forked from 0ad/0ad
31d1e14912
-Cinematic rotation shouldn't suck anymore -Triggers still suck This was SVN commit r4777.
233 lines
6.1 KiB
C++
233 lines
6.1 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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#include "graphics/Camera.h"
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#include "graphics/CinemaTrack.h"
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#include "graphics/GameView.h"
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#include "ps/Game.h"
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#include "ps/CStr.h"
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#include "ps/CLogger.h"
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#include "ps/VFSUtil.h"
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#include "maths/Quaternion.h"
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#include "lib/res/graphics/ogl_tex.h"
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#define LOG_CATEGORY "Cinema"
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namespace AtlasMessage {
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sCinemaTrack ConstructCinemaTrack(const CCinemaTrack& data)
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{
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sCinemaTrack track;
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track.timescale = data.GetTimescale();
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track.duration = data.GetTotalDuration();
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return track;
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}
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sCinemaPath ConstructCinemaPath(const CCinemaPath* source)
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{
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sCinemaPath path;
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const CCinemaData* data = source->GetData();
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path.mode = data->m_Mode;
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path.style = data->m_Style;
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path.growth = data->m_Growth;
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path.change = data->m_Switch;
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return path;
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}
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CCinemaData ConstructCinemaData(const sCinemaPath& path)
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{
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CCinemaData data;
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data.m_Growth = data.m_GrowthCount = path.growth;
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data.m_Switch = path.change;
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data.m_Mode = path.mode;
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data.m_Style = path.style;
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return data;
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}
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sCinemaSplineNode ConstructCinemaNode(const SplineData& data)
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{
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sCinemaSplineNode node;
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node.x = data.Position.X;
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node.y = data.Position.Y;
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node.z = data.Position.Z;
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node.t = data.Distance;
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return node;
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}
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std::vector<sCinemaTrack> GetCurrentTracks()
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{
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const std::map<CStrW, CCinemaTrack>& tracks = g_Game->GetView()->GetCinema()->GetAllTracks();
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std::vector<sCinemaTrack> atlasTracks;
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for ( std::map<CStrW, CCinemaTrack>::const_iterator it=tracks.begin(); it!=tracks.end(); it++ )
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{
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sCinemaTrack atlasTrack = ConstructCinemaTrack(it->second);
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atlasTrack.name = it->first;
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const std::vector<CCinemaPath>& paths = it->second.GetAllPaths();
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std::vector<sCinemaPath> atlasPaths;
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for ( std::vector<CCinemaPath>::const_iterator it2=paths.begin(); it2!=paths.end(); it2++ )
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{
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sCinemaPath path = ConstructCinemaPath(&*it2);
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CVector3D rotation;
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if ( it2 == paths.begin() )
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rotation = it->second.GetRotation();
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else
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rotation = (it2-1)->GetData()->m_TotalRotation;
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path.x = RADTODEG(rotation.X);
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path.y = RADTODEG(rotation.Y);
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path.z = RADTODEG(rotation.Z);
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const std::vector<SplineData>& nodes = it2->GetAllNodes();
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std::vector<sCinemaSplineNode> atlasNodes;
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for ( size_t i=0; i<nodes.size(); ++i )
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{
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atlasNodes.push_back( ConstructCinemaNode(nodes[i]) );
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}
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if ( !atlasNodes.empty() )
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{
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float back = atlasNodes.back().t;
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if ( atlasNodes.size() > 2 )
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{
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for ( size_t i=atlasNodes.size()-2; i>0; --i )
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atlasNodes[i].t = atlasNodes[i-1].t;
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}
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atlasNodes.back().t = atlasNodes.front().t;
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atlasNodes.front().t = back;
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}
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path.nodes = atlasNodes;
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path.duration = it2->GetDuration();
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atlasPaths.push_back(path);
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}
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atlasTrack.paths = atlasPaths;
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atlasTracks.push_back(atlasTrack);
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}
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return atlasTracks;
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}
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void SetCurrentTracks(const std::vector<sCinemaTrack>& atlasTracks)
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{
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std::map<CStrW, CCinemaTrack> tracks;
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for ( std::vector<sCinemaTrack>::const_iterator it=atlasTracks.begin(); it!=atlasTracks.end(); it++ )
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{
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CStrW trackName(*it->name);
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tracks[trackName] = CCinemaTrack();
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tracks[trackName].SetTimescale(it->timescale);
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const std::vector<sCinemaPath> paths = *it->paths;
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size_t i=0;
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for ( std::vector<sCinemaPath>::const_iterator it2=paths.begin();
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it2!=paths.end(); it2++, ++i )
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{
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const sCinemaPath& atlasPath = *it2;
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const std::vector<sCinemaSplineNode> nodes = *atlasPath.nodes;
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TNSpline spline;
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CCinemaData data = ConstructCinemaData(atlasPath);
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if ( i == 0 )
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{
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tracks[trackName].SetStartRotation( CVector3D(DEGTORAD(it2->x),
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DEGTORAD(it2->y), DEGTORAD(it2->z)) );
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if ( paths.size() == 1 )
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{
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data.m_TotalRotation = CVector3D( DEGTORAD(it2->x),
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DEGTORAD(it2->y), DEGTORAD(it2->z) );
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}
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}
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if ( i < paths.size() -1 )
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{
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data.m_TotalRotation = CVector3D(CVector3D(DEGTORAD((it2+1)->x),
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DEGTORAD((it2+1)->y), DEGTORAD((it2+1)->z)));
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}
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else if ( i > 0 ) //no rotation (ending path)
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{
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data.m_TotalRotation = CVector3D(DEGTORAD((it2)->x),
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DEGTORAD((it2)->y), DEGTORAD((it2)->z));
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}
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for ( size_t j=0; j<nodes.size(); ++j )
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{
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spline.AddNode( CVector3D(nodes[j].x, nodes[j].y, nodes[j].z), nodes[j].t );
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}
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tracks[trackName].AddPath(data, spline);
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}
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}
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g_Game->GetView()->GetCinema()->SetAllTracks(tracks);
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}
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QUERYHANDLER(GetCameraInfo)
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{
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sCameraInfo info;
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CMatrix3D* cam = &g_Game->GetView()->GetCamera()->m_Orientation;
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CQuaternion quatRot = cam->GetRotation();
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quatRot.Normalize();
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CVector3D rotation = quatRot.ToEulerAngles();
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rotation.X = RADTODEG(rotation.X);
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rotation.Y = RADTODEG(rotation.Y);
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rotation.Z = RADTODEG(rotation.Z);
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CVector3D translation = cam->GetTranslation();
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info.pX = translation.X;
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info.pY = translation.Y;
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info.pZ = translation.Z;
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info.rX = rotation.X;
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info.rY = rotation.Y;
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info.rZ = rotation.Z;
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msg->info = info;
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}
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MESSAGEHANDLER(CinemaEvent)
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{
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CCinemaManager* manager = g_Game->GetView()->GetCinema();
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manager->SetCurrentTrack(*msg->track, msg->drawAll,
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msg->drawCurrent, msg->lines);
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if ( msg->mode == eCinemaEventMode::SMOOTH )
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manager->OverrideTrack(*msg->track);
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else if ( msg->mode == eCinemaEventMode::IMMEDIATE_PATH )
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manager->MoveToPointAt(msg->t);
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else if ( msg->mode == eCinemaEventMode::IMMEDIATE_TRACK )
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manager->MoveToPointAbsolute(msg->t);
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else if ( msg->mode == eCinemaEventMode::RESET )
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g_Game->GetView()->ResetCamera();
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else
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manager->SetCurrentPath((int)msg->t);
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}
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BEGIN_COMMAND(SetCinemaTracks)
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{
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std::vector<sCinemaTrack> m_oldTracks, m_newTracks;
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void Do()
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{
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m_oldTracks = GetCurrentTracks();
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m_newTracks = *msg->tracks;
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Redo();
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}
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void Redo()
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{
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SetCurrentTracks(m_newTracks);
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}
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void Undo()
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{
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SetCurrentTracks(m_oldTracks);
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}
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};
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END_COMMAND(SetCinemaTracks)
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QUERYHANDLER(GetCinemaTracks)
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{
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msg->tracks = GetCurrentTracks();
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}
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}
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