/* Copyright (C) 2015 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 .
*/
#include "precompiled.h"
#include
#include
#include "lib/ogl.h"
#include "CinemaTrack.h"
#include "ps/Game.h"
#include "GameView.h"
#include "maths/MathUtil.h"
#include "Camera.h"
#include "ps/CStr.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "maths/Quaternion.h"
CCinemaPath::CCinemaPath(const CCinemaData& data, const TNSpline& spline)
: CCinemaData(data), TNSpline(spline), m_TimeElapsed(0.f)
{
m_TimeElapsed = 0;
BuildSpline();
//Set distortion mode and style
switch(data.m_Mode)
{
case CCinemaPath::EM_IN:
DistModePtr = &CCinemaPath::EaseIn;
break;
case CCinemaPath::EM_OUT:
DistModePtr = &CCinemaPath::EaseOut;
break;
case CCinemaPath::EM_INOUT:
DistModePtr = &CCinemaPath::EaseInOut;
break;
case CCinemaPath::EM_OUTIN:
DistModePtr = &CCinemaPath::EaseOutIn;
break;
default:
debug_printf("Cinematic mode not found for %d\n", data.m_Mode);
break;
}
switch (data.m_Style)
{
case CCinemaPath::ES_DEFAULT:
DistStylePtr = &CCinemaPath::EaseDefault;
break;
case CCinemaPath::ES_GROWTH:
DistStylePtr = &CCinemaPath::EaseGrowth;
break;
case CCinemaPath::ES_EXPO:
DistStylePtr = &CCinemaPath::EaseExpo;
break;
case CCinemaPath::ES_CIRCLE:
DistStylePtr = &CCinemaPath::EaseCircle;
break;
case CCinemaPath::ES_SINE:
DistStylePtr = &CCinemaPath::EaseSine;
break;
default:
debug_printf("Cinematic mode not found for %d\n", data.m_Style);
break;
}
//UpdateDuration();
}
void CCinemaPath::DrawSpline(const CVector4D& RGBA, int smoothness, bool lines) const
{
if (NodeCount < 2 || DistModePtr == NULL)
return;
if ( NodeCount == 2 && lines )
smoothness = 2;
float start = MaxDistance / smoothness;
float time=0;
#if CONFIG2_GLES
#warning TODO: do something about CCinemaPath on GLES
#else
glColor4f( RGBA.X, RGBA.Y, RGBA.Z, RGBA.W );
if ( lines )
{
glLineWidth(1.8f);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (int i=0; i<=smoothness; ++i)
{
//Find distorted time
time = start*i / MaxDistance;
CVector3D tmp = GetPosition(time);
glVertex3f( tmp.X, tmp.Y, tmp.Z );
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
else
{
smoothness /= 2;
start = MaxDistance / smoothness;
glEnable(GL_POINT_SMOOTH);
glPointSize(3.0f);
glBegin(GL_POINTS);
for (int i=0; i<=smoothness; ++i)
{
//Find distorted time
time = (this->*DistModePtr)(start*i / MaxDistance);
CVector3D tmp = GetPosition(time);
glVertex3f( tmp.X, tmp.Y, tmp.Z );
}
glColor3f(1.0f, 1.0f, 0.0f); //yellow
for ( size_t i=0; iGetView()->GetCamera();
t = (this->*DistModePtr)(t);
CVector3D nodeRotation = Node[m_CurrentNode + 1].Rotation;
CQuaternion start, end;
start.FromEulerAngles(DEGTORAD(startRotation.X), DEGTORAD(startRotation.Y), DEGTORAD(startRotation.Z));
end.FromEulerAngles(DEGTORAD(nodeRotation.X), DEGTORAD(nodeRotation.Y), DEGTORAD(nodeRotation.Z));
start.Slerp(start, end, nodet);
CVector3D pos = GetPosition(t);
CQuaternion quat;
Cam->m_Orientation.SetIdentity();
Cam->m_Orientation.Rotate(start);
Cam->m_Orientation.Translate(pos);
Cam->UpdateFrustum();
}
//Distortion mode functions
float CCinemaPath::EaseIn(float t) const
{
return (this->*DistStylePtr)(t);
}
float CCinemaPath::EaseOut(float t) const
{
return 1.0f - EaseIn(1.0f-t);
}
float CCinemaPath::EaseInOut(float t) const
{
if (t < m_Switch)
return EaseIn(1.0f/m_Switch * t) * m_Switch;
return EaseOut(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
}
float CCinemaPath::EaseOutIn(float t) const
{
if (t < m_Switch)
return EaseOut(1.0f/m_Switch * t) * m_Switch;
return EaseIn(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
}
//Distortion style functions
float CCinemaPath::EaseDefault(float t) const
{
return t;
}
float CCinemaPath::EaseGrowth(float t) const
{
return pow(t, m_Growth);
}
float CCinemaPath::EaseExpo(float t) const
{
if(t == 0)
return t;
return powf(m_Growth, 10*(t-1.0f));
}
float CCinemaPath::EaseCircle(float t) const
{
t = -(sqrt(1.0f - t*t) - 1.0f);
if(m_GrowthCount > 1.0f)
{
m_GrowthCount--;
return (this->*DistStylePtr)(t);
}
return t;
}
float CCinemaPath::EaseSine(float t) const
{
t = 1.0f - cos(t * (float)M_PI/2);
if(m_GrowthCount > 1.0f)
{
m_GrowthCount--;
return (this->*DistStylePtr)(t);
}
return t;
}
bool CCinemaPath::Validate()
{
if ( m_TimeElapsed <= GetDuration() && m_TimeElapsed >= 0.0f )
{
//Find current node and past "node time"
float previousTime = 0.0f, cumulation = 0.0f;
//Ignore the last node, since it is a blank (node time values are shifted down one from interface)
for ( size_t i = 0; i < Node.size() - 1; ++i )
{
cumulation += Node[i].Distance;
if ( m_TimeElapsed <= cumulation )
{
m_PreviousNodeTime = previousTime;
m_PreviousRotation = Node[i].Rotation;
m_CurrentNode = i; //We're moving toward this next node, so use its rotation
return true;
}
else
previousTime += Node[i].Distance;
}
}
return false;
}
bool CCinemaPath::Play(const float deltaRealTime)
{
m_TimeElapsed += m_Timescale * deltaRealTime;
if (!Validate())
{
m_TimeElapsed = 0.0f;
return false;
}
MoveToPointAt( m_TimeElapsed / GetDuration(), GetNodeFraction(), m_PreviousRotation );
return true;
}
CCinemaManager::CCinemaManager() : m_DrawCurrentSpline(false), m_Active(true), m_ValidCurrent(false)
{
m_CurrentPath = m_Paths.end();
}
void CCinemaManager::AddPath(CCinemaPath path, const CStrW& name)
{
ENSURE( m_Paths.find( name ) == m_Paths.end() );
m_Paths[name] = path;
}
void CCinemaManager::QueuePath(const CStrW& name, bool queue )
{
if (!m_PathQueue.empty() && queue == false)
{
return;
}
else
{
ENSURE(HasTrack(name));
m_PathQueue.push_back(m_Paths[name]);
}
}
void CCinemaManager::OverridePath(const CStrW& name)
{
m_PathQueue.clear();
ENSURE(HasTrack(name));
m_PathQueue.push_back( m_Paths[name] );
}
void CCinemaManager::SetAllPaths( const std::map& paths)
{
CStrW name;
m_Paths = paths;
}
void CCinemaManager::SetCurrentPath(const CStrW& name, bool current, bool drawLines)
{
if ( !HasTrack(name) )
m_ValidCurrent = false;
else
m_ValidCurrent = true;
m_CurrentPath = m_Paths.find(name);
m_DrawCurrentSpline = current;
m_DrawLines = drawLines;
DrawSpline();
}
bool CCinemaManager::HasTrack(const CStrW& name) const
{
return m_Paths.find(name) != m_Paths.end();
}
void CCinemaManager::DrawSpline() const
{
if ( !(m_DrawCurrentSpline && m_ValidCurrent) )
return;
static const int smoothness = 200;
m_CurrentPath->second.DrawSpline(CVector4D(0.f, 0.f, 1.f, 1.f), smoothness, m_DrawLines);
}
void CCinemaManager::MoveToPointAt(float time)
{
ENSURE(m_CurrentPath != m_Paths.end());
StopPlaying();
m_CurrentPath->second.m_TimeElapsed = time;
if ( !m_CurrentPath->second.Validate() )
return;
m_CurrentPath->second.MoveToPointAt(m_CurrentPath->second.m_TimeElapsed /
m_CurrentPath->second.GetDuration(), m_CurrentPath->second.GetNodeFraction(),
m_CurrentPath->second.m_PreviousRotation );
}
bool CCinemaManager::Update(const float deltaRealTime)
{
if (!m_PathQueue.front().Play(deltaRealTime))
{
m_PathQueue.pop_front();
return false;
}
return true;
}