123 lines
3.8 KiB
C++
123 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ALCACHOFA_CAMERA_H
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#define ALCACHOFA_CAMERA_H
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#include "alcachofa/common.h"
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#include "math/matrix4.h"
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namespace Alcachofa {
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class WalkingCharacter;
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class Process;
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struct Task;
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static constexpr const int16_t kBaseScale = 300;
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static constexpr const float kInvBaseScale = 1.0f / kBaseScale;
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class Camera {
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public:
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inline Math::Angle rotation() const { return _cur._rotation; }
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inline Math::Vector2d &shake() { return _shake; }
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inline WalkingCharacter *followTarget() { return _followTarget; }
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void update();
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Math::Vector3d transform2Dto3D(Math::Vector3d v) const;
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Math::Vector3d transform3Dto2D(Math::Vector3d v) const;
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Common::Point transform3Dto2D(Common::Point p) const;
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void resetRotationAndScale();
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void setRoomBounds(Common::Point bgSize, int16 bgScale);
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void setFollow(WalkingCharacter *target, bool catchUp = false);
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void setPosition(Math::Vector2d v);
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void setPosition(Math::Vector3d v);
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void backup(uint slot);
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void restore(uint slot);
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void syncGame(Common::Serializer &s);
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Task *lerpPos(Process &process,
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Math::Vector2d targetPos,
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int32 duration, EasingType easingType);
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Task *lerpPos(Process &process,
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Math::Vector3d targetPos,
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int32 duration, EasingType easingType);
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Task *lerpPosZ(Process &process,
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float targetPosZ,
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int32 duration, EasingType easingType);
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Task *lerpScale(Process &process,
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float targetScale,
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int32 duration, EasingType easingType);
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Task *lerpRotation(Process &process,
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float targetRotation,
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int32 duration, EasingType easingType);
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Task *lerpPosScale(Process &process,
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Math::Vector3d targetPos, float targetScale,
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int32 duration, EasingType moveEasingType, EasingType scaleEasingType);
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Task *waitToStop(Process &process);
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Task *shake(Process &process, Math::Vector2d amplitude, Math::Vector2d frequency, int32 duration);
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private:
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friend struct CamLerpTask;
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friend struct CamLerpPosTask;
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friend struct CamLerpScaleTask;
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friend struct CamLerpPosScaleTask;
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friend struct CamLerpRotationTask;
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friend struct CamShakeTask;
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friend struct CamWaitToStopTask;
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friend struct CamSetInactiveAttributeTask;
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Math::Vector3d setAppliedCenter(Math::Vector3d center);
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void setupMatricesAround(Math::Vector3d center);
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void updateFollowing(float deltaTime);
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struct State {
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Math::Vector3d _usedCenter = Math::Vector3d(512, 384, 0);
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float
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_scale = 1.0f,
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_speed = 0.0f,
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_maxSpeedFactor = 230.0f;
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Math::Angle _rotation;
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bool _isBraking = false;
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bool _isFollowingTarget = false;
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void syncGame(Common::Serializer &s);
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};
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static constexpr uint kStateBackupCount = 2;
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State _cur, _backups[kStateBackupCount];
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WalkingCharacter *_followTarget = nullptr;
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uint32 _lastUpdateTime = 0;
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bool _isChanging = false,
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_catchUp = false;
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float _roomScale = 1.0f;
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Math::Vector2d
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_roomMin = Math::Vector2d(-10000, -10000),
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_roomMax = Math::Vector2d(10000, 10000),
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_shake;
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Math::Vector3d _appliedCenter;
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Math::Matrix4
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_mat3Dto2D,
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_mat2Dto3D;
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};
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}
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#endif // ALCACHOFA_CAMERA_H
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