vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
264 lines
6.3 KiB
C++
264 lines
6.3 KiB
C++
/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "CinemaPath.h"
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#include <sstream>
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#include <string>
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#include "graphics/Camera.h"
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#include "maths/MathUtil.h"
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#include "maths/Quaternion.h"
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#include "maths/Vector3D.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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CCinemaPath::CCinemaPath(const CCinemaData& data, const TNSpline& spline, const TNSpline& targetSpline)
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: CCinemaData(data), TNSpline(spline), m_TargetSpline(targetSpline), m_TimeElapsed(0.f)
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{
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// Calculate curves by nodes
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BuildSpline();
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m_TargetSpline.BuildSpline();
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if (m_Orientation == L"target")
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{
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m_LookAtTarget = true;
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ENSURE(!m_TargetSpline.GetAllNodes().empty());
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}
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// Set distortion mode and style
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if (data.m_Mode == L"ease_in")
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DistModePtr = &CCinemaPath::EaseIn;
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else if (data.m_Mode == L"ease_out")
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DistModePtr = &CCinemaPath::EaseOut;
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else if (data.m_Mode == L"ease_inout")
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DistModePtr = &CCinemaPath::EaseInOut;
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else if (data.m_Mode == L"ease_outin")
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DistModePtr = &CCinemaPath::EaseOutIn;
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else
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{
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LOGWARNING("Cinematic mode not found for '%s'", data.m_Mode.ToUTF8().c_str());
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DistModePtr = &CCinemaPath::EaseInOut;
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}
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if (data.m_Style == L"default")
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DistStylePtr = &CCinemaPath::EaseDefault;
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else if (data.m_Style == L"growth")
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DistStylePtr = &CCinemaPath::EaseGrowth;
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else if (data.m_Style == L"expo")
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DistStylePtr = &CCinemaPath::EaseExpo;
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else if (data.m_Style == L"circle")
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DistStylePtr = &CCinemaPath::EaseCircle;
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else if (data.m_Style == L"sine")
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DistStylePtr = &CCinemaPath::EaseSine;
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else
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{
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LOGWARNING("Cinematic style not found for '%s'", data.m_Style.ToUTF8().c_str());
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DistStylePtr = &CCinemaPath::EaseDefault;
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}
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}
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CVector3D CCinemaPath::GetNodePosition(const int index) const
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{
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return Node[index].Position;
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}
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fixed CCinemaPath::GetNodeDuration(const int index) const
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{
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return Node[index].Distance;
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}
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fixed CCinemaPath::GetDuration() const
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{
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return MaxDistance;
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}
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float CCinemaPath::GetNodeFraction() const
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{
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return (m_TimeElapsed - m_PreviousNodeTime) / Node[m_CurrentNode].Distance.ToFloat();
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}
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float CCinemaPath::GetElapsedTime() const
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{
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return m_TimeElapsed;
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}
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const CStrW& CCinemaPath::GetName() const
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{
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return m_Name;
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}
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void CCinemaPath::SetTimescale(fixed scale)
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{
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m_Timescale = scale;
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}
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void CCinemaPath::MoveToPointAt(float t, float nodet, const CVector3D& startRotation, CCamera* camera) const
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{
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t = (this->*DistModePtr)(t);
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CVector3D pos = GetPosition(t);
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if (m_LookAtTarget)
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{
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if (m_TimeElapsed <= m_TargetSpline.MaxDistance.ToFloat())
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camera->LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.MaxDistance.ToFloat()), CVector3D(0, 1, 0));
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else
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camera->LookAt(pos, m_TargetSpline.GetAllNodes().back().Position, CVector3D(0, 1, 0));
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}
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else
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{
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CVector3D nodeRotation = Node[m_CurrentNode + 1].Rotation;
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CQuaternion start, end;
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start.FromEulerAngles(DEGTORAD(startRotation.X), DEGTORAD(startRotation.Y), DEGTORAD(startRotation.Z));
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end.FromEulerAngles(DEGTORAD(nodeRotation.X), DEGTORAD(nodeRotation.Y), DEGTORAD(nodeRotation.Z));
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start.Slerp(start, end, nodet);
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camera->m_Orientation.SetIdentity();
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camera->m_Orientation.Rotate(start);
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camera->m_Orientation.Translate(pos);
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}
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camera->UpdateFrustum();
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}
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// Distortion mode functions
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float CCinemaPath::EaseIn(float t) const
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{
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return (this->*DistStylePtr)(t);
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}
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float CCinemaPath::EaseOut(float t) const
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{
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return 1.0f - EaseIn(1.0f-t);
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}
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float CCinemaPath::EaseInOut(float t) const
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{
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if (t < m_Switch)
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return EaseIn(1.0f/m_Switch * t) * m_Switch;
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return EaseOut(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
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}
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float CCinemaPath::EaseOutIn(float t) const
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{
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if (t < m_Switch)
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return EaseOut(1.0f/m_Switch * t) * m_Switch;
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return EaseIn(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
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}
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// Distortion style functions
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float CCinemaPath::EaseDefault(float t) const
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{
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return t;
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}
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float CCinemaPath::EaseGrowth(float t) const
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{
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return pow(t, m_Growth);
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}
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float CCinemaPath::EaseExpo(float t) const
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{
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if (t == 0)
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return t;
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return powf(m_Growth, 10*(t-1.0f));
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}
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float CCinemaPath::EaseCircle(float t) const
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{
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t = -(sqrt(1.0f - t*t) - 1.0f);
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if (m_GrowthCount > 1.0f)
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{
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--m_GrowthCount;
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return (this->*DistStylePtr)(t);
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}
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return t;
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}
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float CCinemaPath::EaseSine(float t) const
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{
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t = 1.0f - cos(t * (float)M_PI/2);
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if (m_GrowthCount > 1.0f)
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{
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--m_GrowthCount;
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return (this->*DistStylePtr)(t);
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}
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return t;
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}
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const CCinemaData* CCinemaPath::GetData() const
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{
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return CCinemaData::GetData();
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}
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bool CCinemaPath::Validate()
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{
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if (m_TimeElapsed > GetDuration().ToFloat() || m_TimeElapsed < 0.0f)
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return false;
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// Find current node and past "node time"
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float previousTime = 0.0f, cumulation = 0.0f;
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// Ignore the last node, since it is a blank (node time values are shifted down one from interface)
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for (size_t i = 0; i < Node.size() - 1; ++i)
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{
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cumulation += Node[i].Distance.ToFloat();
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if (m_TimeElapsed <= cumulation)
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{
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m_PreviousNodeTime = previousTime;
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m_PreviousRotation = Node[i].Rotation;
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m_CurrentNode = i; // We're moving toward this next node, so use its rotation
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return true;
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}
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previousTime += Node[i].Distance.ToFloat();
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}
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debug_warn("validation of cinema path is wrong\n");
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return false;
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}
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bool CCinemaPath::Play(const float deltaRealTime, CCamera* camera)
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{
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m_TimeElapsed += m_Timescale.ToFloat() * deltaRealTime;
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if (!Validate())
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return false;
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MoveToPointAt(m_TimeElapsed / GetDuration().ToFloat(), GetNodeFraction(), m_PreviousRotation, camera);
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return true;
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}
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bool CCinemaPath::Empty() const
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{
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return Node.empty();
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}
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void CCinemaPath::Reset()
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{
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m_TimeElapsed = 0.0f;
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}
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fixed CCinemaPath::GetTimescale() const
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{
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return m_Timescale;
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}
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const TNSpline& CCinemaPath::GetTargetSpline() const
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{
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return m_TargetSpline;
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}
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