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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // View.h /////////////////////////////////////////////////////////////////////////////////////////
- // A "view", or window, into the World
- // Author: Michael S. Booth, February 2001
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _VIEW_H_
- #define _VIEW_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/GameType.h"
- #include "Common/Snapshot.h"
- #include "Lib/BaseType.h"
- #include "WW3D2/ColType.h" ///< we don't generally do this, but we need the W3D collision types
- #define DEFAULT_VIEW_WIDTH 640
- #define DEFAULT_VIEW_HEIGHT 480
- #define DEFAULT_VIEW_ORIGIN_X 0
- #define DEFAULT_VIEW_ORIGIN_Y 0
- // FORWARD DECLARATIONS ///////////////////////////////////////////////////////////////////////////
- class Drawable;
- class ViewLocation;
- class Thing;
- class Waypoint;
- class LookAtTranslator;
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- enum PickType
- {
- PICK_TYPE_TERRAIN = COLL_TYPE_0,
- PICK_TYPE_SELECTABLE = COLL_TYPE_1,
- PICK_TYPE_SHRUBBERY = COLL_TYPE_2,
- PICK_TYPE_MINES = COLL_TYPE_3, // mines aren't normally selectable, but workers/dozers need to
- PICK_TYPE_FORCEATTACKABLE = COLL_TYPE_4,
- PICK_TYPE_ALL_DRAWABLES = (PICK_TYPE_SELECTABLE | PICK_TYPE_SHRUBBERY | PICK_TYPE_MINES | PICK_TYPE_FORCEATTACKABLE)
- };
- // ------------------------------------------------------------------------------------------------
- /** The implementation of common view functionality. */
- // ------------------------------------------------------------------------------------------------
- class View : public Snapshot
- {
- public:
- /// Add an impulse force to shake the camera
- enum CameraShakeType
- {
- SHAKE_SUBTLE = 0,
- SHAKE_NORMAL,
- SHAKE_STRONG,
- SHAKE_SEVERE,
- SHAKE_CINE_EXTREME, //Added for cinematics ONLY
- SHAKE_CINE_INSANE, //Added for cinematics ONLY
- SHAKE_COUNT
- };
- // Return values for worldToScreenTriReturn
- enum WorldToScreenReturn
- {
- WTS_INSIDE_FRUSTUM = 0, // On the screen (inside frustum of camera)
- WTS_OUTSIDE_FRUSTUM, // Return is valid but off the screen (outside frustum of camera)
- WTS_INVALID, // No transform possible
- WTS_COUNT
- };
- public:
- View( void );
- virtual ~View( void );
- virtual void init( void );
- virtual void reset( void );
- virtual UnsignedInt getID( void ) { return m_id; }
- virtual void setZoomLimited( Bool limit ) { m_zoomLimited = limit; } ///< limit the zoom height
- virtual Bool isZoomLimited( void ) { return m_zoomLimited; } ///< get status of zoom limit
- /// pick drawable given the screen pixel coords. If force attack, picks bridges as well.
- virtual Drawable *pickDrawable( const ICoord2D *screen, Bool forceAttack, PickType pickType ) = 0;
- /// all drawables in the 2D screen region will call the 'callback'
- virtual Int iterateDrawablesInRegion( IRegion2D *screenRegion,
- Bool (*callback)( Drawable *draw, void *userData ),
- void *userData ) = 0;
- /** project the 4 corners of this view into the world and return each point as a parameter,
- the world points are at the requested Z */
- virtual void getScreenCornerWorldPointsAtZ( Coord3D *topLeft, Coord3D *topRight,
- Coord3D *bottomLeft, Coord3D *bottomRight,
- Real z );
- virtual void setWidth( Int width ) { m_width = width; }
- virtual Int getWidth( void ) { return m_width; }
- virtual void setHeight( Int height ) { m_height = height; }
- virtual Int getHeight( void ) { return m_height; }
- virtual void setOrigin( Int x, Int y) { m_originX=x; m_originY=y;} ///< Sets location of top-left view corner on display
- virtual void getOrigin( Int *x, Int *y) { *x=m_originX; *y=m_originY;} ///< Return location of top-left view corner on display
- virtual void forceRedraw() = 0;
- virtual void lookAt( const Coord3D *o ); ///< Center the view on the given coordinate
- virtual void initHeightForMap( void ) {}; ///< Init the camera height for the map at the current position.
- virtual void scrollBy( Coord2D *delta ); ///< Shift the view by the given delta
- virtual void moveCameraTo(const Coord3D *o, Int frames, Int shutter, Bool orient, Real easeIn, Real easeOut) { lookAt( o ); }
- virtual void moveCameraAlongWaypointPath(Waypoint *way, Int frames, Int shutter, Bool orient, Real easeIn, Real easeOut) { }
- virtual Bool isCameraMovementFinished( void ) { return TRUE; }
- virtual void cameraModFinalZoom(Real finalZoom, Real easeIn, Real easeOut){}; ///< Final zoom for current camera movement.
- virtual void cameraModRollingAverage(Int framesToAverage){}; ///< Number of frames to average movement for current camera movement.
- virtual void cameraModFinalTimeMultiplier(Int finalMultiplier){}; ///< Final time multiplier for current camera movement.
- virtual void cameraModFinalPitch(Real finalPitch, Real easeIn, Real easeOut){}; ///< Final pitch for current camera movement.
- virtual void cameraModFreezeTime(void){ } ///< Freezes time during the next camera movement.
- virtual void cameraModFreezeAngle(void){ } ///< Freezes time during the next camera movement.
- virtual void cameraModLookToward(Coord3D *pLoc){} ///< Sets a look at point during camera movement.
- virtual void cameraModFinalLookToward(Coord3D *pLoc){} ///< Sets a look at point during camera movement.
- virtual void cameraModFinalMoveTo(Coord3D *pLoc){ }; ///< Sets a final move to.
- // (gth) C&C3 animation controled camera feature
- virtual void cameraEnableSlaveMode(const AsciiString & thingtemplateName, const AsciiString & boneName) {}
- virtual void cameraDisableSlaveMode(void) {}
- virtual void Add_Camera_Shake(const Coord3D & position,float radius, float duration, float power) {}
- virtual enum FilterModes getViewFilterMode(void) {return (enum FilterModes)0;} ///< Turns on viewport special effect (black & white mode)
- virtual enum FilterTypes getViewFilterType(void) {return (enum FilterTypes)0;} ///< Turns on viewport special effect (black & white mode)
- virtual Bool setViewFilterMode(enum FilterModes filterMode) { return FALSE; } ///< Turns on viewport special effect (black & white mode)
- virtual void setViewFilterPos(const Coord3D *pos) { }; ///< Passes a position to the special effect filter.
- virtual Bool setViewFilter( enum FilterTypes filter) { return FALSE;} ///< Turns on viewport special effect (black & white mode)
- virtual void setFadeParameters(Int fadeFrames, Int direction) { };
- virtual void set3DWireFrameMode(Bool enable) { };
- virtual void resetCamera(const Coord3D *location, Int frames, Real easeIn, Real easeOut) {}; ///< Move camera to location, and reset to default angle & zoom.
- virtual void rotateCamera(Real rotations, Int frames, Real easeIn, Real easeOut) {}; ///< Rotate camera about current viewpoint.
- virtual void rotateCameraTowardObject(ObjectID id, Int milliseconds, Int holdMilliseconds, Real easeIn, Real easeOut) {}; ///< Rotate camera to face an object, and hold on it
- virtual void rotateCameraTowardPosition(const Coord3D *pLoc, Int milliseconds, Real easeIn, Real easeOut, Bool reverseRotation) {}; ///< Rotate camera to face a location.
- virtual Bool isTimeFrozen(void){ return false;} ///< Freezes time during the next camera movement.
- virtual Int getTimeMultiplier(void) {return 1;}; ///< Get the time multiplier.
- virtual void setTimeMultiplier(Int multiple) {}; ///< Set the time multiplier.
- virtual void setDefaultView(Real pitch, Real angle, Real maxHeight) {};
- virtual void zoomCamera( Real finalZoom, Int milliseconds, Real easeIn, Real easeOut ) {};
- virtual void pitchCamera( Real finalPitch, Int milliseconds, Real easeIn, Real easeOut ) {};
- virtual void setAngle( Real angle ); ///< Rotate the view around the up axis to the given angle
- virtual Real getAngle( void ) { return m_angle; }
- virtual void setPitch( Real angle ); ///< Rotate the view around the horizontal axis to the given angle
- virtual Real getPitch( void ) { return m_pitchAngle; } ///< Return current camera pitch
- virtual void setAngleAndPitchToDefault( void ); ///< Set the view angle back to default
- virtual void getPosition(Coord3D *pos) { *pos=m_pos;} ///< Returns position camera is looking at (z will be zero)
- virtual const Coord3D& get3DCameraPosition() const = 0; ///< Returns the actual camera position
- virtual Real getZoom() { return m_zoom; }
- virtual void setZoom(Real z) { }
- virtual Real getHeightAboveGround() { return m_heightAboveGround; }
- virtual void setHeightAboveGround(Real z) { m_heightAboveGround = z; }
- virtual void zoomIn( void ); ///< Zoom in, closer to the ground, limit to min
- virtual void zoomOut( void ); ///< Zoom out, farther away from the ground, limit to max
- virtual void setZoomToDefault( void ) { } ///< Set zoom to default value
- virtual Real getMaxZoom( void ) { return m_maxZoom; } ///< return max zoom value
- virtual void setOkToAdjustHeight( Bool val ) { m_okToAdjustHeight = val; } ///< Set this to adjust camera height
- // for debugging
- virtual Real getTerrainHeightUnderCamera() { return m_terrainHeightUnderCamera; }
- virtual void setTerrainHeightUnderCamera(Real z) { m_terrainHeightUnderCamera = z; }
- virtual Real getCurrentHeightAboveGround() { return m_currentHeightAboveGround; }
- virtual void setCurrentHeightAboveGround(Real z) { m_currentHeightAboveGround = z; }
- virtual void setFieldOfView( Real angle ) { m_FOV = angle; } ///< Set the horizontal field of view angle
- virtual Real getFieldOfView( void ) { return m_FOV; } ///< Get the horizontal field of view angle
- Bool worldToScreen( const Coord3D *w, ICoord2D *s ) { return worldToScreenTriReturn( w, s ) == WTS_INSIDE_FRUSTUM; } ///< Transform world coordinate "w" into screen coordinate "s"
- virtual WorldToScreenReturn worldToScreenTriReturn(const Coord3D *w, ICoord2D *s ) = 0; ///< Like worldToScreen(), but with a more informative return value
- virtual void screenToWorld( const ICoord2D *s, Coord3D *w ) = 0; ///< Transform screen coordinate "s" into world coordinate "w"
- virtual void screenToTerrain( const ICoord2D *screen, Coord3D *world ) = 0; ///< transform screen coord to a point on the 3D terrain
- virtual void screenToWorldAtZ( const ICoord2D *s, Coord3D *w, Real z ) = 0; ///< transform screen point to world point at the specified world Z value
- virtual void getLocation ( ViewLocation *location ); ///< write the view's current location in to the view location object
- virtual void setLocation ( const ViewLocation *location ); ///< set the view's current location from to the view location object
- virtual void drawView( void ) = 0; ///< Render the world visible in this view.
- virtual void updateView(void) = 0; ///<called once per frame to determine the final camera and object transforms
- virtual ObjectID getCameraLock() const { return m_cameraLock; }
- virtual void setCameraLock(ObjectID id) { m_cameraLock = id; m_lockDist = 0.0f; m_lockType = LOCK_FOLLOW; }
- virtual void snapToCameraLock( void ) { m_snapImmediate = TRUE; }
- enum CameraLockType { LOCK_FOLLOW, LOCK_TETHER };
- virtual void setSnapMode( CameraLockType lockType, Real lockDist ) { m_lockType = lockType; m_lockDist = lockDist; }
- virtual Drawable *getCameraLockDrawable() const { return m_cameraLockDrawable; }
- virtual void setCameraLockDrawable(Drawable *drawable) { m_cameraLockDrawable = drawable; m_lockDist = 0.0f; }
- virtual void setMouseLock( Bool mouseLocked ) { m_mouseLocked = mouseLocked; } ///< lock/unlock the mouse input to the tactical view
- virtual Bool isMouseLocked( void ) { return m_mouseLocked; } ///< is the mouse input locked to the tactical view?
- /// Add an impulse force to shake the camera
- virtual void shake( const Coord3D *epicenter, CameraShakeType shakeType ) { };
- virtual Real getFXPitch( void ) const { return 1.0f; } ///< returns the FX pitch angle
- virtual void forceCameraConstraintRecalc(void) {}
- virtual void setGuardBandBias( const Coord2D *gb ) = 0;
- protected:
- friend class Display;
- // snapshot methods
- virtual void crc( Xfer *xfer ) { }
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void ) { }
- void setPosition( const Coord3D *pos ) { m_pos = *pos; }
- const Coord3D *getPosition( void ) const { return &m_pos; }
- virtual View *prependViewToList( View *list ); ///< Prepend this view to the given list, return the new list
- virtual View *getNextView( void ) { return m_next; } ///< Return next view in the set
- // **********************************************************************************************
- View *m_next; ///< List links used by the Display class
- UnsignedInt m_id; ///< Rhe ID of this view
- static UnsignedInt m_idNext; ///< Used for allocating view ID's for all views
- Coord3D m_pos; ///< Position of this view, in world coordinates
- Int m_width, m_height; ///< Dimensions of the view
- Int m_originX, m_originY; ///< Location of top/left view corner
- Real m_angle; ///< Angle at which view has been rotated about the Z axis
- Real m_pitchAngle; ///< Rotation of view direction around horizontal (X) axis
- Real m_maxZoom; ///< Largest zoom value (minimum actual zoom)
- Real m_minZoom; ///< Smallest zoom value (maximum actual zoom)
- Real m_maxHeightAboveGround;
- Real m_minHeightAboveGround;
- Real m_zoom; ///< Current zoom value
- Real m_heightAboveGround; ///< User's desired height above ground
- Bool m_zoomLimited; ///< Camera restricted in zoom height
- Real m_defaultAngle;
- Real m_defaultPitchAngle;
- Real m_currentHeightAboveGround; ///< Cached value for debugging
- Real m_terrainHeightUnderCamera; ///< Cached value for debugging
- ObjectID m_cameraLock; ///< if nonzero, id of object that the camera should follow
- Drawable *m_cameraLockDrawable; ///< if nonzero, drawble of object that camera should follow.
- CameraLockType m_lockType; ///< are we following or just tethering?
- Real m_lockDist; ///< how far can we be when tethered?
- Real m_FOV; ///< the current field of view angle
- Bool m_mouseLocked; ///< is the mouse input locked to the tactical view?
- Bool m_okToAdjustHeight; ///< Should we attempt to adjust camera height?
- Bool m_snapImmediate; ///< Should we immediately snap to the object we're following?
- Coord2D m_guardBandBias; ///< Exttra beefy margins so huge thins can stay "on-screen"
- };
- // ------------------------------------------------------------------------------------------------
- /** Used to save and restore view position */
- // ------------------------------------------------------------------------------------------------
- class ViewLocation
- {
- friend class View;
- friend class LookAtTranslator;
- protected:
- Bool m_valid; ///< Is this location valid
- Coord3D m_pos; ///< Position of this view, in world coordinates
- Real m_angle; ///< Angle at which view has been rotated about the Z axis
- Real m_pitch; ///< Angle at which view has been rotated about the Y axis
- Real m_zoom; ///< Current zoom value
- public:
- ViewLocation()
- {
- m_valid = FALSE;
- //Added By Sadullah Nader
- //Initialization(s) inserted
- m_pos.zero();
- m_angle = m_pitch = m_zoom = 0.0;
- //
- }
-
- const Coord3D& getPosition() const { return m_pos; }
- Bool isValid() const { return m_valid; }
- Real getAngle() const { return m_angle; }
- Real getPitch() const { return m_pitch; }
- Real getZoom() const { return m_zoom; }
- void init(Real x, Real y, Real z, Real angle, Real pitch, Real zoom)
- {
- m_pos.x = x;
- m_pos.y = y;
- m_pos.z = z;
- m_angle = angle;
- m_pitch = pitch;
- m_zoom = zoom;
- m_valid = true;
- }
- };
- // EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
- extern View *TheTacticalView; ///< the main tactical interface to the game world
- #endif // _VIEW_H_
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