1 /* 2 =========================================================================== 3 4 Doom 3 GPL Source Code 5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 9 Doom 3 Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #ifndef __GAME_CAMERA_H__ 30 #define __GAME_CAMERA_H__ 31 32 #include "idlib/math/Quat.h" 33 34 #include "Entity.h" 35 36 /* 37 =============================================================================== 38 39 Camera providing an alternative view of the level. 40 41 =============================================================================== 42 */ 43 44 class idCamera : public idEntity { 45 public: 46 ABSTRACT_PROTOTYPE( idCamera ); 47 48 void Spawn( void ); 49 virtual void GetViewParms( renderView_t *view ) = 0; 50 virtual renderView_t * GetRenderView(); Stop(void)51 virtual void Stop( void ){} ; 52 }; 53 54 /* 55 =============================================================================== 56 57 idCameraView 58 59 =============================================================================== 60 */ 61 62 class idCameraView : public idCamera { 63 public: 64 CLASS_PROTOTYPE( idCameraView ); 65 idCameraView(); 66 67 // save games 68 void Save( idSaveGame *savefile ) const; // archives object for save game file 69 void Restore( idRestoreGame *savefile ); // unarchives object from save game file 70 71 void Spawn( ); 72 virtual void GetViewParms( renderView_t *view ); 73 virtual void Stop( void ); 74 75 protected: 76 void Event_Activate( idEntity *activator ); 77 void Event_SetAttachments(); 78 void SetAttachment( idEntity **e, const char *p ); 79 float fov; 80 idEntity *attachedTo; 81 idEntity *attachedView; 82 }; 83 84 85 86 /* 87 =============================================================================== 88 89 A camera which follows a path defined by an animation. 90 91 =============================================================================== 92 */ 93 94 typedef struct { 95 idCQuat q; 96 idVec3 t; 97 float fov; 98 } cameraFrame_t; 99 100 class idCameraAnim : public idCamera { 101 public: 102 CLASS_PROTOTYPE( idCameraAnim ); 103 104 idCameraAnim(); 105 ~idCameraAnim(); 106 107 // save games 108 void Save( idSaveGame *savefile ) const; // archives object for save game file 109 void Restore( idRestoreGame *savefile ); // unarchives object from save game file 110 111 void Spawn( void ); 112 virtual void GetViewParms( renderView_t *view ); 113 114 private: 115 int threadNum; 116 idVec3 offset; 117 int frameRate; 118 int starttime; 119 int cycle; 120 idList<int> cameraCuts; 121 idList<cameraFrame_t> camera; 122 idEntityPtr<idEntity> activator; 123 124 void Start( void ); 125 void Stop( void ); 126 void Think( void ); 127 128 void LoadAnim( void ); 129 void Event_Start( void ); 130 void Event_Stop( void ); 131 void Event_SetCallback( void ); 132 void Event_Activate( idEntity *activator ); 133 }; 134 135 #endif /* !__GAME_CAMERA_H__ */ 136