0ad/source/graphics/CinemaTrack.h
2006-11-24 19:45:04 +00:00

164 lines
4.7 KiB
C++

#ifndef H_CinemaTracks_H
#define H_CinemaTracks_H
#include <list>
#include <map>
#include "ps/CStr.h"
#include "maths/NUSpline.h"
/*
Andrew Decker (aka pyrolink)
Contact: ajdecker1022@msn.com
desc: contains various functions used for cinematic camera tracks
See also: CinemaHandler.cpp, Cinematic.h/.cpp
*/
class CVector3D;
class CVector4D;
class CCamera;
//For loading data
class CCinemaData
{
public:
CCinemaData() : m_GrowthCount(0), m_Growth(0), m_Switch(0),
m_Mode(0), m_Style(0) {}
virtual ~CCinemaData() {}
const CCinemaData* GetData() const { return this; }
CVector3D m_TotalRotation;
//Distortion variables
mutable float m_GrowthCount;
float m_Growth;
float m_Switch;
int m_Mode;
int m_Style;
};
//Once the data is part of the path, it shouldn't be changeable
class CCinemaPath : private CCinemaData, public TNSpline
{
//friend class CCinemaTrack;
public:
CCinemaPath(const CCinemaData& data, const TNSpline& spline);
~CCinemaPath() { DistStylePtr = NULL; DistModePtr = NULL; }
enum { EM_IN, EM_OUT, EM_INOUT, EM_OUTIN };
enum { ES_DEFAULT, ES_GROWTH, ES_EXPO, ES_CIRCLE, ES_SINE };
//sets camera position to calculated point on spline
void MoveToPointAt(float t, const CVector3D &startRotation);
//Distortion mode functions-change how ratio is passed to distortion style functions
float EaseIn(float t) const;
float EaseOut(float t) const;
float EaseInOut(float t) const;
float EaseOutIn(float t) const;
//Distortion style functions
float EaseDefault(float t) const;
float EaseGrowth(float t) const;
float EaseExpo(float t) const;
float EaseCircle(float t) const;
float EaseSine(float t) const;
float (CCinemaPath::*DistStylePtr)(float ratio) const;
float (CCinemaPath::*DistModePtr)(float ratio) const;
const CCinemaData* GetData() const { return CCinemaData::GetData(); }
public:
void DrawSpline(const CVector4D& RGBA, int smoothness, bool lines) const;
inline CVector3D GetNodePosition(const int index) const { return Node[index].Position; }
inline float GetNodeDuration(const int index) const { return Node[index].Distance; }
inline float GetDuration() const { return MaxDistance; }
inline float GetElapsedTime() const { return m_TimeElapsed; }
const std::vector<SplineData>& GetAllNodes() const { return Node; }
float m_TimeElapsed;
};
class CCinemaTrack
{
friend class CCinemaManager;
public:
CCinemaTrack();
~CCinemaTrack() {}
void AddPath(const CCinemaData& data, const TNSpline& spline);
void AddPath(const CCinemaPath& path);
inline void SetTimescale(float scale) { m_Timescale = scale; }
inline void SetStartRotation(CVector3D rotation) { m_StartRotation = rotation; }
void UpdateDuration();
//Returns false if finished
bool Play(float DeltaTime);
bool Validate();
inline const CVector3D& GetRotation() const { return m_StartRotation; }
inline float GetTimescale() const { return m_Timescale; }
inline float GetTotalDuration() const { return m_TotalDuration; }
inline const std::vector<CCinemaPath>& GetAllPaths() const { return m_Paths; }
private:
std::vector<CCinemaPath> m_Paths;
std::vector<CCinemaPath>::iterator m_CPA; //current path
CVector3D m_StartRotation;
float m_Timescale; //a negative timescale results in backwards play
float m_AbsoluteTime; //Current time of track, in absolute terms (not path)
float m_TotalDuration;
bool ValidateForward();
bool ValidateRewind();
CVector3D CalculateRotation();
};
//Class for in game playing of cinematics. Should only be instantiated
//in CGameView.
class CCinemaManager
{
public:
CCinemaManager();
~CCinemaManager() {}
void AddTrack(CCinemaTrack track, const CStrW& name);
//Adds track to list of being played.
void QueueTrack(const CStrW& name, bool queue);
void OverrideTrack(const CStrW& name); //clears track queue and replaces with 'name'
bool Update(float DeltaTime);
//These stop track play, and accept time, not ratio of time
void MoveToPointAt(float time);
void MoveToPointAbsolute(float time); //Time in terms of track
inline void StopPlaying() { m_TrackQueue.clear(); }
void DrawAllSplines() const;
inline bool IsPlaying() const { return !m_TrackQueue.empty(); }
bool HasTrack(const CStrW& name) const;
inline bool IsActive() const { return m_Active; }
inline void SetActive(bool active) { m_Active=active; }
inline const std::map<CStrW, CCinemaTrack>& GetAllTracks() { return m_Tracks; }
void SetAllTracks( const std::map<CStrW, CCinemaTrack>& tracks);
void SetCurrentTrack(const CStrW& name, bool all, bool current, bool lines);
void SetCurrentPath(int path);
private:
bool m_Active, m_DrawCurrentSpline, m_DrawAllSplines, m_DrawLines;
int m_CurrentPath;
CCinemaTrack* m_CurrentTrack;
std::map<CStrW, CCinemaTrack> m_Tracks;
std::list<CCinemaTrack> m_TrackQueue;
};
#endif