souris déplacée.
+
+BOOL CCamera::EventMouseMove(const Event &event)
+{
+ m_mousePos = event.pos;
+ return TRUE;
+}
+
+// Molette souris actionnée.
+
+void CCamera::EventMouseWheel(int dir)
+{
+ if ( m_type == CAMERA_BACK )
+ {
+ if ( dir > 0 )
+ {
+ m_backDist -= 8.0f;
+ if ( m_backDist < m_backMin ) m_backDist = m_backMin;
+ }
+ if ( dir < 0 )
+ {
+ m_backDist += 8.0f;
+ if ( m_backDist > 200.0f ) m_backDist = 200.0f;
+ }
+ }
+
+ if ( m_type == CAMERA_FIX ||
+ m_type == CAMERA_PLANE )
+ {
+ if ( dir > 0 )
+ {
+ m_fixDist -= 8.0f;
+ if ( m_fixDist < 10.0f ) m_fixDist = 10.0f;
+ }
+ if ( dir < 0 )
+ {
+ m_fixDist += 8.0f;
+ if ( m_fixDist > 200.0f ) m_fixDist = 200.0f;
+ }
+ }
+
+ if ( m_type == CAMERA_VISIT )
+ {
+ if ( dir > 0 )
+ {
+ m_visitDist -= 8.0f;
+ if ( m_visitDist < 20.0f ) m_visitDist = 20.0f;
+ }
+ if ( dir < 0 )
+ {
+ m_visitDist += 8.0f;
+ if ( m_visitDist > 200.0f ) m_visitDist = 200.0f;
+ }
+ }
+}
+
+// Fait évoluer la caméra selon le temps écoulé.
+
+BOOL CCamera::EventFrame(const Event &event)
+{
+ EffectFrame(event);
+ OverFrame(event);
+
+ if ( m_type == CAMERA_FREE )
+ {
+ return EventFrameFree(event);
+ }
+ if ( m_type == CAMERA_EDIT )
+ {
+ return EventFrameEdit(event);
+ }
+ if ( m_type == CAMERA_DIALOG )
+ {
+ return EventFrameDialog(event);
+ }
+ if ( m_type == CAMERA_BACK )
+ {
+ return EventFrameBack(event);
+ }
+ if ( m_type == CAMERA_FIX ||
+ m_type == CAMERA_PLANE )
+ {
+ return EventFrameFix(event);
+ }
+ if ( m_type == CAMERA_EXPLO )
+ {
+ return EventFrameExplo(event);
+ }
+ if ( m_type == CAMERA_ONBOARD )
+ {
+ return EventFrameOnBoard(event);
+ }
+ if ( m_type == CAMERA_SCRIPT )
+ {
+ return EventFrameScript(event);
+ }
+ if ( m_type == CAMERA_INFO )
+ {
+ return EventFrameInfo(event);
+ }
+ if ( m_type == CAMERA_VISIT )
+ {
+ return EventFrameVisit(event);
+ }
+
+ return TRUE;
+}
+
+
+// Retourne le sprite par défaut à utiliser pour la souris.
+
+D3DMouse CCamera::RetMouseDef(FPOINT pos)
+{
+ D3DMouse type;
+
+ type = D3DMOUSENORM;
+ m_mousePos = pos;
+
+ if ( m_type == CAMERA_INFO ) return type;
+
+ if ( m_bRightDown ) // bouton droite pressé ?
+ {
+ m_rightPosMove.x = pos.x - m_rightPosCenter.x;
+ m_rightPosMove.y = pos.y - m_rightPosCenter.y;
+ type = D3DMOUSEMOVE;
+ }
+ else
+ {
+ if ( !m_bCameraScroll ) return type;
+
+ m_mouseDirH = 0.0f;
+ m_mouseDirV = 0.0f;
+
+ if ( pos.x < m_mouseMarging )
+ {
+ m_mouseDirH = pos.x/m_mouseMarging - 1.0f;
+ }
+
+ if ( pos.x > 1.0f-m_mouseMarging )
+ {
+ m_mouseDirH = 1.0f - (1.0f-pos.x)/m_mouseMarging;
+ }
+
+ if ( pos.y < m_mouseMarging )
+ {
+ m_mouseDirV = pos.y/m_mouseMarging - 1.0f;
+ }
+
+ if ( pos.y > 1.0f-m_mouseMarging )
+ {
+ m_mouseDirV = 1.0f - (1.0f-pos.y)/m_mouseMarging;
+ }
+
+ if ( m_type == CAMERA_FREE ||
+ m_type == CAMERA_EDIT ||
+ m_type == CAMERA_BACK ||
+ m_type == CAMERA_FIX ||
+ m_type == CAMERA_PLANE ||
+ m_type == CAMERA_EXPLO )
+ {
+ if ( m_mouseDirH > 0.0f )
+ {
+ type = D3DMOUSESCROLLR;
+ }
+ if ( m_mouseDirH < 0.0f )
+ {
+ type = D3DMOUSESCROLLL;
+ }
+ }
+
+ if ( m_type == CAMERA_FREE ||
+ m_type == CAMERA_EDIT )
+ {
+ if ( m_mouseDirV > 0.0f )
+ {
+ type = D3DMOUSESCROLLU;
+ }
+ if ( m_mouseDirV < 0.0f )
+ {
+ type = D3DMOUSESCROLLD;
+ }
+ }
+
+ if ( m_bCameraInvertX )
+ {
+ m_mouseDirH = -m_mouseDirH;
+ }
+ }
+
+ return type;
+}
+
+
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameFree(const Event &event)
+{
+ D3DVECTOR pos, vLookatPt;
+ float factor;
+
+ factor = m_heightEye*0.5f+30.0f;
+
+ if ( m_mouseDirH != 0.0f )
+ {
+ m_directionH -= m_mouseDirH*event.rTime*0.7f*m_speed;
+ }
+ if ( m_mouseDirV != 0.0f )
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, m_mouseDirV*event.rTime*factor*m_speed);
+ }
+
+ // Up/Down.
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, event.axeY*event.rTime*factor*m_speed);
+
+ // Left/Right.
+ if ( event.keyState & KS_CONTROL )
+ {
+ if ( event.axeX < 0.0f )
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH+PI/2.0f, m_directionV, -event.axeX*event.rTime*factor*m_speed);
+ }
+ if ( event.axeX > 0.0f )
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH-PI/2.0f, m_directionV, event.axeX*event.rTime*factor*m_speed);
+ }
+ }
+ else
+ {
+ m_directionH -= event.axeX*event.rTime*0.7f*m_speed;
+ }
+
+ // PageUp/PageDown.
+ if ( event.keyState & KS_NUMMINUS )
+ {
+ if ( m_heightEye < 500.0f )
+ {
+ m_heightEye += event.rTime*factor*m_speed;
+ }
+ }
+ if ( event.keyState & KS_NUMPLUS )
+ {
+ if ( m_heightEye > -2.0f )
+ {
+ m_heightEye -= event.rTime*factor*m_speed;
+ }
+ }
+
+ m_terrain->ValidPosition(m_eyePt, 10.0f);
+
+ if ( m_terrain->MoveOnFloor(m_eyePt, TRUE) )
+ {
+ m_eyePt.y += m_heightEye;
+
+ pos = m_eyePt;
+ if ( m_terrain->MoveOnFloor(pos, TRUE) )
+ {
+ pos.y -= 2.0f;
+ if ( m_eyePt.y < pos.y )
+ {
+ m_eyePt.y = pos.y;
+ }
+ }
+
+ }
+
+ vLookatPt = LookatPoint( m_eyePt, m_directionH, m_directionV, 50.0f );
+
+ if ( m_terrain->MoveOnFloor(vLookatPt, TRUE) )
+ {
+ vLookatPt.y += m_heightLookat;
+ }
+
+ SetViewTime(m_eyePt, vLookatPt, event.rTime);
+
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameEdit(const Event &event)
+{
+ D3DVECTOR pos, vLookatPt;
+ float factor;
+
+ factor = m_editHeight*0.5f+30.0f;
+
+ if ( m_mouseDirH != 0.0f )
+ {
+ m_directionH -= m_mouseDirH*event.rTime*0.7f*m_speed;
+ }
+ if ( m_mouseDirV != 0.0f )
+ {
+ m_eyePt = LookatPoint(m_eyePt, m_directionH, m_directionV, m_mouseDirV*event.rTime*factor*m_speed);
+ }
+
+ if ( m_bCameraScroll )
+ {
+ // Left/Right.
+ m_fixDirectionH += m_mouseDirH*event.rTime*1.0f*m_speed;
+ m_fixDirectionH = NormAngle(m_fixDirectionH);
+
+ // Up/Down.
+//? m_fixDirectionV -= m_mouseDirV*event.rTime*0.5f*m_speed;
+//? if ( m_fixDirectionV < -PI*0.40f ) m_fixDirectionV = -PI*0.40f;
+//? if ( m_fixDirectionV > PI*0.20f ) m_fixDirectionV = PI*0.20f;
+ }
+
+ m_terrain->ValidPosition(m_eyePt, 10.0f);
+
+ if ( m_terrain->MoveOnFloor(m_eyePt, FALSE) )
+ {
+ m_eyePt.y += m_editHeight;
+
+ pos = m_eyePt;
+ if ( m_terrain->MoveOnFloor(pos, FALSE) )
+ {
+ pos.y += 2.0f;
+ if ( m_eyePt.y < pos.y )
+ {
+ m_eyePt.y = pos.y;
+ }
+ }
+
+ }
+
+ vLookatPt = LookatPoint( m_eyePt, m_directionH, m_directionV, 50.0f );
+
+ if ( m_terrain->MoveOnFloor(vLookatPt, TRUE) )
+ {
+ vLookatPt.y += m_heightLookat;
+ }
+
+ SetViewTime(m_eyePt, vLookatPt, event.rTime);
+
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameDialog(const Event &event)
+{
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameBack(const Event &event)
+{
+ CPhysics* physics;
+ ObjectType type;
+ D3DVECTOR pos, vLookatPt;
+ FPOINT mouse;
+ float centeringH, centeringV, centeringD, h, v, d, floor;
+
+ if ( m_cameraObj == 0 )
+ {
+ type = OBJECT_NULL;
+ }
+ else
+ {
+ type = m_cameraObj->RetType();
+ }
+
+ // +/-.
+ if ( event.keyState & KS_NUMPLUS )
+ {
+ m_backDist -= event.rTime*30.0f*m_speed;
+ if ( m_backDist < m_backMin ) m_backDist = m_backMin;
+ }
+ if ( event.keyState & KS_NUMMINUS )
+ {
+ m_backDist += event.rTime*30.0f*m_speed;
+ if ( m_backDist > 200.0f ) m_backDist = 200.0f;
+ }
+
+ m_motorTurn = 0.0f;
+
+ if ( m_bRightDown )
+ {
+ m_addDirectionH = m_rightPosMove.x*6.0f;
+ m_addDirectionV = -m_rightPosMove.y*2.0f;
+ }
+ else
+ {
+ if ( m_bCameraScroll )
+ {
+#if 1
+ // Left/Right.
+ m_addDirectionH += m_mouseDirH*event.rTime*1.0f*m_speed;
+ m_addDirectionH = NormAngle(m_addDirectionH);
+
+ // Up/Down.
+//? m_backDist -= m_mouseDirV*event.rTime*30.0f*m_speed;
+//? if ( m_backDist < 10.0f ) m_backDist = 10.0f;
+//? if ( m_backDist > 200.0f ) m_backDist = 200.0f;
+#else
+ if ( m_mousePos.y >= 0.18f && m_mousePos.y <= 0.93f )
+ {
+//? m_addDirectionH = -(m_mousePos.x-0.5f)*4.0f;
+ m_addDirectionV = (m_mousePos.y-0.5f)*2.0f;
+//? if ( m_bCameraInvertX ) m_addDirectionH = -m_addDirectionH;
+ if ( m_bCameraInvertY ) m_addDirectionV = -m_addDirectionV;
+
+ if ( m_mousePos.x < 0.5f ) m_motorTurn = -1.0f;
+ if ( m_mousePos.x > 0.5f ) m_motorTurn = 1.0f;
+
+ mouse = m_mousePos;
+ mouse.x = 0.5f;
+ m_engine->MoveMousePos(mouse);
+ }
+ else
+ {
+ m_addDirectionH = 0.0f;
+ m_addDirectionV = 0.0f;
+ }
+#endif
+ }
+ }
+
+ if ( m_mouseDirH != 0 || m_mouseDirV != 0 )
+ {
+ AbortCentering(); // stoppe cadrage spécial
+ }
+
+ // Progression du cadrage spécial.
+ centeringH = 0.0f;
+ centeringV = 0.0f;
+ centeringD = 0.0f;
+
+ if ( m_centeringPhase == CP_START )
+ {
+ m_centeringProgress += event.rTime/m_centeringTime;
+ if ( m_centeringProgress > 1.0f ) m_centeringProgress = 1.0f;
+ centeringH = m_centeringProgress;
+ centeringV = m_centeringProgress;
+ centeringD = m_centeringProgress;
+ if ( m_centeringProgress >= 1.0f )
+ {
+ m_centeringPhase = CP_WAIT;
+ }
+ }
+
+ if ( m_centeringPhase == CP_WAIT )
+ {
+ centeringH = 1.0f;
+ centeringV = 1.0f;
+ centeringD = 1.0f;
+ }
+
+ if ( m_centeringPhase == CP_STOP )
+ {
+ m_centeringProgress += event.rTime/m_centeringTime;
+ if ( m_centeringProgress > 1.0f ) m_centeringProgress = 1.0f;
+ centeringH = 1.0f-m_centeringProgress;
+ centeringV = 1.0f-m_centeringProgress;
+ centeringD = 1.0f-m_centeringProgress;
+ if ( m_centeringProgress >= 1.0f )
+ {
+ m_centeringPhase = CP_NULL;
+ }
+ }
+
+ if ( m_centeringAngleH == 99.9f ) centeringH = 0.0f;
+ if ( m_centeringAngleV == 99.9f ) centeringV = 0.0f;
+ if ( m_centeringDist == 0.0f ) centeringD = 0.0f;
+
+ if ( m_cameraObj != 0 )
+ {
+ vLookatPt = m_cameraObj->RetPosition(0);
+ if ( type == OBJECT_BASE ) vLookatPt.y += 40.0f;
+ else if ( type == OBJECT_HUMAN ) vLookatPt.y += 1.0f;
+ else if ( type == OBJECT_TECH ) vLookatPt.y += 1.0f;
+ else vLookatPt.y += 4.0f;
+
+ h = -m_cameraObj->RetAngleY(0); // angle véhicule/batiment
+
+ if ( type == OBJECT_DERRICK ||
+ type == OBJECT_FACTORY ||
+ type == OBJECT_REPAIR ||
+ type == OBJECT_DESTROYER||
+ type == OBJECT_STATION ||
+ type == OBJECT_CONVERT ||
+ type == OBJECT_TOWER ||
+ type == OBJECT_RESEARCH ||
+ type == OBJECT_RADAR ||
+ type == OBJECT_INFO ||
+ type == OBJECT_ENERGY ||
+ type == OBJECT_LABO ||
+ type == OBJECT_NUCLEAR ||
+ type == OBJECT_PARA ||
+ type == OBJECT_SAFE ||
+ type == OBJECT_HUSTON ||
+ type == OBJECT_START ||
+ type == OBJECT_END ) // batiment ?
+ {
+ h += PI*0.20f; // presque de face
+ }
+ else // véhicule ?
+ {
+ h += PI; // de dos
+ }
+ h = NormAngle(h)+m_remotePan;
+ v = 0.0f; //?
+
+ h += m_centeringCurrentH;
+ h += m_addDirectionH*(1.0f-centeringH);
+ h = NormAngle(h);
+
+ if ( type == OBJECT_MOBILEdr ) // dessinateur ?
+ {
+ v -= 0.3f; // caméra plus haute
+ }
+
+ v += m_centeringCurrentV;
+ v += m_addDirectionV*(1.0f-centeringV);
+
+ d = m_backDist;
+ d += m_centeringDist*centeringD;
+
+ m_centeringCurrentH = m_centeringAngleH*centeringH;
+ m_centeringCurrentV = m_centeringAngleV*centeringV;
+
+ m_eyePt = RotateView(vLookatPt, h, v, d);
+
+ physics = m_cameraObj->RetPhysics();
+ if ( physics != 0 && physics->RetLand() ) // au sol ?
+ {
+ pos = vLookatPt+(vLookatPt-m_eyePt);
+ floor = m_terrain->RetFloorHeight(pos)-4.0f;
+ if ( floor > 0.0f )
+ {
+ m_eyePt.y += floor; // montre la descente devant
+ }
+ }
+
+ m_eyePt = ExcludeTerrain(m_eyePt, vLookatPt, h, v);
+ m_eyePt = ExcludeObject(m_eyePt, vLookatPt, h, v);
+
+ SetViewTime(m_eyePt, vLookatPt, event.rTime);
+
+ m_directionH = h+PI/2.0f;
+ m_directionV = v;
+ }
+
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameFix(const Event &event)
+{
+ D3DVECTOR pos, vLookatPt;
+ float h, v, d;
+
+ // +/-.
+ if ( event.keyState & KS_NUMPLUS )
+ {
+ m_fixDist -= event.rTime*30.0f*m_speed;
+ if ( m_fixDist < 10.0f ) m_fixDist = 10.0f;
+ }
+ if ( event.keyState & KS_NUMMINUS )
+ {
+ m_fixDist += event.rTime*30.0f*m_speed;
+ if ( m_fixDist > 200.0f ) m_fixDist = 200.0f;
+ }
+
+ if ( m_bCameraScroll )
+ {
+ // Left/Right.
+ m_fixDirectionH += m_mouseDirH*event.rTime*1.0f*m_speed;
+ m_fixDirectionH = NormAngle(m_fixDirectionH);
+
+ // Up/Down.
+//? m_fixDist -= m_mouseDirV*event.rTime*30.0f*m_speed;
+//? if ( m_fixDist < 10.0f ) m_fixDist = 10.0f;
+//? if ( m_fixDist > 200.0f ) m_fixDist = 200.0f;
+ }
+
+ if ( m_mouseDirH != 0 || m_mouseDirV != 0 )
+ {
+ AbortCentering(); // stoppe cadrage spécial
+ }
+
+ if ( m_cameraObj != 0 )
+ {
+ vLookatPt = m_cameraObj->RetPosition(0);
+
+ h = m_fixDirectionH+m_remotePan;
+ v = m_fixDirectionV;
+
+ d = m_fixDist;
+//- if ( m_type == CAMERA_PLANE ) d += 20.0f;
+ m_eyePt = RotateView(vLookatPt, h, v, d);
+//- if ( m_type == CAMERA_PLANE ) m_eyePt.y += 50.0f;
+ if ( m_type == CAMERA_PLANE ) m_eyePt.y += m_fixDist/2.0f;
+ m_eyePt = ExcludeTerrain(m_eyePt, vLookatPt, h, v);
+ m_eyePt = ExcludeObject(m_eyePt, vLookatPt, h, v);
+
+ SetViewTime(m_eyePt, vLookatPt, event.rTime);
+
+ m_directionH = h+PI/2.0f;
+ m_directionV = v;
+ }
+
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameExplo(const Event &event)
+{
+ D3DVECTOR pos, vLookatPt;
+ float factor;
+
+ factor = m_heightEye*0.5f+30.0f;
+
+ if ( m_mouseDirH != 0.0f )
+ {
+ m_directionH -= m_mouseDirH*event.rTime*0.7f*m_speed;
+ }
+
+ m_terrain->ValidPosition(m_eyePt, 10.0f);
+
+ if ( m_terrain->MoveOnFloor(m_eyePt, FALSE) )
+ {
+ m_eyePt.y += m_heightEye;
+
+ pos = m_eyePt;
+ if ( m_terrain->MoveOnFloor(pos, FALSE) )
+ {
+ pos.y += 2.0f;
+ if ( m_eyePt.y < pos.y )
+ {
+ m_eyePt.y = pos.y;
+ }
+ }
+
+ }
+
+ vLookatPt = LookatPoint( m_eyePt, m_directionH, m_directionV, 50.0f );
+
+ if ( m_terrain->MoveOnFloor(vLookatPt, TRUE) )
+ {
+ vLookatPt.y += m_heightLookat;
+ }
+
+ SetViewTime(m_eyePt, vLookatPt, event.rTime);
+
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameOnBoard(const Event &event)
+{
+ D3DVECTOR vLookatPt, vUpVec, eye, lookat, pos;
+
+ if ( m_cameraObj != 0 )
+ {
+ m_cameraObj->SetViewFromHere(m_eyePt, m_directionH, m_directionV,
+ vLookatPt, vUpVec, m_type);
+ eye = m_effectOffset*0.3f+m_eyePt;
+ lookat = m_effectOffset*0.3f+vLookatPt;
+
+ SetViewParams(eye, lookat, vUpVec);
+ m_actualEye = eye;
+ m_actualLookat = lookat;
+ }
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameInfo(const Event &event)
+{
+ SetViewTime(D3DVECTOR(0.0f, 0.0f, 0.0f),
+ D3DVECTOR(0.0f, 0.0f, 1.0f),
+ event.rTime);
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameVisit(const Event &event)
+{
+ D3DVECTOR eye;
+ float angleH, angleV;
+
+ m_visitTime += event.rTime;
+
+ // +/-.
+ if ( event.keyState & KS_NUMPLUS )
+ {
+ m_visitDist -= event.rTime*50.0f*m_speed;
+ if ( m_visitDist < 20.0f ) m_visitDist = 20.0f;
+ }
+ if ( event.keyState & KS_NUMMINUS )
+ {
+ m_visitDist += event.rTime*50.0f*m_speed;
+ if ( m_visitDist > 200.0f ) m_visitDist = 200.0f;
+ }
+
+ // PageUp/Down.
+ if ( event.keyState & KS_PAGEUP )
+ {
+ m_visitDirectionV -= event.rTime*1.0f*m_speed;
+ if ( m_visitDirectionV < -PI*0.40f ) m_visitDirectionV = -PI*0.40f;
+ }
+ if ( event.keyState & KS_PAGEDOWN )
+ {
+ m_visitDirectionV += event.rTime*1.0f*m_speed;
+ if ( m_visitDirectionV > 0.0f ) m_visitDirectionV = 0.0f;
+ }
+
+ if ( m_bCameraScroll )
+ {
+ m_visitDist -= m_mouseDirV*event.rTime*30.0f*m_speed;
+ if ( m_visitDist < 20.0f ) m_visitDist = 20.0f;
+ if ( m_visitDist > 200.0f ) m_visitDist = 200.0f;
+ }
+
+ angleH = (m_visitTime/10.0f)*(PI*2.0f);
+ angleV = m_visitDirectionV;
+ eye = RotateView(m_visitGoal, angleH, angleV, m_visitDist);
+ eye = ExcludeTerrain(eye, m_visitGoal, angleH, angleV);
+ eye = ExcludeObject(eye, m_visitGoal, angleH, angleV);
+ SetViewTime(eye, m_visitGoal, event.rTime);
+
+ return TRUE;
+}
+
+// Déplace le point de vue.
+
+BOOL CCamera::EventFrameScript(const Event &event)
+{
+ SetViewTime(m_scriptEye+m_effectOffset,
+ m_scriptLookat+m_effectOffset, event.rTime);
+ return TRUE;
+}
+
+void CCamera::SetScriptEye(D3DVECTOR eye)
+{
+ m_scriptEye = eye;
+}
+
+void CCamera::SetScriptLookat(D3DVECTOR lookat)
+{
+ m_scriptLookat = lookat;
+}
+
+
+// Spécifie l'emplacement et la direction du point de vue.
+
+void CCamera::SetViewParams(const D3DVECTOR &eye, const D3DVECTOR &lookat,
+ const D3DVECTOR &up)
+{
+ BOOL bUnder;
+
+ m_engine->SetViewParams(eye, lookat, up, m_eyeDistance);
+
+ bUnder = (eye.y < m_water->RetLevel()); // est-on sous l'eau ?
+ if ( m_type == CAMERA_INFO ) bUnder = FALSE;
+ m_engine->SetRankView(bUnder?1:0);
+}
+
+
+// Adapte la caméra pour ne pas entrer dans le terrain.
+
+D3DVECTOR CCamera::ExcludeTerrain(D3DVECTOR eye, D3DVECTOR lookat,
+ float &angleH, float &angleV)
+{
+ D3DVECTOR pos;
+ float dist;
+
+ pos = eye;
+ if ( m_terrain->MoveOnFloor(pos) )
+ {
+ dist = Length2d(lookat, pos);
+ pos.y += 2.0f+dist*0.1f;
+ if ( pos.y > eye.y )
+ {
+ angleV = -RotateAngle(dist, pos.y-lookat.y);
+ eye = RotateView(lookat, angleH, angleV, dist);
+ }
+ }
+ return eye;
+}
+
+// Adapte la caméra pour ne pas pénétrer dans un objet.
+
+D3DVECTOR CCamera::ExcludeObject(D3DVECTOR eye, D3DVECTOR lookat,
+ float &angleH, float &angleV)
+{
+ CObject* pObj;
+ D3DVECTOR oPos;
+ float oRad, dist;
+ int i, j;
+
+return eye;
+//?
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ j = 0;
+ while ( pObj->GetCrashSphere(j++, oPos, oRad) )
+ {
+ dist = Length(oPos, eye);
+ if ( dist < oRad+2.0f )
+ {
+ eye.y = oPos.y+oRad+2.0f;
+ }
+ }
+ }
+
+ return eye;
+}
+
+