a95c72d0c1
This was SVN commit r4065.
165 lines
4.5 KiB
C++
165 lines
4.5 KiB
C++
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#ifndef H_CinemaTracks_H
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#define H_CinemaTracks_H
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#define EM_IN 0
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#define EM_OUT 1
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#define EM_INOUT 2
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#define EM_OUTIN 3
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#define ES_DEFAULT 0
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#define ES_GROWTH 1
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#define ES_EXPO 2
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#define ES_CIRCLE 3
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#define ES_SINE 4
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#include <list>
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#include <map>
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#include "ps/CStr.h"
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#include "maths/NUSpline.h"
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/*
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Andrew (aka pyrolink)
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Contact: ajdecker1022@msn.com
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desc: contains various functions used for cinematic camera tracks
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*/
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class CVector3D;
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class CVector4D;
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class CCamera;
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//For loading data
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class CCinemaData
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{
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public:
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CCinemaData() {}
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~CCinemaData() {}
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const CCinemaData* GetData() const { return this; }
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CVector3D m_TotalRotation;
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//Distortion variables
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float m_GrowthCount;
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float m_Growth;
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float m_Switch;
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int m_Mode;
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int m_Style;
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};
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//Once the data is part of the path, it shouldn't be changeable
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class CCinemaPath : private CCinemaData, public TNSpline
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{
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friend class CCinemaTrack;
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public:
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CCinemaPath(const CCinemaData& data, const TNSpline& spline);
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~CCinemaPath() { DistStylePtr = NULL; DistModePtr = NULL; }
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void ResetRotation(float t);
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//sets camera position to calculated point on spline
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void MoveToPointAt(float t, const CVector3D &startRotation);
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//void MoveToPointAt(float t);
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//Distortion mode functions-change how ratio is passed to distortion style functions
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float EaseIn(float t);
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float EaseOut(float t);
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float EaseInOut(float t);
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float EaseOutIn(float t);
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//Distortion style functions
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float EaseDefault(float t);
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float EaseGrowth(float t);
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float EaseExpo(float t);
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float EaseCircle(float t);
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float EaseSine(float t);
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float (CCinemaPath::*DistStylePtr)(float ratio);
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float (CCinemaPath::*DistModePtr)(float ratio);
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const CCinemaData* GetData() const { return CCinemaData::GetData(); }
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public:
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void DrawSpline(CVector4D RGBA, int smoothness);
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inline CVector3D GetNodePosition(const int index) const { return Node[index].Position; }
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inline float GetNodeDuration(const int index) const { return Node[index].Distance; }
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inline float GetDuration() const { return MaxDistance; }
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inline float GetElapsedTime() const { return m_TimeElapsed; }
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const std::vector<SplineData>& GetAllNodes() const { return Node; }
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// inline void SetElapsedTime(float time) { m_TimeElapsed = time; }
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private:
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float m_TimeElapsed;
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};
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class CCinemaTrack
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{
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friend class CCinemaManager;
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public:
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CCinemaTrack() {}
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~CCinemaTrack() {}
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void AddPath(CCinemaData& data, TNSpline& spline);
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inline void SetTimeScale(float scale) { m_TimeScale = scale; }
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inline void SetStartRotation(CVector3D rotation) { m_StartRotation = rotation; }
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void UpdateDuration();
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//DOES NOT set CPA to Paths.begin(). Returns-false indicates it's finished,
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//true means it's still playing.
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bool Play(float DeltaTime);
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bool Validate();
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void MoveToPointAt(float t);
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void MoveToPointAbsolute(float time); //Time, not ratio, in terms of track
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inline const CVector3D& GetRotation() const { return m_StartRotation; }
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inline float GetTimeScale() const { return m_TimeScale; }
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inline float GetTotalDuration() const { return m_TotalDuration; }
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inline const std::vector<CCinemaPath>& GetAllPaths() const { return m_Paths; }
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private:
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std::vector<CCinemaPath> m_Paths;
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std::vector<CCinemaPath>::iterator m_CPA; //current path
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CVector3D m_StartRotation;
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float m_TimeScale; //a negative timescale results in backwards play
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float m_AbsoluteTime; //Current time of track, in absolute terms (not path)
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float m_TotalDuration;
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bool ValidateForward();
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bool ValidateRewind();
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};
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//Class for in game playing of cinematics
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class CCinemaManager
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{
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public:
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CCinemaManager() { m_Active=false; }
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~CCinemaManager() {}
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void AddTrack(CCinemaTrack track, CStrW name);
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int LoadTracks(); //Loads tracks from file
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//Adds track to list of being played. (Called by triggers?)
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void QueueTrack(CStrW name, bool queue);
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void OverrideTrack(CStrW name); //clears track queue and replaces with 'name'
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bool Update(float DeltaTime);
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inline bool IsPlaying() const { return !m_TrackQueue.empty(); }
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bool HasTrack(CStrW name) const { return m_Tracks.find(name) != m_Tracks.end(); }
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inline bool IsActive() const { return m_Active; }
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inline void SetActive(bool active) { m_Active=active; }
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CCinemaTrack* GetTrack(CStrW name) { debug_assert(HasTrack(name)); return &m_Tracks[name]; }
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inline const std::map<CStrW, CCinemaTrack>& GetAllTracks() { return m_Tracks; }
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inline void SetAllTracks( const std::map<CStrW, CCinemaTrack>& tracks) { m_Tracks = tracks; }
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private:
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bool m_Active;
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std::map<CStrW, CCinemaTrack> m_Tracks;
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std::list<CCinemaTrack> m_TrackQueue;
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};
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#endif
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