/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_CINEMAPATH #define INCLUDED_CINEMAPATH #include "maths/NUSpline.h" #include "ps/CStr.h" class CVector3D; class CCamera; class CCinemaData { public: CCinemaData() : m_LookAtTarget(false), m_GrowthCount(0), m_Growth(1), m_Switch(1), m_Timescale(fixed::FromInt(1)) {} virtual ~CCinemaData() {} const CCinemaData* GetData() const { return this; } CStrW m_Name; CStrW m_Orientation; CStrW m_Mode; CStrW m_Style; bool m_LookAtTarget; fixed m_Timescale; // a negative timescale results in backwards play // Distortion variables mutable float m_GrowthCount; float m_Growth; float m_Switch; }; // Once the data is part of the path, it shouldn't be changeable, so use private inheritance. // This class encompasses the spline and the information which determines how the path will operate // and also provides the functionality for doing so class CCinemaPath : private CCinemaData, public TNSpline { public: CCinemaPath() : m_TimeElapsed(0), m_PreviousNodeTime(0) {} CCinemaPath(const CCinemaData& data, const TNSpline& spline, const TNSpline& targetSpline); // Sets camera position to calculated point on spline void MoveToPointAt(float t, float nodet, const CVector3D& startRotation, CCamera* camera) const; // Distortion mode functions-change how ratio is passed to distortion style functions float EaseIn(float t) const; float EaseOut(float t) const; float EaseInOut(float t) const; float EaseOutIn(float t) const; // Distortion style functions float EaseDefault(float t) const; float EaseGrowth(float t) const; float EaseExpo(float t) const; float EaseCircle(float t) const; float EaseSine(float t) const; float (CCinemaPath::*DistStylePtr)(float ratio) const; float (CCinemaPath::*DistModePtr)(float ratio) const; const CCinemaData* GetData() const; public: CVector3D GetNodePosition(const int index) const; fixed GetNodeDuration(const int index) const; fixed GetDuration() const; float GetNodeFraction() const; float GetElapsedTime() const; const CStrW& GetName() const; void SetTimescale(fixed scale); float m_TimeElapsed; float m_PreviousNodeTime; // How much time has passed before the current node size_t m_CurrentNode; CVector3D m_PreviousRotation; public: /** * Returns false if finished. * @param deltaRealTime Elapsed real time since the last frame. * @param camera An affected camera */ bool Play(const float deltaRealTime, CCamera* camera); /** * Validate the path * @return true if the path is valid */ bool Validate(); /** * Returns true if path doesn't contain nodes */ bool Empty() const; /** * Resets the path state */ void Reset(); fixed GetTimescale() const; const TNSpline& GetTargetSpline() const; private: TNSpline m_TargetSpline; }; #endif // INCLUDED_CINEMAPATH