forked from 0ad/0ad
8199091425
This was SVN commit r3198.
369 lines
8.3 KiB
C++
369 lines
8.3 KiB
C++
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#include "precompiled.h"
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#include <string>
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#include <sstream>
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#include "CinemaTrack.h"
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#include "Game.h"
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#include "GameView.h"
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#include "MathUtil.h"
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#include "lib/res/file/vfs.h"
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#include "lib/res/mem.h"
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CCinemaPath::CCinemaPath(CCinemaData data)
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{
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m_TotalDuration = data.m_TotalDuration;
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m_TotalRotation = data.m_TotalRotation;
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m_StartRotation = data.m_StartRotation;
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m_GrowthCount = data.m_GrowthCount;
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m_Growth = data.m_Growth;
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m_Switch = data.m_Switch;
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}
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void CCinemaPath::UpdateSplineEq()
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{
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Cx = 3 *(m_Points[1].X - m_Points[0].X);
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Bx = 3 *(m_Points[2].X - m_Points[1].X) - Cx;
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Ax = m_Points[3].X - m_Points[0].X - Cx - Bx;
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Cy = 3 *(m_Points[1].Y - m_Points[0].Y);
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By = 3 *(m_Points[2].Y - m_Points[1].Y) - Cy;
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Ay = m_Points[3].Y - m_Points[0].Y - Cy - By;
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Cz = 3 *(m_Points[1].Z - m_Points[0].Z);
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Bz = 3 *(m_Points[2].Z - m_Points[1].Z) - Cz;
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Az = m_Points[3].Z - m_Points[0].Z - Cz - Bz;
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}
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CVector3D CCinemaPath::RetrievePointAt(float t)
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{
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float x= Ax * powf(t, 3) + Bx * powf(t, 2) + Cx*t + m_Points[0].X;
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float y= Ay * powf(t, 3) + By * powf(t, 2) + Cy*t + m_Points[0].Y;
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float z= Az * powf(t, 3) + Bz * powf(t, 2) + Cz*t + m_Points[0].Z;
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return CVector3D(x, y, z);
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}
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void CCinemaPath::MoveToPointAt(float t)
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{
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CCamera *Cam=g_Game->GetView()->GetCamera();
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t = (this->*DistModePtr)(t);
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CVector3D pos = RetrievePointAt(t);
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Cam->m_Orientation.SetTranslation(pos);
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CVector3D rot = m_TotalRotation * t;
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if (rot.X >= 360)
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Cam->m_Orientation.RotateX(DEGTORAD(fmodf(rot.X, 360)));
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else
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Cam->m_Orientation.RotateX(DEGTORAD(rot.X));
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if (rot.Y >= 360)
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Cam->m_Orientation.RotateY(DEGTORAD(fmodf(rot.Y, 360)));
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else
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Cam->m_Orientation.RotateY(DEGTORAD(rot.Y));
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if (rot.Z >= 360)
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Cam->m_Orientation.RotateZ(DEGTORAD(fmodf(rot.Z, 360)));
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else
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Cam->m_Orientation.RotateZ(DEGTORAD(rot.Z));
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}
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void CCinemaPath::ResetRotation(float t)
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{
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CCamera *Cam=g_Game->GetView()->GetCamera();
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t = (this->*DistModePtr)(t);
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CVector3D rot = m_TotalRotation * t;
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if (rot.X >= 360)
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Cam->m_Orientation.RotateX(DEGTORAD(-fmodf(rot.X, 360)));
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else
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Cam->m_Orientation.RotateX(DEGTORAD(-rot.X));
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if (rot.Y >= 360)
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Cam->m_Orientation.RotateY(DEGTORAD(-fmodf(rot.Y, 360)));
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else
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Cam->m_Orientation.RotateY(DEGTORAD(-rot.Y));
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if (rot.Z >= 360)
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Cam->m_Orientation.RotateZ(DEGTORAD(-fmodf(rot.Z, 360)));
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else
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Cam->m_Orientation.RotateZ(DEGTORAD(-rot.Z));
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}
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//Distortion mode functions
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float CCinemaPath::EaseIn(float t)
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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)
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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)
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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)
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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)
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{
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return t;
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}
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float CCinemaPath::EaseQuad(float t)
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{
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return pow(t, m_GrowthCount);
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}
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float CCinemaPath::EaseExpo(float t)
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{
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if(t == 0)
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return t;
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return powf(m_GrowthCount, 10*(t-1.0f));
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}
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float CCinemaPath::EaseCircle(float t)
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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)
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{
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t = 1.0f - cos(t * 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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//-------CinemaTrack functions------
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//AddPath-For building tracks from loaded file
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void CCinemaTrack::AddPath(CCinemaData data, CVector3D points[4])
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{
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CCinemaPath path(data);
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path.m_TimeElapsed=0;
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for (int i=0; i<4; i++)
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{
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path.SetPoint(i, points[i]);
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}
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path.UpdateSplineEq();
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m_Paths.push_back(path);
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std::vector<CCinemaPath>::iterator SetTemp;
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SetTemp=m_Paths.end() - 1;
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//Set distortion mode and style
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switch(data.m_mode)
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{
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case EM_IN:
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SetTemp->DistModePtr = &CCinemaPath::EaseIn;
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break;
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case EM_OUT:
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SetTemp->DistModePtr = &CCinemaPath::EaseOut;
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break;
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case EM_INOUT:
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SetTemp->DistModePtr = &CCinemaPath::EaseInOut;
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break;
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case EM_OUTIN:
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SetTemp->DistModePtr = &CCinemaPath::EaseOutIn;
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break;
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default:
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debug_printf("Cinematic mode not found for %d !", data.m_mode);
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break;
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}
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switch (data.m_style)
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{
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case ES_DEFAULT:
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SetTemp->DistStylePtr = &CCinemaPath::EaseDefault;
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break;
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case ES_QUAD:
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SetTemp->DistStylePtr = &CCinemaPath::EaseQuad;
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break;
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case ES_EXPO:
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SetTemp->DistStylePtr = &CCinemaPath::EaseExpo;
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break;
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case ES_CIRCLE:
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SetTemp->DistStylePtr = &CCinemaPath::EaseCircle;
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break;
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case ES_SINE:
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SetTemp->DistStylePtr = &CCinemaPath::EaseSine;
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break;
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default:
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debug_printf("Cinematic mode not found for %d !", data.m_style);
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break;
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}
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}
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bool CCinemaTrack::Validate()
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{
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if (m_CPA->m_TimeElapsed >= m_CPA->m_TotalDuration)
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{
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if (m_CPA == m_Paths.end() - 1)
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{
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return false;
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}
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//Make sure it's within limits of path
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else
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{
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float Pos=m_CPA->m_TimeElapsed - m_CPA->m_TotalDuration;
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m_CPA++;
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while (1)
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{
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if (Pos > m_CPA->m_TotalDuration)
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{
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if (m_CPA == m_Paths.end() -1)
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{
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return false;
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}
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Pos-=m_CPA->m_TotalDuration;
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m_CPA++;
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}
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else
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{
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m_CPA->m_TimeElapsed+=Pos;
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break;
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}
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}
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} //main if statement
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}
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return true;
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}
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bool CCinemaTrack::Play(float DeltaTime)
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{
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if (m_CPA->m_TimeElapsed == 0)
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{
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if (m_CPA == m_Paths.begin())
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{
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//Set camera to start at set position
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CCamera *Cam=g_Game->GetView()->GetCamera();
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Cam->m_Orientation.SetIdentity();
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Cam->m_Orientation.SetXRotation(DEGTORAD(m_CPA->m_StartRotation.X));
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Cam->m_Orientation.RotateY(DEGTORAD(m_CPA->m_StartRotation.Y));
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Cam->m_Orientation.RotateZ(DEGTORAD(m_CPA->m_StartRotation.Z));
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Cam->SetProjection (1, 5000, DEGTORAD(20));
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}
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}
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m_CPA->ResetRotation(m_CPA->m_TimeElapsed / m_CPA->m_TotalDuration);
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m_CPA->m_TimeElapsed += DeltaTime;
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if (!Validate())
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{
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m_CPA->MoveToPointAt(1);
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return false;
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}
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m_CPA->MoveToPointAt(m_CPA->m_TimeElapsed / m_CPA->m_TotalDuration);
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return true;
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}
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void CCinemaManager::AddTrack(bool queue, CStr Track)
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{
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if (!m_TrackQueue.empty() && queue == false)
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{
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return;
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}
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else
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{
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m_TrackQueue.push_back(m_Tracks[Track]);
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m_TrackQueue.back().m_CPA = m_TrackQueue.back().m_Paths.begin();
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}
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}
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bool CCinemaManager::Update(float DeltaTime)
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{
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if (!m_TrackQueue.front().Play(DeltaTime))
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{
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m_TrackQueue.pop_front();
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return false;
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}
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return true;
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}
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int CCinemaManager::LoadTracks()
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{
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unsigned int fileID;
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int numTracks;
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CCinemaData tmpData;
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CVector3D Points[4];
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//NOTE: How do you find the current scenario's cinematics?
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void* fData;
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size_t fSize;
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Handle hm = vfs_load("FILENAME", fData, fSize);
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RETURN_ERR(hm);
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std::istringstream Stream(std::string((const char*)fData, (int)fSize), std::istringstream::binary);
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Stream >> fileID;
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Stream >> numTracks;
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if (fileID != 0x0ADC)
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{
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debug_printf("Cinematic file not found for (FILENAME)!");
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mem_free_h(hm);
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return 0;
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}
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for (int i=0; i < numTracks; i++)
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{
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CCinemaTrack tmpTrack;
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int numPaths;
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CStr Name;
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Stream >> Name;
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Stream >> numPaths;
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for (int j=0; j < numPaths; j++)
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{
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//load main data
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Stream >> tmpData.m_TotalDuration;
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Stream >> tmpData.m_TotalRotation.X;
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Stream >> tmpData.m_TotalRotation.Y;
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Stream >> tmpData.m_TotalRotation.Z;
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Stream >> tmpData.m_StartRotation.X;
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Stream >> tmpData.m_StartRotation.Y;
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Stream >> tmpData.m_StartRotation.Z;
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Stream >> tmpData.m_GrowthCount;
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Stream >> tmpData.m_Growth;
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Stream >> tmpData.m_Switch;
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Stream >> tmpData.m_mode;
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Stream >> tmpData.m_style;
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//Get point data for path
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for (int x=0; x<4; x++)
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{
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Stream >> Points[x].X;
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Stream >> Points[x].Y;
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Stream >> Points[x].Z;
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}
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tmpTrack.AddPath(tmpData, Points);
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}
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m_Tracks[Name]=tmpTrack;
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}
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mem_free_h(hm);
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return 0;
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}
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