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forked from 0ad/0ad
0ad/source/graphics/CinemaTrack.cpp
pyrolink a4c0ea9d07 #Cinematic changes
-Eliminated tracks, rotation is per node

This was SVN commit r4929.
2007-02-27 02:14:18 +00:00

320 lines
7.2 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 "maths/Quaternion.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)
{
m_TimeElapsed = 0;
BuildSpline();
//Set distortion mode and style
switch(data.m_Mode)
{
case CCinemaPath::EM_IN:
DistModePtr = &CCinemaPath::EaseIn;
break;
case CCinemaPath::EM_OUT:
DistModePtr = &CCinemaPath::EaseOut;
break;
case CCinemaPath::EM_INOUT:
DistModePtr = &CCinemaPath::EaseInOut;
break;
case CCinemaPath::EM_OUTIN:
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:
DistStylePtr = &CCinemaPath::EaseDefault;
break;
case CCinemaPath::ES_GROWTH:
DistStylePtr = &CCinemaPath::EaseGrowth;
break;
case CCinemaPath::ES_EXPO:
DistStylePtr = &CCinemaPath::EaseExpo;
break;
case CCinemaPath::ES_CIRCLE:
DistStylePtr = &CCinemaPath::EaseCircle;
break;
case CCinemaPath::ES_SINE:
DistStylePtr = &CCinemaPath::EaseSine;
break;
default:
debug_printf("Cinematic mode not found for %d !", data.m_Style);
break;
}
//UpdateDuration();
}
void CCinemaPath::DrawSpline(const CVector4D& RGBA, int smoothness, bool lines) const
{
if (NodeCount < 2 || DistModePtr == NULL)
return;
if ( NodeCount == 2 && lines )
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, float nodet, const CVector3D& startRotation)
{
CCamera *Cam = g_Game->GetView()->GetCamera();
t = (this->*DistModePtr)(t);
CVector3D nodeRotation = Node[m_CurrentNode + 1].Rotation;
CQuaternion start, end;
start.FromEulerAngles(DEGTORAD(startRotation.X), DEGTORAD(startRotation.Y), DEGTORAD(startRotation.Z));
end.FromEulerAngles(DEGTORAD(nodeRotation.X), DEGTORAD(nodeRotation.Y), DEGTORAD(nodeRotation.Z));
start.Slerp(start, end, nodet);
CVector3D pos = GetPosition(t);
CQuaternion quat;
Cam->m_Orientation.SetIdentity();
Cam->m_Orientation.Rotate(start);
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;
}
bool CCinemaPath::Validate()
{
if ( m_TimeElapsed < GetDuration() && m_TimeElapsed > 0.0f )
{
//Find current node and past "node time"
float previousTime = 0.0f, cumulation = 0.0f;
//Ignore the last node, since it is a blank (node time values are shifted down one from interface)
for ( size_t i = 0; i < Node.size() - 1; ++i )
{
cumulation += Node[i].Distance;
if ( m_TimeElapsed < cumulation )
{
m_PreviousNodeTime = previousTime;
m_PreviousRotation = Node[i].Rotation;
m_CurrentNode = i; //We're moving toward this next node, so use its rotation
return true;
}
else
previousTime += Node[i].Distance;
}
}
return false;
}
bool CCinemaPath::Play(float DeltaTime)
{
m_TimeElapsed += m_Timescale*DeltaTime;
if (!Validate())
return false;
MoveToPointAt( m_TimeElapsed / GetDuration(), GetNodeFraction(), m_PreviousRotation );
return true;
}
CCinemaManager::CCinemaManager() : m_DrawCurrentSpline(false), m_Active(true)
{
m_CurrentPath = m_Paths.end();
}
void CCinemaManager::AddPath(CCinemaPath path, const CStrW& name)
{
debug_assert( m_Paths.find( name ) == m_Paths.end() );
m_Paths[name] = path;
}
void CCinemaManager::QueuePath(const CStrW& name, bool queue )
{
if (!m_PathQueue.empty() && queue == false)
{
return;
}
else
{
debug_assert(HasTrack(name));
m_PathQueue.push_back(m_Paths[name]);
}
}
void CCinemaManager::OverridePath(const CStrW& name)
{
m_PathQueue.clear();
debug_assert(HasTrack(name));
m_PathQueue.push_back( m_Paths[name] );
}
void CCinemaManager::SetAllPaths( const std::map<CStrW, CCinemaPath>& paths)
{
CStrW name;
m_Paths = paths;
}
void CCinemaManager::SetCurrentPath(const CStrW& name, bool current, bool drawLines)
{
debug_assert(HasTrack(name));
m_CurrentPath = m_Paths.find(name);
m_DrawCurrentSpline = current;
m_DrawLines = drawLines;
DrawSpline();
}
bool CCinemaManager::HasTrack(const CStrW& name) const
{
return m_Paths.find(name) != m_Paths.end();
}
void CCinemaManager::DrawSpline() const
{
if ( !(m_DrawCurrentSpline || m_CurrentPath != m_Paths.end()) )
return;
static const int smoothness = 200;
m_CurrentPath->second.DrawSpline(CVector4D(0.f, 0.f, 1.f, 1.f), smoothness, m_DrawLines);
}
void CCinemaManager::MoveToPointAt(float time)
{
debug_assert(m_CurrentPath != m_Paths.end());
StopPlaying();
m_CurrentPath->second.m_TimeElapsed = time;
if ( !m_CurrentPath->second.Validate() )
return;
m_CurrentPath->second.MoveToPointAt(m_CurrentPath->second.m_TimeElapsed /
m_CurrentPath->second.GetDuration(), m_CurrentPath->second.GetNodeFraction(),
m_CurrentPath->second.m_PreviousRotation );
}
bool CCinemaManager::Update(float DeltaTime)
{
if (!m_PathQueue.front().Play(DeltaTime))
{
m_PathQueue.pop_front();
return false;
}
return true;
}