From 4531ac88d3c022866d564be40c20593de4c70bfc Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Fri, 22 Jun 2012 15:54:16 +0200 Subject: Moved old implementations to src/old --- src/old/camera.h | 269 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 269 insertions(+) create mode 100644 src/old/camera.h (limited to 'src/old/camera.h') diff --git a/src/old/camera.h b/src/old/camera.h new file mode 100644 index 0000000..21ff2c9 --- /dev/null +++ b/src/old/camera.h @@ -0,0 +1,269 @@ +// * 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? +}; + -- cgit v1.2.3-1-g7c22