From a4c804b49ec872b71bd5a0167c3ad45704a3cc30 Mon Sep 17 00:00:00 2001 From: adiblol Date: Thu, 8 Mar 2012 19:32:05 +0100 Subject: Initial commit, Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch --- src/camera.cpp | 2095 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2095 insertions(+) create mode 100644 src/camera.cpp (limited to 'src/camera.cpp') diff --git a/src/camera.cpp b/src/camera.cpp new file mode 100644 index 0000000..21371dc --- /dev/null +++ b/src/camera.cpp @@ -0,0 +1,2095 @@ +// camera.cpp + +#define STRICT +#define D3D_OVERLOADS + +#include +#include +#include + +#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; +} + + -- cgit v1.2.3-1-g7c22