0ad/source/graphics/CinemaTrack.cpp
pyrolink b62f53620f #Cinematic editor
This was SVN commit r4234.
2006-08-22 02:24:44 +00:00

466 lines
11 KiB
C++

#include "precompiled.h"
#include <string>
#include <sstream>
#include "lib/ogl.h"
#include "CinemaTrack.h"
#include "ps/Game.h"
#include "GameView.h"
#include "maths/MathUtil.h"
#include "Camera.h"
#include "ps/CStr.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "lib/res/file/vfs.h"
#include "lib/res/mem.h"
CCinemaPath::CCinemaPath(const CCinemaData& data, const TNSpline& spline)
: CCinemaData(data), TNSpline(spline), m_TimeElapsed(0.f)
{
DistStylePtr = &CCinemaPath::EaseDefault;
DistModePtr = &CCinemaPath::EaseIn;
}
void CCinemaPath::DrawSpline(const CVector4D& RGBA, int smoothness, bool lines) const
{
if (NodeCount < 2 || DistModePtr == NULL)
return;
if ( NodeCount == 2 )
smoothness = 2;
float start = MaxDistance / smoothness;
float time=0;
glColor4f( RGBA.m_X, RGBA.m_Y, RGBA.m_Z, RGBA.m_W );
if ( lines )
{
glLineWidth(1.8f);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (int i=0; i<smoothness; ++i)
{
//Find distorted time
time = start*i / MaxDistance;
CVector3D tmp = GetPosition(time);
glVertex3f( tmp.X, tmp.Y, tmp.Z );
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
else
{
smoothness /= 2;
start = MaxDistance / smoothness;
glEnable(GL_POINT_SMOOTH);
glPointSize(3.0f);
glBegin(GL_POINTS);
for (int i=0; i<smoothness; ++i)
{
//Find distorted time
time = (this->*DistModePtr)(start*i / MaxDistance);
CVector3D tmp = GetPosition(time);
glVertex3f( tmp.X, tmp.Y, tmp.Z );
}
glColor3f(1.0f, 1.0f, 0.0f); //yellow
for ( size_t i=0; i<Node.size(); ++i )
glVertex3f(Node[i].Position.X, Node[i].Position.Y, Node[i].Position.Z);
glEnd();
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
}
}
void CCinemaPath::MoveToPointAt(float t, const CVector3D &startRotation)
{
CCamera *Cam=g_Game->GetView()->GetCamera();
t = (this->*DistModePtr)(t);
CVector3D rot = startRotation + m_TotalRotation * t;
Cam->m_Orientation.SetXRotation(fmodf(rot.X, DEGTORAD(360.0f)) );
Cam->m_Orientation.RotateY( fmodf(rot.Y, DEGTORAD(360.0f)) );
Cam->m_Orientation.RotateZ( fmodf(rot.Z, DEGTORAD(360.0f)) );
CVector3D pos = GetPosition(t);
Cam->m_Orientation.Translate(pos);
Cam->UpdateFrustum();
}
//Distortion mode functions
float CCinemaPath::EaseIn(float t) const
{
return (this->*DistStylePtr)(t);
}
float CCinemaPath::EaseOut(float t) const
{
return 1.0f - EaseIn(1.0f-t);
}
float CCinemaPath::EaseInOut(float t) const
{
if (t < m_Switch)
return EaseIn(1.0f/m_Switch * t) * m_Switch;
return EaseOut(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
}
float CCinemaPath::EaseOutIn(float t) const
{
if (t < m_Switch)
return EaseOut(1.0f/m_Switch * t) * m_Switch;
return EaseIn(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
}
//Distortion style functions
float CCinemaPath::EaseDefault(float t) const
{
return t;
}
float CCinemaPath::EaseGrowth(float t) const
{
return pow(t, m_Growth);
}
float CCinemaPath::EaseExpo(float t) const
{
if(t == 0)
return t;
return powf(m_Growth, 10*(t-1.0f));
}
float CCinemaPath::EaseCircle(float t) const
{
t = -(sqrt(1.0f - t*t) - 1.0f);
if(m_GrowthCount > 1.0f)
{
m_GrowthCount--;
return (this->*DistStylePtr)(t);
}
return t;
}
float CCinemaPath::EaseSine(float t) const
{
t = 1.0f - cos(t * PI/2);
if(m_GrowthCount > 1.0f)
{
m_GrowthCount--;
return (this->*DistStylePtr)(t);
}
return t;
}
//-------CinemaTrack functions------
//AddPath-For building tracks from loaded file
CCinemaTrack::CCinemaTrack() : m_AbsoluteTime(0), m_Timescale(1),
m_TotalDuration(0)
{
m_CPA = m_Paths.end();
}
void CCinemaTrack::AddPath(const CCinemaData& data, const TNSpline& spline)
{
CCinemaPath path(data, spline);
path.m_TimeElapsed=0;
path.BuildSpline();
m_Paths.push_back(path);
std::vector<CCinemaPath>::iterator SetTemp;
SetTemp=m_Paths.end() - 1;
//Set distortion mode and style
switch(data.m_Mode)
{
case CCinemaPath::EM_IN:
SetTemp->DistModePtr = &CCinemaPath::EaseIn;
break;
case CCinemaPath::EM_OUT:
SetTemp->DistModePtr = &CCinemaPath::EaseOut;
break;
case CCinemaPath::EM_INOUT:
SetTemp->DistModePtr = &CCinemaPath::EaseInOut;
break;
case CCinemaPath::EM_OUTIN:
SetTemp->DistModePtr = &CCinemaPath::EaseOutIn;
break;
default:
debug_printf("Cinematic mode not found for %d ", data.m_Mode);
break;
}
switch (data.m_Style)
{
case CCinemaPath::ES_DEFAULT:
SetTemp->DistStylePtr = &CCinemaPath::EaseDefault;
break;
case CCinemaPath::ES_GROWTH:
SetTemp->DistStylePtr = &CCinemaPath::EaseGrowth;
break;
case CCinemaPath::ES_EXPO:
SetTemp->DistStylePtr = &CCinemaPath::EaseExpo;
break;
case CCinemaPath::ES_CIRCLE:
SetTemp->DistStylePtr = &CCinemaPath::EaseCircle;
break;
case CCinemaPath::ES_SINE:
SetTemp->DistStylePtr = &CCinemaPath::EaseSine;
break;
default:
debug_printf("Cinematic mode not found for %d !", data.m_Style);
break;
}
UpdateDuration();
}
void CCinemaTrack::AddPath(const CCinemaPath& path)
{
m_Paths.push_back(path);
m_Paths.back().BuildSpline();
m_Paths.back().m_TimeElapsed = 0;
UpdateDuration();
}
void CCinemaTrack::UpdateDuration()
{
m_TotalDuration=0;
for ( std::vector<CCinemaPath>::iterator it=m_Paths.begin(); it!=m_Paths.end(); it++ )
{
m_TotalDuration += it->MaxDistance;
}
}
bool CCinemaTrack::Validate()
{
if ( m_CPA->m_TimeElapsed > 0.f )
return ValidateForward();
else
return ValidateRewind();
}
bool CCinemaTrack::ValidateRewind()
{
if (m_CPA->m_TimeElapsed < 0)
{
if (m_CPA == m_Paths.begin())
{
return false;
}
//Make sure it's within limits of path
else
{
float Pos=m_CPA->m_TimeElapsed;
m_CPA--;
while (1)
{
if (m_CPA->GetDuration() + Pos < 0)
{
if (m_CPA == m_Paths.begin())
{
m_CPA->m_TimeElapsed = m_CPA->MaxDistance;
m_CPA->MoveToPointAt(0.0f, m_StartRotation );
return false;
}
Pos+=m_CPA->GetDuration();
m_CPA->m_TimeElapsed=0;
m_CPA--;
}
else
{
m_CPA->m_TimeElapsed+=Pos;
break;
}
}
} //inside limits
}
return true;
}
bool CCinemaTrack::ValidateForward()
{
if (m_CPA->m_TimeElapsed >= m_CPA->MaxDistance)
{
if (m_CPA == m_Paths.end() - 1)
{
m_CPA->MoveToPointAt(1.f, CalculateRotation());
return false;
}
//Make sure it's within limits of path
else
{
float Pos = m_CPA->m_TimeElapsed - m_CPA->MaxDistance;
m_CPA++;
while (1)
{
if (Pos > m_CPA->MaxDistance)
{
if (m_CPA == m_Paths.end() -1)
{
m_CPA->m_TimeElapsed = m_CPA->MaxDistance;
m_CPA->MoveToPointAt(1.0f, m_StartRotation );
return false;
}
Pos -= m_CPA->MaxDistance;
m_CPA->m_TimeElapsed = m_CPA->MaxDistance;
m_CPA++;
}
else
{
m_CPA->m_TimeElapsed = Pos;
break;
}
}
} //inside limits of path
}
return true;
}
CVector3D CCinemaTrack::CalculateRotation()
{
if ( m_CPA == m_Paths.begin() )
return m_StartRotation;
CVector3D startRotation(0.f, 0.f, 0.f);
for ( std::vector<CCinemaPath>::iterator it=m_Paths.begin(); it!=m_CPA; ++it )
startRotation += it->GetData()->m_TotalRotation;
return startRotation + m_StartRotation;
}
bool CCinemaTrack::Play(float DeltaTime)
{
m_CPA->m_TimeElapsed += m_Timescale*DeltaTime;
m_AbsoluteTime += m_Timescale*DeltaTime;
if (!Validate())
return false;
CVector3D rotation = CalculateRotation();
m_CPA->MoveToPointAt( m_CPA->GetElapsedTime() / m_CPA->GetDuration(), rotation);
return true;
}
CCinemaManager::CCinemaManager() : m_DrawCurrentSpline(false),
m_DrawAllSplines(false), m_Active(true), m_CurrentTrack(false)
{
}
void CCinemaManager::AddTrack(CCinemaTrack track, const CStrW& name)
{
debug_assert( m_Tracks.find( name ) == m_Tracks.end() );
m_Tracks[name] = track;
}
void CCinemaManager::QueueTrack(const CStrW& name, bool queue )
{
if (!m_TrackQueue.empty() && queue == false)
{
return;
}
else
{
debug_assert(HasTrack(name));
if ( m_Tracks[name].m_Paths.empty() )
return;
m_TrackQueue.push_back(m_Tracks[name]);
m_TrackQueue.back().m_CPA = m_TrackQueue.back().m_Paths.begin();
}
}
void CCinemaManager::OverrideTrack(const CStrW& name)
{
m_TrackQueue.clear();
debug_assert(HasTrack(name));
if ( m_Tracks[name].m_Paths.empty() )
return;
m_TrackQueue.push_back( m_Tracks[name] );
m_TrackQueue.back().m_CPA = m_TrackQueue.back().m_Paths.begin();
}
void CCinemaManager::SetAllTracks( const std::map<CStrW, CCinemaTrack>& tracks)
{
m_Tracks = tracks;
for ( std::map<CStrW, CCinemaTrack>::iterator it=m_Tracks.begin();
it != m_Tracks.end(); ++it )
{
it->second.m_CPA = it->second.m_Paths.begin();
}
}
void CCinemaManager::SetCurrentTrack(const CStrW& name, bool all, bool current, bool drawLines)
{
debug_assert(HasTrack(name));
m_CurrentTrack = &m_Tracks[name];
m_DrawAllSplines = all;
m_DrawCurrentSpline = current;
m_DrawLines = drawLines;
DrawAllSplines();
}
void CCinemaManager::SetCurrentPath(const int path)
{
debug_assert(m_CurrentTrack);
m_CurrentPath = path;
m_CurrentTrack->m_CPA = m_CurrentTrack->m_Paths.begin() + path;
}
bool CCinemaManager::HasTrack(const CStrW& name) const
{
return m_Tracks.find(name) != m_Tracks.end();
}
void CCinemaManager::DrawAllSplines() const
{
if ( !(m_DrawAllSplines || m_DrawCurrentSpline) )
return;
static const int smoothness = 200;
if ( m_DrawAllSplines )
{
for ( std::vector<CCinemaPath>::iterator it = m_CurrentTrack->m_Paths.begin();
it != m_CurrentTrack->m_Paths.end(); ++it )
{
it->DrawSpline(CVector4D(0.f, 0.f, 1.f, 1.f), smoothness, m_DrawLines);
}
}
if ( m_DrawCurrentSpline && m_CurrentTrack->m_CPA !=
m_CurrentTrack->m_Paths.end() )
{
if ( m_DrawAllSplines )
{
m_CurrentTrack->m_CPA->DrawSpline(CVector4D(1.f, 0.f, 0.f, 1.f),
smoothness, m_DrawLines);
}
else
{
m_CurrentTrack->m_CPA->DrawSpline(CVector4D(0.f, 0.f, 1.f, 1.f),
smoothness, m_DrawLines);
}
}
}
void CCinemaManager::MoveToPointAt(float time)
{
debug_assert(m_CurrentTrack);
StopPlaying();
if ( m_CurrentTrack->m_Paths.empty() )
return;
m_CurrentTrack->m_CPA->m_TimeElapsed = time;
if ( !m_CurrentTrack->Validate() )
return;
m_CurrentTrack->m_CPA->MoveToPointAt(m_CurrentTrack->m_CPA->m_TimeElapsed /
m_CurrentTrack->m_CPA->GetDuration(), m_CurrentTrack->CalculateRotation());
}
void CCinemaManager::MoveToPointAbsolute(float time)
{
debug_assert(m_CurrentTrack);
g_Game->GetView()->GetCinema()->StopPlaying();
if ( m_CurrentTrack->m_Paths.empty() )
return;
m_CurrentTrack->m_CPA = m_CurrentTrack->m_Paths.begin();
m_CurrentTrack->m_AbsoluteTime = m_CurrentTrack->m_CPA->m_TimeElapsed = time;
if (!m_CurrentTrack->ValidateForward())
return;
m_CurrentTrack->m_CPA->MoveToPointAt(m_CurrentTrack->m_CPA->m_TimeElapsed /
m_CurrentTrack->m_CPA->GetDuration(), m_CurrentTrack->CalculateRotation());
}
bool CCinemaManager::Update(float DeltaTime)
{
if (!m_TrackQueue.front().Play(DeltaTime))
{
m_TrackQueue.pop_front();
return false;
}
return true;
}