Camera.cpp 10 KB

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  1. //------------------------------------------------------------------------------------------------
  2. // 0.0.1
  3. //------------------------------------------------------------------------------------------------
  4. #include "camera.h"
  5. #include "3d_math.h"
  6. #include "Object.h"
  7. #include "3d_all.h"
  8. #include "Berusky3d_kofola_interface.h"
  9. #define MAXZOOMSPEED 20
  10. #define MAXRSPEED 80
  11. #define MAXFISPEED 60
  12. //------------------------------------------------------------------------------------------------
  13. // spocte procenta
  14. //------------------------------------------------------------------------------------------------
  15. float f_Count_Percentage(float init, float real, float finish)
  16. {
  17. if ((finish - init) == 0)
  18. return 100;
  19. return ((100.0f * (real - init)) / (finish - init));
  20. }
  21. float vf_Count_Percentage(float *init, float *real, float *finish)
  22. {
  23. float vr[3], dr, vf[3], df;
  24. Make_Vector(init, finish, vf);
  25. df = Vector_Length(vf);
  26. Make_Vector(init, real, vr);
  27. dr = Vector_Length(vr);
  28. if (df == 0)
  29. return 100;
  30. return ((100.0f * dr) / df);
  31. }
  32. //------------------------------------------------------------------------------------------------
  33. // spocte minimum
  34. //------------------------------------------------------------------------------------------------
  35. float Min(float *vfArray, int size)
  36. {
  37. int i;
  38. float min = vfArray[0];
  39. for (i = 1; i < size; i++)
  40. if (vfArray[i] < min)
  41. min = vfArray[i];
  42. return min;
  43. }
  44. //------------------------------------------------------------------------------------------------
  45. // aniamce kamery "jumping"
  46. //------------------------------------------------------------------------------------------------
  47. void camera_Animate_Jumping(CAMERA_ANIMATION * cam)
  48. {
  49. float v[3], r, fi, dist, fpq, perc[4], min_p;
  50. if (!cam->flag)
  51. return;
  52. fpq = kom_get_framerate() / 4.0f;
  53. kam_pol_get((BOD *) & cam->real.Position, &cam->real.r, &cam->real.fi,
  54. &cam->real.Distance);
  55. Make_Vector(cam->real.Position, cam->finish.Position, v);
  56. Multiple_Vector(v, (1.0f / fpq));
  57. r = (cam->finish.r - cam->real.r) / fpq;
  58. fi = (cam->finish.fi - cam->real.fi) / fpq;
  59. dist = (cam->finish.Distance - cam->real.Distance) / fpq;
  60. Add_Vector(cam->real.Position, v, cam->real.Position);
  61. cam->real.r += r;
  62. cam->real.fi += fi;
  63. cam->real.Distance += dist;
  64. perc[0] =
  65. f_Count_Percentage(cam->init.Distance, cam->real.Distance,
  66. cam->finish.Distance);
  67. perc[1] = f_Count_Percentage(cam->init.r, cam->real.r, cam->finish.r);
  68. perc[2] = f_Count_Percentage(cam->init.fi, cam->real.fi, cam->finish.fi);
  69. perc[3] =
  70. vf_Count_Percentage(cam->init.Position, cam->real.Position,
  71. cam->finish.Position);
  72. min_p = Min(perc, 4);
  73. if (min_p > 60)
  74. cam->bChange = 1;
  75. if (fabs(r) < 0.1f &&
  76. fabs(fi) < 0.1f &&
  77. fabs(dist) < 0.1f &&
  78. fabs(v[0]) < 0.1f && fabs(v[1]) < 0.1f && fabs(v[2]) < 0.1f)
  79. cam->flag = 0;
  80. kam_pol_set((BOD *) & cam->real.Position, cam->real.r, cam->real.fi,
  81. cam->real.Distance, 1);
  82. }
  83. //------------------------------------------------------------------------------------------------
  84. // init kamery
  85. //------------------------------------------------------------------------------------------------
  86. void camera_Init(CAMERA_ANIMATION * cam)
  87. {
  88. kam_pol_get((BOD *) & cam->init.Position, &cam->init.r, &cam->init.fi,
  89. &cam->init.Distance);
  90. }
  91. //------------------------------------------------------------------------------------------------
  92. // animace kamery
  93. //------------------------------------------------------------------------------------------------
  94. void camera_Animate(CAMERA_ANIMATION * cam)
  95. {
  96. float v[3], r, fi, dist, perc[4], min_p, fpq;
  97. if (!cam->flag)
  98. return;
  99. fpq = kom_get_framerate() / 4.0f;
  100. kam_pol_get((BOD *) & cam->real.Position, &cam->real.r, &cam->real.fi,
  101. &cam->real.Distance);
  102. perc[0] =
  103. f_Count_Percentage(cam->init.Distance, cam->real.Distance,
  104. cam->finish.Distance);
  105. perc[1] = f_Count_Percentage(cam->init.r, cam->real.r, cam->finish.r);
  106. perc[2] = f_Count_Percentage(cam->init.fi, cam->real.fi, cam->finish.fi);
  107. perc[3] =
  108. vf_Count_Percentage(cam->init.Position, cam->real.Position,
  109. cam->finish.Position);
  110. min_p = Min(perc, 4);
  111. if (min_p > 75) {
  112. Make_Vector(cam->real.Position, cam->finish.Position, v);
  113. Multiple_Vector(v, (1.0f / fpq));
  114. r = (cam->finish.r - cam->real.r) / fpq;
  115. fi = (cam->finish.fi - cam->real.fi) / fpq;
  116. dist = (cam->finish.Distance - cam->real.Distance) / fpq;
  117. }
  118. else {
  119. Make_Vector(cam->init.Position, cam->finish.Position, v);
  120. Normalize_Vector(v);
  121. Multiple_Vector(v, (1.0f / fpq));
  122. r = (cam->finish.r - cam->init.r) / fpq;
  123. if (fabs(r) > (MAXRSPEED / (fpq * 4.0f))) {
  124. if (r < 0)
  125. r = MAXRSPEED / (fpq * -4.0f);
  126. else
  127. r = MAXRSPEED / (fpq * 4.0f);
  128. }
  129. fi = (cam->finish.fi - cam->init.fi) / fpq;
  130. if (fabs(fi) > (MAXFISPEED / (fpq * 4.0f))) {
  131. if (fi < 0)
  132. fi = MAXFISPEED / (fpq * -4.0f);
  133. else
  134. fi = MAXFISPEED / (fpq * 4.0f);
  135. }
  136. dist = (cam->finish.Distance - cam->init.Distance) / (fpq * 4.0f);
  137. if (fabs(dist) > (MAXZOOMSPEED / (fpq * 4.0f))) {
  138. if (dist < 0)
  139. dist = MAXZOOMSPEED / (fpq * -4.0f);
  140. else
  141. dist = MAXZOOMSPEED / (fpq * 4.0f);
  142. }
  143. }
  144. if (min_p > 60)
  145. cam->bChange = 1;
  146. Add_Vector(cam->real.Position, v, cam->real.Position);
  147. cam->real.r += r;
  148. cam->real.fi += fi;
  149. cam->real.Distance += dist;
  150. if (fabs(r) < 0.1f &&
  151. fabs(fi) < 0.1f &&
  152. fabs(dist) < 0.1f &&
  153. fabs(v[0]) < 0.1f && fabs(v[1]) < 0.1f && fabs(v[2]) < 0.1f)
  154. cam->flag = 0;
  155. kam_pol_set((BOD *) & cam->real.Position, cam->real.r, cam->real.fi,
  156. cam->real.Distance, 1);
  157. }
  158. //------------------------------------------------------------------------------------------------
  159. // spusti kameru
  160. //------------------------------------------------------------------------------------------------
  161. void camera_Go(CAMERA_ANIMATION * cam, float fpq)
  162. {
  163. cam->flag = 1;
  164. cam->bChange = 0;
  165. camera_Init(cam);
  166. }
  167. void camera_Fast_Turn(int pressed_key, char left, int *flag, float fpq)
  168. {
  169. CAMERA_ANIMATION cam;
  170. float lr;
  171. int f, i;
  172. key[pressed_key] = 0;
  173. kam_pol_get((BOD *) & cam.finish.Position, &cam.finish.r, &cam.finish.fi,
  174. &cam.finish.Distance);
  175. lr = cam.finish.r;
  176. if (left)
  177. cam.finish.r -= 90.0f;
  178. else
  179. cam.finish.r += 90.0f;
  180. f = (int) floor(cam.finish.r / 90.0f);
  181. i = (int) floor(cam.finish.r) % 90;
  182. if (abs(i) < 45) {
  183. if (left)
  184. f--;
  185. else
  186. f++;
  187. }
  188. cam.finish.r = f * 90.0f;
  189. while (fabs(cam.finish.r - lr) > 135) {
  190. if (left)
  191. f++;
  192. else
  193. f--;
  194. cam.finish.r = f * 90.0f;
  195. }
  196. cam.last_move = left;
  197. kam_pol_anim((BOD *) cam.finish.Position, cam.finish.r, cam.finish.fi,
  198. cam.finish.Distance, flag, GK_REMOVE, 4, 1);
  199. //camera_Go(cam, fpq);
  200. }
  201. void camera_Zoom(int pressed_key, char out, int *flag, float fpq)
  202. {
  203. CAMERA_ANIMATION cam;
  204. key[pressed_key] = 0;
  205. kam_pol_get((BOD *) & cam.finish.Position, &cam.finish.r, &cam.finish.fi,
  206. &cam.finish.Distance);
  207. if (!out)
  208. cam.finish.Distance -= 10.0f;
  209. else
  210. cam.finish.Distance += 10.0f;
  211. // camera_Go(cam, fpq);
  212. kam_pol_anim((BOD *) cam.finish.Position, cam.finish.r, cam.finish.fi,
  213. cam.finish.Distance, flag, GK_REMOVE, 4, 1);
  214. }
  215. void camera_Turn(int pressed_key, int left, int down, CAMERA_ANIMATION * cam,
  216. float fpq)
  217. {
  218. key[pressed_key] = 0;
  219. kam_pol_get((BOD *) & cam->finish.Position, &cam->finish.r, &cam->finish.fi,
  220. &cam->finish.Distance);
  221. if (!left)
  222. cam->finish.r += 40.0f;
  223. else if (left == 1)
  224. cam->finish.r -= 40.0f;
  225. if (!down)
  226. cam->finish.fi += 20.0f;
  227. else if (down == 1)
  228. cam->finish.fi -= 20.0f;
  229. camera_Go(cam, fpq);
  230. }
  231. void camera_Move(int pressed_key, int left, int back, CAMERA_ANIMATION * cam,
  232. float fpq)
  233. {
  234. float v[3], vR[3];
  235. key[pressed_key] = 0;
  236. kam_pol_get((BOD *) & cam->finish.Position, &cam->finish.r, &cam->finish.fi,
  237. &cam->finish.Distance);
  238. kam_3ds_get((BOD *) & cam->finish.Position, (BOD *) & cam->finish.Target,
  239. &cam->finish.Roll);
  240. cam->finish.Position[1] = cam->finish.Target[1];
  241. Make_Vector(cam->finish.Target, cam->finish.Position, v);
  242. Normalize_Vector(v);
  243. if (!left) {
  244. Normal_Vector(v, vR);
  245. Multiple_Vector(vR, 4);
  246. Add_Vector(cam->finish.Target, vR, cam->finish.Position);
  247. }
  248. else if (left == 1) {
  249. Normal_Vector(v, vR);
  250. Multiple_Vector(vR, 4);
  251. Inverse_Vector(vR, vR, 3);
  252. Add_Vector(cam->finish.Target, vR, cam->finish.Position);
  253. }
  254. if (!back) {
  255. Multiple_Vector(v, 4);
  256. Inverse_Vector(v, v, 3);
  257. Add_Vector(cam->finish.Target, v, cam->finish.Position);
  258. }
  259. else if (back == 1) {
  260. Multiple_Vector(v, 4);
  261. Add_Vector(cam->finish.Target, v, cam->finish.Position);
  262. }
  263. camera_Go(cam, fpq);
  264. }
  265. void camera_Center(int *pcameraflag, void *v_Level, int framenum,
  266. char bTopView, char bLastCam)
  267. {
  268. LEVELINFO *p_Level = (LEVELINFO *) v_Level;
  269. float pos[3] = {0,0,0};
  270. int r;
  271. BOD p;
  272. float fr, ffi, dist;
  273. if (bLastCam) {
  274. kam_pol_anim((BOD *) p_Level->lCamera.Position,
  275. p_Level->lCamera.r, p_Level->lCamera.fi,
  276. p_Level->lCamera.Distance, pcameraflag, GK_REMOVE, framenum, 1);
  277. *pcameraflag = 0;
  278. return;
  279. }
  280. kam_pol_get(&p, &fr, &ffi, &dist);
  281. if(p_Level->Actual_Item != -1) {
  282. kom_mesh_get_float(p_Level->Level[p_Level->Actual_Item]->Index_Of_Game_Mesh,
  283. &pos[0], &pos[1], &pos[2], &r);
  284. }
  285. if (p_Level->Actual_Item != -1) {
  286. /* switch(p_Level->Level[p_Level->Actual_Item]->Rotation)
  287. {
  288. case 0:
  289. if(!bTopView)
  290. kam_pol_anim((BOD *)pos, 0, 45, 15, pcameraflag,GK_REMOVE,framenum,1);
  291. else
  292. kam_pol_anim((BOD *)pos, 0, 89, 15, pcameraflag,GK_REMOVE,framenum,1);
  293. break;
  294. case 1:
  295. if(!bTopView)
  296. kam_pol_anim((BOD *)pos, 270, 45, 15, pcameraflag,GK_REMOVE,framenum,1);
  297. else
  298. kam_pol_anim((BOD *)pos, 270, 89, 15, pcameraflag,GK_REMOVE,framenum,1);
  299. break;
  300. case 2:
  301. if(!bTopView)
  302. kam_pol_anim((BOD *)pos, 180, 45, 15, pcameraflag,GK_REMOVE,framenum,1);
  303. else
  304. kam_pol_anim((BOD *)pos, 270, 89, 15, pcameraflag,GK_REMOVE,framenum,1);
  305. break;
  306. case 3:
  307. if(!bTopView)
  308. kam_pol_anim((BOD *)pos, 90, 45, 15, pcameraflag,GK_REMOVE,framenum,1);
  309. else
  310. kam_pol_anim((BOD *)pos, 270, 89, 15, pcameraflag,GK_REMOVE,framenum,1);
  311. break;
  312. }*/
  313. kam_pol_anim((BOD *) pos, fr, ffi, 25, pcameraflag, GK_REMOVE, framenum,
  314. 1);
  315. *pcameraflag = 0;
  316. }
  317. }