Test track queue thing
This was SVN commit r3476.
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@ -122,7 +122,7 @@ CGameView::CGameView(CGame *pGame):
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}
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Test_Data.m_TotalDuration = Test_Spline.MaxDistance;
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Test_Data.m_TotalRotation = CVector3D( DEGTORAD(0.0f), DEGTORAD(-150.0f), DEGTORAD(0.0f) );
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Test_Data.m_TotalRotation = CVector3D( 0.0f, DEGTORAD(-150.0f), 0.0f );
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Test_Data.m_Growth = Test_Data.m_GrowthCount = 1.9f;
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Test_Data.m_Switch = .5f;
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Test_Data.m_Mode = EM_IN;
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@ -149,7 +149,55 @@ CGameView::CGameView(CGame *pGame):
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m_TrackManager.AddTrack(Test_Track, "test");
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m_TrackManager.QueueTrack("test", true);
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*/
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//TEST TRACK
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CVector3D Test_NodePos[] = { CVector3D( 109.31228f, 93.302315f, -28.760098f ),
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CVector3D( 147.03696f, 87.134117f, 54.718628f ),
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CVector3D( 174.245293f, 97.134117f, 116.449940f ),
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CVector3D( 146.245293f, 107.134117f, 162.449940f ),
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CVector3D( 117.245293f, 97.134117f, 134.449940f ),
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CVector3D( 72.88226f, 87.134117f, 114.373001f ),
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CVector3D( 50.39368f, 77.71053f, 99.925789f ) };
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float Test_NodeTime = 0.85f;
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CCinemaData Test_Data;
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TNSpline Test_Spline;
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CCinemaTrack Test_Track;
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//linear generation with variance factor
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for (int i=0; i<ARRAY_SIZE(Test_NodePos); i++)
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{
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Test_Spline.AddNode( Test_NodePos[i], Test_NodeTime );
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}
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Test_Data.m_TotalDuration = Test_Spline.MaxDistance;
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Test_Data.m_TotalRotation = CVector3D( DEGTORAD(15.0f), DEGTORAD(-100.0f), 0.0f );
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Test_Data.m_Growth = Test_Data.m_GrowthCount = 1.9f;
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Test_Data.m_Switch = .5f;
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Test_Data.m_Mode = EM_IN;
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Test_Data.m_Style = ES_DEFAULT;
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Test_Track.m_StartRotation = CVector3D( DEGTORAD(30), DEGTORAD(-45), 0.0f );
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Test_Track.AddPath( Test_Data, Test_Spline );
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Test_Data.m_Style = ES_GROWTH;
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Test_Track.AddPath( Test_Data, Test_Spline );
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Test_Data.m_Mode = EM_OUT;
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Test_Data.m_Style = ES_EXPO;
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Test_Track.AddPath( Test_Data, Test_Spline );
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Test_Data.m_Mode = EM_INOUT;
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Test_Data.m_Style = ES_GROWTH;
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Test_Track.AddPath( Test_Data, Test_Spline );
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Test_Data.m_Mode = EM_IN;
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Test_Data.m_Style = ES_SINE;
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Test_Track.AddPath( Test_Data, Test_Spline );
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m_TrackManager.AddTrack(Test_Track, "test");
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m_TestTrack.m_Paths.push_back(CCinemaPath());
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ONCE( ScriptingInit(); );
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}
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@ -650,7 +698,7 @@ void CGameView::Update(float DeltaTime)
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}
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//Temporary hack for cinematic interface
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/*if ( hotkeys[HOTKEY_CAMERA_CINEMA_ADD] )
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if ( hotkeys[HOTKEY_CAMERA_CINEMA_ADD] )
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{
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std::vector<CCinemaPath>::iterator it = m_TestTrack.m_Paths.begin();
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if (it->GetNodeCount() == 0)
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@ -665,26 +713,13 @@ void CGameView::Update(float DeltaTime)
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if ( hotkeys[HOTKEY_CAMERA_CINEMA_DELETE_ALL] )
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{
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for (int i=m_TestTrack.m_Paths.front().GetNodeCount() - 1; i > 0; i--)
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for (int i=m_TestTrack.m_Paths.front().GetNodeCount() - 1; i >= 0; i--)
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{
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m_TestTrack.m_Paths.front().RemoveNode( i );
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}
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}
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if ( hotkeys[HOTKEY_CAMERA_CINEMA_DRAW] )
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m_DrawTestTrack = !m_DrawTestTrack;
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if ( hotkeys[HOTKEY_CAMERA_CINEMA_WRITE] )
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{
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std::vector<CCinemaPath>::iterator it = m_TestTrack.m_Paths.begin();
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it->m_Growth = 2.5f;
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it->m_Mode = EM_IN;
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it->m_Style = ES_DEFAULT;
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it->m_Switch = 0.5f;
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it->m_TotalDuration = it->GetDuration();
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it->m_TotalRotation = m_ViewCamera.m_Orientation.GetRotation().m_V - m_TestTrack.m_StartRotation;
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m_TrackManager.HACK_WriteTrack( m_TestTrack );
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}*/
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if ( hotkeys[HOTKEY_CAMERA_CINEMA_QUEUE] )
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m_TrackManager.QueueTrack("test", false);
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// Smoothed zooming (move a certain percentage towards the desired zoom distance every frame)
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// Note that scroll wheel zooming is event-based and handled in game_view_handler
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@ -50,8 +50,9 @@ class CGameView: public CJSObject<CGameView>
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* Exposed to JS as gameView.lockCullCamera
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*/
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bool m_LockCullCamera;
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CCinemaManager m_TrackManager;
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CCinemaTrack m_TestTrack;
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////////////////////////////////////////
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// Settings
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