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- //-----------------------------------------------------------------------------
- // 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_
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