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2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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/>.
*
*/
#ifndef ALCACHOFA_CAMERA_H
#define ALCACHOFA_CAMERA_H
#include "alcachofa/common.h"
#include "math/matrix4.h"
namespace Alcachofa {
class WalkingCharacter;
class Process;
struct Task;
static constexpr const int16_t kBaseScale = 300;
static constexpr const float kInvBaseScale = 1.0f / kBaseScale;
class Camera {
public:
inline Math::Angle rotation() const { return _cur._rotation; }
inline Math::Vector2d &shake() { return _shake; }
inline WalkingCharacter *followTarget() { return _followTarget; }
void update();
Math::Vector3d transform2Dto3D(Math::Vector3d v) const;
Math::Vector3d transform3Dto2D(Math::Vector3d v) const;
Common::Point transform3Dto2D(Common::Point p) const;
void resetRotationAndScale();
void setRoomBounds(Common::Point bgSize, int16 bgScale);
void setFollow(WalkingCharacter *target, bool catchUp = false);
void setPosition(Math::Vector2d v);
void setPosition(Math::Vector3d v);
void backup(uint slot);
void restore(uint slot);
void syncGame(Common::Serializer &s);
Task *lerpPos(Process &process,
Math::Vector2d targetPos,
int32 duration, EasingType easingType);
Task *lerpPos(Process &process,
Math::Vector3d targetPos,
int32 duration, EasingType easingType);
Task *lerpPosZ(Process &process,
float targetPosZ,
int32 duration, EasingType easingType);
Task *lerpScale(Process &process,
float targetScale,
int32 duration, EasingType easingType);
Task *lerpRotation(Process &process,
float targetRotation,
int32 duration, EasingType easingType);
Task *lerpPosScale(Process &process,
Math::Vector3d targetPos, float targetScale,
int32 duration, EasingType moveEasingType, EasingType scaleEasingType);
Task *waitToStop(Process &process);
Task *shake(Process &process, Math::Vector2d amplitude, Math::Vector2d frequency, int32 duration);
private:
friend struct CamLerpTask;
friend struct CamLerpPosTask;
friend struct CamLerpScaleTask;
friend struct CamLerpPosScaleTask;
friend struct CamLerpRotationTask;
friend struct CamShakeTask;
friend struct CamWaitToStopTask;
friend struct CamSetInactiveAttributeTask;
Math::Vector3d setAppliedCenter(Math::Vector3d center);
void setupMatricesAround(Math::Vector3d center);
void updateFollowing(float deltaTime);
struct State {
Math::Vector3d _usedCenter = Math::Vector3d(512, 384, 0);
float
_scale = 1.0f,
_speed = 0.0f,
_maxSpeedFactor = 230.0f;
Math::Angle _rotation;
bool _isBraking = false;
bool _isFollowingTarget = false;
void syncGame(Common::Serializer &s);
};
static constexpr uint kStateBackupCount = 2;
State _cur, _backups[kStateBackupCount];
WalkingCharacter *_followTarget = nullptr;
uint32 _lastUpdateTime = 0;
bool _isChanging = false,
_catchUp = false;
float _roomScale = 1.0f;
Math::Vector2d
_roomMin = Math::Vector2d(-10000, -10000),
_roomMax = Math::Vector2d(10000, 10000),
_shake;
Math::Vector3d _appliedCenter;
Math::Matrix4
_mat3Dto2D,
_mat2Dto3D;
};
}
#endif // ALCACHOFA_CAMERA_H