mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
188 lines
6.8 KiB
C++
188 lines
6.8 KiB
C++
//-----------------------------------------------------------------------------
|
|
// 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.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
|
|
// Copyright (C) 2015 Faust Logic, Inc.
|
|
//
|
|
// afxCamera implements a modified camera for demonstrating a third person camera style
|
|
// which is more common to RPG games than the standard FPS style camera. For the most part,
|
|
// it is a hybrid of the standard TGE camera and the third person mode of the Advanced Camera
|
|
// resource, authored by Thomas "Man of Ice" Lund. This camera implements the bare minimum
|
|
// required for demonstrating an RPG style camera and leaves tons of room for improvement.
|
|
// It should be replaced with a better camera if possible.
|
|
//
|
|
// Advanced Camera Resource by Thomas "Man of Ice" Lund:
|
|
// http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5471
|
|
//
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
#ifndef _AFX_CAMERA_H_
|
|
#define _AFX_CAMERA_H_
|
|
|
|
#ifndef _SHAPEBASE_H_
|
|
#include "game/shapeBase.h"
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------
|
|
struct afxCameraData: public ShapeBaseData {
|
|
typedef ShapeBaseData Parent;
|
|
|
|
static U32 sCameraCollisionMask;
|
|
|
|
//
|
|
DECLARE_CONOBJECT(afxCameraData);
|
|
DECLARE_CATEGORY("AFX");
|
|
static void initPersistFields();
|
|
virtual void packData(BitStream* stream);
|
|
virtual void unpackData(BitStream* stream);
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Implements a basic camera object.
|
|
class afxCamera: public ShapeBase
|
|
{
|
|
typedef ShapeBase Parent;
|
|
|
|
enum MaskBits {
|
|
MoveMask = Parent::NextFreeMask,
|
|
SubjectMask = Parent::NextFreeMask << 1,
|
|
NextFreeMask = Parent::NextFreeMask << 2
|
|
};
|
|
|
|
struct StateDelta {
|
|
Point3F pos;
|
|
Point3F rot;
|
|
VectorF posVec;
|
|
VectorF rotVec;
|
|
};
|
|
|
|
enum
|
|
{
|
|
ThirdPersonMode = 1,
|
|
FlyMode = 2,
|
|
OrbitObjectMode = 3,
|
|
OrbitPointMode = 4,
|
|
CameraFirstMode = 0,
|
|
CameraLastMode = 4
|
|
};
|
|
|
|
private:
|
|
int mMode;
|
|
Point3F mRot;
|
|
StateDelta mDelta;
|
|
|
|
SimObjectPtr<GameBase> mOrbitObject;
|
|
F32 mMinOrbitDist;
|
|
F32 mMaxOrbitDist;
|
|
F32 mCurOrbitDist;
|
|
Point3F mPosition;
|
|
bool mObservingClientObject;
|
|
|
|
SceneObject* mCam_subject;
|
|
Point3F mCam_offset;
|
|
Point3F mCoi_offset;
|
|
F32 mCam_distance;
|
|
F32 mCam_angle;
|
|
bool mCam_dirty;
|
|
|
|
bool mFlymode_saved;
|
|
Point3F mFlymode_saved_pos;
|
|
S8 mThird_person_snap_c;
|
|
S8 mThird_person_snap_s;
|
|
|
|
void set_cam_pos(const Point3F& pos, const Point3F& viewRot);
|
|
void cam_update(F32 dt, bool on_server);
|
|
|
|
public:
|
|
/*C*/ afxCamera();
|
|
/*D*/ ~afxCamera();
|
|
|
|
Point3F& getPosition();
|
|
void setFlyMode();
|
|
void setOrbitMode(GameBase* obj, Point3F& pos, AngAxisF& rot, F32 minDist, F32 maxDist, F32 curDist, bool ownClientObject);
|
|
void validateEyePoint(F32 pos, MatrixF *mat);
|
|
|
|
GameBase* getOrbitObject() { return(mOrbitObject); }
|
|
bool isObservingClientObject() { return(mObservingClientObject); }
|
|
|
|
void snapToPosition(const Point3F& pos);
|
|
void setCameraSubject(SceneObject* subject);
|
|
void setThirdPersonOffset(const Point3F& offset);
|
|
void setThirdPersonOffset(const Point3F& offset, const Point3F& coi_offset);
|
|
const Point3F& getThirdPersonOffset() const { return mCam_offset; }
|
|
const Point3F& getThirdPersonCOIOffset() const { return mCoi_offset; }
|
|
void setThirdPersonDistance(F32 distance);
|
|
F32 getThirdPersonDistance();
|
|
void setThirdPersonAngle(F32 angle);
|
|
F32 getThirdPersonAngle();
|
|
void setThirdPersonMode();
|
|
void setThirdPersonSnap();
|
|
void setThirdPersonSnapClient();
|
|
const char* getMode();
|
|
|
|
bool isCamera() const { return true; }
|
|
|
|
DECLARE_CONOBJECT(afxCamera);
|
|
DECLARE_CATEGORY("AFX");
|
|
|
|
private: // 3POV SECTION
|
|
void cam_update_3pov(F32 dt, bool on_server);
|
|
bool avoid_blocked_view(const Point3F& start, const Point3F& end, Point3F& newpos);
|
|
bool test_blocked_line(const Point3F& start, const Point3F& end);
|
|
|
|
public: // STD OVERRIDES SECTION
|
|
virtual bool onAdd();
|
|
virtual void onRemove();
|
|
virtual void onDeleteNotify(SimObject *obj);
|
|
|
|
virtual void advanceTime(F32 dt);
|
|
virtual void processTick(const Move* move);
|
|
virtual void interpolateTick(F32 delta);
|
|
|
|
virtual void writePacketData(GameConnection *conn, BitStream *stream);
|
|
virtual void readPacketData(GameConnection *conn, BitStream *stream);
|
|
virtual U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
|
|
virtual void unpackUpdate(NetConnection *conn, BitStream *stream);
|
|
|
|
virtual void onCameraScopeQuery(NetConnection* cr, CameraScopeQuery*);
|
|
virtual void getCameraTransform(F32* pos,MatrixF* mat);
|
|
virtual void setTransform(const MatrixF& mat);
|
|
|
|
virtual void onEditorEnable();
|
|
virtual void onEditorDisable();
|
|
|
|
virtual F32 getCameraFov();
|
|
virtual F32 getDefaultCameraFov();
|
|
virtual bool isValidCameraFov(F32 fov);
|
|
virtual void setCameraFov(F32 fov);
|
|
|
|
virtual F32 getDamageFlash() const;
|
|
virtual F32 getWhiteOut() const;
|
|
|
|
virtual void setControllingClient( GameConnection* connection );
|
|
};
|
|
|
|
|
|
#endif // _AFX_CAMERA_H_
|