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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code 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.
- Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_CAMERA_H__
- #define __GAME_CAMERA_H__
- /*
- ===============================================================================
- Camera providing an alternative view of the level.
- ===============================================================================
- */
- class idCamera : public idEntity {
- public:
- ABSTRACT_PROTOTYPE( idCamera );
- void Spawn( void );
- virtual void GetViewParms( renderView_t *view ) = 0;
- virtual renderView_t * GetRenderView();
- virtual void Stop( void ){} ;
- };
- /*
- ===============================================================================
- idCameraView
- ===============================================================================
- */
- class idCameraView : public idCamera {
- public:
- CLASS_PROTOTYPE( idCameraView );
- idCameraView();
- // save games
- void Save( idSaveGame *savefile ) const; // archives object for save game file
- void Restore( idRestoreGame *savefile ); // unarchives object from save game file
- void Spawn( );
- virtual void GetViewParms( renderView_t *view );
- virtual void Stop( void );
- protected:
- void Event_Activate( idEntity *activator );
- void Event_SetAttachments();
- void SetAttachment( idEntity **e, const char *p );
- float fov;
- idEntity *attachedTo;
- idEntity *attachedView;
- };
- /*
- ===============================================================================
- A camera which follows a path defined by an animation.
- ===============================================================================
- */
- typedef struct {
- idCQuat q;
- idVec3 t;
- float fov;
- } cameraFrame_t;
- class idCameraAnim : public idCamera {
- public:
- CLASS_PROTOTYPE( idCameraAnim );
- idCameraAnim();
- ~idCameraAnim();
- // save games
- void Save( idSaveGame *savefile ) const; // archives object for save game file
- void Restore( idRestoreGame *savefile ); // unarchives object from save game file
- void Spawn( void );
- virtual void GetViewParms( renderView_t *view );
- private:
- int threadNum;
- idVec3 offset;
- int frameRate;
- int starttime;
- int cycle;
- idList<int> cameraCuts;
- idList<cameraFrame_t> camera;
- idEntityPtr<idEntity> activator;
- void Start( void );
- void Stop( void );
- void Think( void );
- void LoadAnim( void );
- void Event_Start( void );
- void Event_Stop( void );
- void Event_SetCallback( void );
- void Event_Activate( idEntity *activator );
- };
- #endif /* !__GAME_CAMERA_H__ */
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