Torque3D/Engine/source/T3D/pathCamera.cpp

640 lines
20 KiB
C++
Raw Normal View History

2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "math/mMath.h"
#include "math/mathIO.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "core/dnet.h"
#include "scene/pathManager.h"
#include "app/game.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/fx/cameraFXMgr.h"
#include "console/engineAPI.h"
#include "math/mTransform.h"
#include "T3D/pathCamera.h"
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(PathCameraData);
ConsoleDocClass( PathCameraData,
"@brief General interface to control a PathCamera object from the script level.\n"
"@see PathCamera\n"
"@tsexample\n"
"datablock PathCameraData(LoopingCam)\n"
" {\n"
" mode = \"\";\n"
" };\n"
"@endtsexample\n"
"@ingroup PathCameras\n"
"@ingroup Datablocks\n"
);
void PathCameraData::consoleInit()
{
}
void PathCameraData::initPersistFields()
{
Parent::initPersistFields();
}
void PathCameraData::packData(BitStream* stream)
{
Parent::packData(stream);
}
void PathCameraData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(PathCamera);
ConsoleDocClass( PathCamera,
"@brief A camera that moves along a path. The camera can then be made to travel along this path forwards or backwards.\n\n"
"A camera's path is made up of knots, which define a position, rotation and speed for the camera. Traversal from one knot to "
"another may be either linear or using a Catmull-Rom spline. If the knot is part of a spline, then it may be a normal knot "
"or defined as a kink. Kinked knots are a hard transition on the spline rather than a smooth one. A knot may also be defined "
"as a position only. In this case the knot is treated as a normal knot but is ignored when determining how to smoothly rotate "
"the camera while it is travelling along the path (the algorithm moves on to the next knot in the path for determining rotation).\n\n"
"The datablock field for a PathCamera is a previously created PathCameraData, which acts as the interface between the script and the engine "
"for this PathCamera object.\n\n"
"@see PathCameraData\n"
"@tsexample\n"
"%newPathCamera = new PathCamera()\n"
"{\n"
" dataBlock = LoopingCam;\n"
" position = \"0 0 300 1 0 0 0\";\n"
"};\n"
"@endtsexample\n"
"@ingroup PathCameras\n"
);
IMPLEMENT_CALLBACK( PathCamera, onNode, void, (const char* node), (node),
"A script callback that indicates the path camera has arrived at a specific node in its path. Server side only.\n"
"@param Node Unique ID assigned to this node.\n");
PathCamera::PathCamera()
{
mNetFlags.clear(Ghostable);
mTypeMask |= CameraObjectType;
delta.time = 0;
delta.timeVec = 0;
mDataBlock = 0;
mState = Forward;
mNodeBase = 0;
mNodeCount = 0;
mPosition = 0;
mTarget = 0;
mTargetSet = false;
MatrixF mat(1);
mat.setPosition(Point3F(0,0,700));
Parent::setTransform(mat);
}
PathCamera::~PathCamera()
{
}
//----------------------------------------------------------------------------
bool PathCamera::onAdd()
{
if(!Parent::onAdd())
return false;
// Initialize from the current transform.
if (!mNodeCount) {
QuatF rot(getTransform());
Point3F pos = getPosition();
mSpline.removeAll();
mSpline.push_back(new CameraSpline::Knot(pos,rot,1,
CameraSpline::Knot::NORMAL, CameraSpline::Knot::SPLINE));
mNodeCount = 1;
}
//
mObjBox.maxExtents = mObjScale;
mObjBox.minExtents = mObjScale;
mObjBox.minExtents.neg();
resetWorldBox();
if (mShapeInstance)
{
mNetFlags.set(Ghostable);
setScopeAlways();
}
addToScene();
return true;
}
void PathCamera::onRemove()
{
removeFromScene();
Parent::onRemove();
}
bool PathCamera::onNewDataBlock( GameBaseData *dptr, bool reload )
{
mDataBlock = dynamic_cast< PathCameraData* >( dptr );
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
return true;
}
//----------------------------------------------------------------------------
void PathCamera::onEditorEnable()
{
mNetFlags.set(Ghostable);
}
void PathCamera::onEditorDisable()
{
mNetFlags.clear(Ghostable);
}
//----------------------------------------------------------------------------
void PathCamera::initPersistFields()
{
Parent::initPersistFields();
}
void PathCamera::consoleInit()
{
}
//----------------------------------------------------------------------------
void PathCamera::processTick(const Move* move)
{
// client and server
Parent::processTick(move);
// Move to new time
advancePosition(TickMs);
// Set new position
MatrixF mat;
interpolateMat(mPosition,&mat);
Parent::setTransform(mat);
updateContainer();
}
void PathCamera::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
MatrixF mat;
interpolateMat(delta.time + (delta.timeVec * dt),&mat);
Parent::setRenderTransform(mat);
}
void PathCamera::interpolateMat(F32 pos,MatrixF* mat)
{
CameraSpline::Knot knot;
mSpline.value(pos - mNodeBase,&knot);
knot.mRotation.setMatrix(mat);
mat->setPosition(knot.mPosition);
}
void PathCamera::advancePosition(S32 ms)
{
delta.timeVec = mPosition;
// Advance according to current speed
if (mState == Forward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase,ms);
if (mPosition > F32(mNodeCount - 1))
mPosition = F32(mNodeCount - 1);
mPosition += (F32)mNodeBase;
if (mTargetSet && mPosition >= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
else
if (mState == Backward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase,-ms);
if (mPosition < 0)
mPosition = 0;
mPosition += mNodeBase;
if (mTargetSet && mPosition <= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
// Script callbacks
if (int(mPosition) != int(delta.timeVec))
onNode(int(mPosition));
// Set frame interpolation
delta.time = mPosition;
delta.timeVec -= mPosition;
}
//----------------------------------------------------------------------------
void PathCamera::getCameraTransform(F32* pos, MatrixF* mat)
{
// Overide the ShapeBase method to skip all the first/third person support.
getRenderEyeTransform(mat);
// Apply Camera FX.
mat->mul( gCamFXMgr.getTrans() );
}
//----------------------------------------------------------------------------
void PathCamera::setPosition(F32 pos)
{
mPosition = mClampF(pos, (F32)mNodeBase, (F32)(mNodeBase + mNodeCount - 1));
MatrixF mat;
interpolateMat(mPosition,&mat);
Parent::setTransform(mat);
setMaskBits(PositionMask);
}
void PathCamera::setTarget(F32 pos)
{
mTarget = pos;
mTargetSet = true;
if (mTarget > mPosition)
mState = Forward;
else
if (mTarget < mPosition)
mState = Backward;
else {
mTargetSet = false;
mState = Stop;
}
setMaskBits(TargetMask | StateMask);
}
void PathCamera::setState(State s)
{
mState = s;
setMaskBits(StateMask);
}
//-----------------------------------------------------------------------------
void PathCamera::reset(F32 speed)
{
CameraSpline::Knot *knot = new CameraSpline::Knot;
mSpline.value(mPosition - mNodeBase,knot);
if (speed)
knot->mSpeed = speed;
mSpline.removeAll();
mSpline.push_back(knot);
mNodeBase = 0;
mNodeCount = 1;
mPosition = 0;
mTargetSet = false;
mState = Forward;
setMaskBits(StateMask | PositionMask | WindowMask | TargetMask);
}
void PathCamera::pushBack(CameraSpline::Knot *knot)
{
// Make room at the end
if (mNodeCount == NodeWindow) {
delete mSpline.remove(mSpline.getKnot(0));
mNodeBase++;
}
else
mNodeCount++;
// Fill in the new node
mSpline.push_back(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition < mNodeBase) {
mPosition = (F32)mNodeBase;
setMaskBits(PositionMask);
}
}
void PathCamera::pushFront(CameraSpline::Knot *knot)
{
// Make room at the front
if (mNodeCount == NodeWindow)
delete mSpline.remove(mSpline.getKnot(mNodeCount));
else
mNodeCount++;
mNodeBase--;
// Fill in the new node
mSpline.push_front(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition > F32(mNodeBase + (NodeWindow - 1)))
{
mPosition = F32(mNodeBase + (NodeWindow - 1));
setMaskBits(PositionMask);
}
}
void PathCamera::popFront()
{
if (mNodeCount < 2)
return;
// Remove the first node. Node base and position are unaffected.
mNodeCount--;
delete mSpline.remove(mSpline.getKnot(0));
if( mPosition > 0 )
mPosition --;
}
//----------------------------------------------------------------------------
void PathCamera::onNode(S32 node)
{
if (!isGhost())
onNode_callback(Con::getIntArg(node));
}
U32 PathCamera::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
Parent::packUpdate(con,mask,stream);
if (stream->writeFlag(mask & StateMask))
stream->writeInt(mState,StateBits);
if (stream->writeFlag(mask & PositionMask))
stream->write(mPosition);
if (stream->writeFlag(mask & TargetMask))
if (stream->writeFlag(mTargetSet))
stream->write(mTarget);
if (stream->writeFlag(mask & WindowMask)) {
stream->write(mNodeBase);
stream->write(mNodeCount);
for (int i = 0; i < mNodeCount; i++) {
CameraSpline::Knot *knot = mSpline.getKnot(i);
mathWrite(*stream, knot->mPosition);
mathWrite(*stream, knot->mRotation);
stream->write(knot->mSpeed);
stream->writeInt(knot->mType, CameraSpline::Knot::NUM_TYPE_BITS);
stream->writeInt(knot->mPath, CameraSpline::Knot::NUM_PATH_BITS);
}
}
// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
return 0;
return 0;
}
void PathCamera::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con,stream);
// StateMask
if (stream->readFlag())
mState = stream->readInt(StateBits);
// PositionMask
if (stream->readFlag())
{
stream->read(&mPosition);
delta.time = mPosition;
delta.timeVec = 0;
}
// TargetMask
if (stream->readFlag())
{
mTargetSet = stream->readFlag();
if (mTargetSet)
stream->read(&mTarget);
}
// WindowMask
if (stream->readFlag())
{
mSpline.removeAll();
stream->read(&mNodeBase);
stream->read(&mNodeCount);
for (int i = 0; i < mNodeCount; i++)
{
CameraSpline::Knot *knot = new CameraSpline::Knot();
mathRead(*stream, &knot->mPosition);
mathRead(*stream, &knot->mRotation);
stream->read(&knot->mSpeed);
knot->mType = (CameraSpline::Knot::Type)stream->readInt(CameraSpline::Knot::NUM_TYPE_BITS);
knot->mPath = (CameraSpline::Knot::Path)stream->readInt(CameraSpline::Knot::NUM_PATH_BITS);
mSpline.push_back(knot);
}
}
// Controlled by the client?
if (stream->readFlag())
return;
}
//-----------------------------------------------------------------------------
// Console access methods
//-----------------------------------------------------------------------------
DefineEngineMethod(PathCamera, setPosition, void, (F32 position),(0.0f), "Set the current position of the camera along the path.\n"
"@param position Position along the path, from 0.0 (path start) - 1.0 (path end), to place the camera.\n"
"@tsexample\n"
"// Set the camera on a position along its path from 0.0 - 1.0.\n"
"%position = \"0.35\";\n\n"
"// Force the pathCamera to its new position along the path.\n"
"%pathCamera.setPosition(%position);\n"
"@endtsexample\n")
{
object->setPosition(position);
}
DefineEngineMethod(PathCamera, setTarget, void, (F32 position),(1.0f), "@brief Set the movement target for this camera along its path.\n\n"
"The camera will attempt to move along the path to the given target in the direction provided "
"by setState() (the default is forwards). Once the camera moves past this target it will come "
"to a stop, and the target state will be cleared.\n"
"@param position Target position, between 0.0 (path start) and 1.0 (path end), for the camera to move to along its path.\n"
"@tsexample\n"
"// Set the position target, between 0.0 (path start) and 1.0 (path end), for this camera to move to.\n"
"%position = \"0.50\";\n\n"
"// Inform the pathCamera of the new target position it will move to.\n"
"%pathCamera.setTarget(%position);\n"
"@endtsexample\n")
{
object->setTarget(position);
}
DefineEngineMethod(PathCamera, setState, void, (const char* newState),("forward"), "Set the movement state for this path camera.\n"
"@param newState New movement state type for this camera. Forward, Backward or Stop.\n"
"@tsexample\n"
"// Set the state type (forward, backward, stop).\n"
"// In this example, the camera will travel from the first node\n"
"// to the last node (or target if given with setTarget())\n"
"%state = \"forward\";\n\n"
"// Inform the pathCamera to change its movement state to the defined value.\n"
"%pathCamera.setState(%state);\n"
"@endtsexample\n")
{
if (!dStricmp(newState,"forward"))
object->setState(PathCamera::Forward);
else
if (!dStricmp(newState,"backward"))
object->setState(PathCamera::Backward);
else
object->setState(PathCamera::Stop);
}
DefineEngineMethod(PathCamera, reset, void, (F32 speed),(1.0f), "@brief Clear the camera's path and set the camera's current transform as the start of the new path.\n\n"
"What specifically occurs is a new knot is created from the camera's current transform. Then the current path "
"is cleared and the new knot is pushed onto the path. Any previous target is cleared and the camera's movement "
"state is set to Forward. The camera is now ready for a new path to be defined.\n"
"@param speed Speed for the camera to move along its path after being reset.\n"
"@tsexample\n"
"//Determine the new movement speed of this camera. If not set, the speed will default to 1.0.\n"
"%speed = \"0.50\";\n\n"
"// Inform the path camera to start a new path at"
"// the camera's current position, and set the new "
"// path's speed value.\n"
"%pathCamera.reset(%speed);\n"
"@endtsexample\n")
{
object->reset(speed);
}
static CameraSpline::Knot::Type resolveKnotType(const char *arg)
{
if (dStricmp(arg, "Position Only") == 0)
return CameraSpline::Knot::POSITION_ONLY;
if (dStricmp(arg, "Kink") == 0)
return CameraSpline::Knot::KINK;
return CameraSpline::Knot::NORMAL;
}
static CameraSpline::Knot::Path resolveKnotPath(const char *arg)
{
if (!dStricmp(arg, "Linear"))
return CameraSpline::Knot::LINEAR;
return CameraSpline::Knot::SPLINE;
}
DefineEngineMethod(PathCamera, pushBack, void, (TransformF transform, F32 speed, const char* type, const char* path),
(1.0, "Normal", "Linear"),
"@brief Adds a new knot to the back of a path camera's path.\n"
"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
"@param speed Speed setting for this knot.\n"
"@param type Knot type (Normal, Position Only, Kink).\n"
"@param path %Path type (Linear, Spline).\n"
"@tsexample\n"
"// Transform vector for new knot. (Pos_X Pos_Y Pos_Z Rot_X Rot_Y Rot_Z Angle)\n"
"%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"\n\n"
"// Speed setting for knot.\n"
"%speed = \"1.0\"\n\n"
"// Knot type. (Normal, Position Only, Kink)\n"
"%type = \"Normal\";\n\n"
"// Path Type. (Linear, Spline)\n"
"%path = \"Linear\";\n\n"
"// Inform the path camera to add a new knot to the back of its path\n"
"%pathCamera.pushBack(%transform,%speed,%type,%path);\n"
"@endtsexample\n")
{
QuatF rot(transform.getOrientation());
object->pushBack( new CameraSpline::Knot(transform.getPosition(), rot, speed, resolveKnotType(type), resolveKnotPath(path)) );
}
DefineEngineMethod(PathCamera, pushFront, void, (TransformF transform, F32 speed, const char* type, const char* path),
(1.0, "Normal", "Linear"),
"@brief Adds a new knot to the front of a path camera's path.\n"
"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
"@param speed Speed setting for this knot.\n"
"@param type Knot type (Normal, Position Only, Kink).\n"
"@param path %Path type (Linear, Spline).\n"
"@tsexample\n"
"// Transform vector for new knot. (Pos_X,Pos_Y,Pos_Z,Rot_X,Rot_Y,Rot_Z,Angle)\n"
"%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"\n\n"
"// Speed setting for knot.\n"
"%speed = \"1.0\";\n\n"
"// Knot type. (Normal, Position Only, Kink)\n"
"%type = \"Normal\";\n\n"
"// Path Type. (Linear, Spline)\n"
"%path = \"Linear\";\n\n"
"// Inform the path camera to add a new knot to the front of its path\n"
"%pathCamera.pushFront(%transform, %speed, %type, %path);\n"
"@endtsexample\n")
{
QuatF rot(transform.getOrientation());
object->pushFront( new CameraSpline::Knot(transform.getPosition(), rot, speed, resolveKnotType(type), resolveKnotPath(path)) );
}
DefineEngineMethod(PathCamera, popFront, void, (),, "Removes the knot at the front of the camera's path.\n"
"@tsexample\n"
"// Remove the first knot in the camera's path.\n"
"%pathCamera.popFront();\n"
"@endtsexample\n")
{
object->popFront();
}