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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-05-16 18:56:30 +00:00
camerasplines in general previously assumed you would always want to ease in and out at the first and final node. even when looping. adds an mUsease to it, and to pathshapedata to optionally shut that off. (on by default to behave as legacy)
109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _CAMERASPLINE_H_
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#define _CAMERASPLINE_H_
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#include "math/mMath.h"
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#include "core/util/tVector.h"
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//----------------------------------------------------------------------------
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class CameraSpline
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{
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public:
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struct Knot
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{
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public:
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Point3F mPosition;
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QuatF mRotation;
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F32 mSpeed; /// in meters per second
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String mHitCommand;
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enum Type {
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NORMAL,
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POSITION_ONLY,
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KINK,
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NUM_TYPE_BITS = 2
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}mType;
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enum Path {
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LINEAR,
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SPLINE,
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NUM_PATH_BITS = 1
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}mPath;
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F32 mDistance;
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Knot *prev;
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Knot *next;
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Knot();
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Knot(const Knot &k);
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Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type type = NORMAL, Knot::Path path = SPLINE, String hitCommand = String::EmptyString);
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};
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CameraSpline();
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~CameraSpline();
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bool isEmpty() { return (mFront == NULL); }
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S32 size() { return mSize; }
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Knot* remove(Knot *w);
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void removeAll();
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Knot* front() { return mFront; }
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Knot* back() { return (mFront == NULL) ? NULL : mFront->prev; }
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void push_back(Knot *w);
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void push_front(Knot *w) { push_back(w); mFront = w; mIsMapDirty = true; }
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Knot* getKnot(S32 i);
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Knot* next(Knot *k) { return (k && k->next != mFront) ? k->next : mFront; }
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Knot* prev(Knot *k) { return (k && k->prev != mFront) ? k->prev : mFront; }
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F32 advanceTime(F32 t, S32 delta_ms);
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F32 advanceDist(F32 t, F32 meters);
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void value(F32 t, Knot *result, bool skip_rotation=false);
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F32 getDistance(F32 t);
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F32 getTime(F32 d);
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void useEase(bool ease = true) { mUseEase = ease; }
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void renderTimeMap();
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private:
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Knot *mFront;
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S32 mSize;
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bool mIsMapDirty;
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bool mUseEase;
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struct TimeMap {
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F32 mTime;
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F32 mDistance;
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};
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Vector<TimeMap> mTimeMap;
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void buildTimeMap();
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};
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#endif
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