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960 lines
32 KiB
C++
960 lines
32 KiB
C++
//****************************************************************************
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//* MODULE: Gfx
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//* FILENAME: moviedetails.cpp
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//* OWNER: Gary Jesdanun
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//* CREATION DATE: 06/17/2002
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//****************************************************************************
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/*****************************************************************************
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** Includes **
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*****************************************************************************/
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#include <sk/objects/moviedetails.h>
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#include <gel/components/modelcomponent.h>
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#include <gfx/bonedanim.h>
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#include <gfx/camera.h>
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#include <gfx/nxviewman.h>
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#include <gel/assman/assman.h>
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#include <gel/objman.h>
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#include <gel/scripting/script.h>
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#include <gel/scripting/struct.h>
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#include <gel/scripting/checksum.h>
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#include <gel/scripting/symboltable.h>
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#include <sk/modules/skate/skate.h>
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#include <gel/object/compositeobject.h>
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#include <gfx/skeleton.h>
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#include <sk/modules/FrontEnd/FrontEnd.h>
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/*****************************************************************************
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** Externals **
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*****************************************************************************/
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/*****************************************************************************
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** Defines **
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*****************************************************************************/
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/*****************************************************************************
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** DBG Defines **
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*****************************************************************************/
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namespace Obj
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{
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/*****************************************************************************
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** Private Data **
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*****************************************************************************/
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/*****************************************************************************
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** Public Data **
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*****************************************************************************/
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/*****************************************************************************
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** Private Prototypes **
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*****************************************************************************/
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/*****************************************************************************
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** Private Functions **
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*****************************************************************************/
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/*****************************************************************************
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** Public Functions **
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*****************************************************************************/
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CMovieDetails::CMovieDetails() : Lst::Node<CMovieDetails>( this )
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{
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mp_exitParams = NULL;
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// defaults to not skippable
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m_skippable = false;
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m_holdOnLastFrame = false;
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m_allowPause = false;
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mp_camera = new Gfx::Camera;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CMovieDetails::~CMovieDetails()
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{
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if ( mp_exitParams )
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{
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delete mp_exitParams;
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}
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if ( mp_camera )
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{
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if (!Nx::CViewportManager::sMarkCameraForDeletion(mp_camera))
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{
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delete mp_camera;
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}
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}
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CMovieDetails::SetParams( Script::CStruct* pParams )
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{
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Dbg_Assert( pParams );
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Dbg_MsgAssert( m_exitScript == 0, ( "exit script was already assigned to %s", Script::FindChecksumName( m_name ) ) );
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if ( !mp_exitParams )
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{
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mp_exitParams = new Script::CStruct;
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}
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mp_exitParams->Clear();
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if ( pParams->GetChecksum( CRCD(0x1a005041,"exitScript"), &m_exitScript, Script::NO_ASSERT ) )
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{
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Script::CStruct* pSubParams = NULL;
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if ( pParams->GetStructure( CRCD(0x894fd988,"exitParams"), &pSubParams, Script::NO_ASSERT ) )
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{
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mp_exitParams->AppendStructure( pSubParams );
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}
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}
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int skippable = 0;
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pParams->GetInteger( CRCD(0x8dde72c0,"skippable"), &skippable, Script::NO_ASSERT );
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m_skippable = skippable;
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// if we want the movie to continue to hold on the last frame (i.e. don't go on to the next anim)
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m_holdOnLastFrame = pParams->ContainsFlag( CRCD(0xeb300c29,"play_hold") );
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int allow_pause = 0;
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pParams->GetInteger( CRCD(0xb8ca12c5,"allow_pause"), &allow_pause, Script::NO_ASSERT );
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m_allowPause = ( allow_pause != 0 );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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Script::CStruct* CMovieDetails::GetParams()
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{
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Script::CStruct* pReturnParams = new Script::CStruct();
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pReturnParams->AddInteger( CRCD(0x8dde72c0,"skippable"), m_skippable );
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pReturnParams->AddInteger( CRCD(0xb8ca12c5,"allow_pause"), m_allowPause );
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return pReturnParams;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CMovieDetails::Cleanup()
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{
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// run the exit script
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// if ( m_exitScript != 0 )
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{
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// Dbg_Message( "Running exit script (%s)\n", Script::FindChecksumName(m_exitScript) );
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// Script::RunScript( m_exitScript, mp_exitParams, NULL );
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}
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CMovieDetails::Abort( bool only_if_skippable )
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{
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if ( !only_if_skippable )
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{
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m_aborted = true;
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}
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if ( m_skippable )
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{
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m_aborted = true;
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}
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return m_aborted;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CMovieDetails::SetSkippable( bool skippable )
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{
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m_skippable = skippable;
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return true;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CMovieDetails::SetPauseMode( bool pause_mode )
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{
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m_shouldPause = pause_mode;
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return true;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CMovieDetails::SetName( uint32 name )
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{
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m_name = name;
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return true;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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uint32 CMovieDetails::GetName()
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{
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return m_name;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CMovieDetails::CallMemberFunction( uint32 checksum, Script::CStruct* pParams, Script::CScript* pScript )
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{
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return false;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CObjectAnimDetails::CObjectAnimDetails() : CMovieDetails()
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{
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// Gfx::CBonedAnimFrameData* mp_frameData;
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mp_frameData = NULL;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CObjectAnimDetails::~CObjectAnimDetails()
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CObjectAnimDetails::InitFromStructure( Script::CStruct* pParams )
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{
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this->SetParams( pParams );
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if ( !pParams->ContainsFlag( CRCD(0xee721991,"virtual_cam") ) )
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{
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Ass::CAssMan* ass_man = Ass::CAssMan::Instance();
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Gfx::CBonedAnimFrameData* pData = (Gfx::CBonedAnimFrameData*)ass_man->GetAsset( this->GetName(), false );
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if ( !pData )
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{
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Dbg_Message( "Warning: couldn't find movie with name %s", Script::FindChecksumName( this->GetName() ) );
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return false;
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}
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this->set_frame_data( pData,
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pParams->ContainsFlag( CRCD(0x5ea0e211,"loop") ) ? Gfx::LOOPING_CYCLE : Gfx::LOOPING_HOLD,
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pParams->ContainsFlag( CRCD(0xf8cfd515,"backwards") ) );
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}
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else
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{
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int numFrames = 0;
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pParams->GetInteger( CRCD(0x019176c5,"frames"), &numFrames, Script::ASSERT );
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this->set_movie_length( numFrames / 60.0f );
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}
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// by default, pause movie when game is paused
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this->SetPauseMode( true );
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// now that the new movie is about to start,
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// reset all of its custom keys
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this->ResetCustomKeys();
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return true;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CObjectAnimDetails::Update()
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{
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update_moving_objects();
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CObjectAnimDetails::set_frame_data( Gfx::CBonedAnimFrameData* pFrameData, Gfx::EAnimLoopingType loopingType, bool reverse )
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{
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Dbg_Assert( pFrameData );
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mp_frameData = pFrameData;
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if ( !reverse )
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{
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m_animController.PlaySequence( 0, 0.0f, pFrameData->GetDuration(), loopingType, 0.0f, 1.0f );
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}
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else
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{
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// 26Mar03 JCB - When playing backwards, start on the final frame, not beyond the end of the anim.
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//
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// m_animController.PlaySequence( 0, pFrameData->GetDuration(), 0.0f, loopingType, 0.0f, 1.0f );
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m_animController.PlaySequence( 0, pFrameData->GetDuration() - (1.0f/60.0f), 0.0f, loopingType, 0.0f, 1.0f );
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}
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CObjectAnimDetails::set_movie_length( float duration )
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{
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mp_frameData = NULL;
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m_animController.PlaySequence( 0, 0.0f, duration, Gfx::LOOPING_HOLD, 0.0f, 1.0f );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CObjectAnimDetails::ResetCustomKeys()
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{
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// eventually, this will go in the decompressed version of the
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// frame data, rather than the frame data itself...
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if ( mp_frameData )
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{
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mp_frameData->ResetCustomKeys();
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}
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return true;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CObjectAnimDetails::process_custom_keys(float startTime, float endTime, bool end_time_inclusive)
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{
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// This code currently assumes that you're not going to pause the
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// camera. If so, then you run the risk of calling these user keys
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// more than once...
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// TODO: Handle this gracefully!
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if ( mp_frameData )
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{
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Dbg_Assert( mp_camera );
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// It depends on the direction also...
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mp_frameData->ProcessCustomKeys( startTime, endTime, mp_camera, end_time_inclusive );
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}
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return true;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CObjectAnimDetails::update_moving_objects()
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{
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float oldTime = m_animController.GetCurrentAnimTime();
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m_animController.Update();
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// Print out some useful information...
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//if ( Script::GetInt( CRCD(0x2f510f45,"moviecam_debug"), false ) )
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{
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//Dbg_Message( "Moving object anim %s @ %f seconds (%d frames)", Script::FindChecksumName(m_name), m_animController.GetCurrentAnimTime(), (int)(m_animController.GetCurrentAnimTime() * 60.0f) );
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}
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// process associated keys since last frame
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process_custom_keys( oldTime, m_animController.GetCurrentAnimTime(), false );
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Mth::Quat* pQuat = new Mth::Quat[mp_frameData->GetNumBones()];
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Mth::Vector* pVector = new Mth::Vector[mp_frameData->GetNumBones()];
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mp_frameData->GetInterpolatedCameraFrames( pQuat, pVector, m_animController.GetCurrentAnimTime() );
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// get the position of each bone
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for ( int i = 0; i < mp_frameData->GetNumBones(); i++ )
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{
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// grab the frame from the animation controller
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Dbg_Assert( mp_frameData );
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uint32 objName;
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objName = mp_frameData->GetBoneName( i );
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Obj::CObject* pObject = Obj::ResolveToObject( objName );
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Dbg_MsgAssert( pObject, ( "Can't find lookup target %s", Script::FindChecksumName( objName ) ) );
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if ( pObject )
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{
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Obj::CCompositeObject* pCompositeObject = (Obj::CCompositeObject*)pObject;
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// update the object's orientation
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Mth::Matrix theMatrix;
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Mth::Vector nullTrans;
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nullTrans.Set(0.0f,0.0f,0.0f,1.0f); // Mick: added separate initialization
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Mth::QuatVecToMatrix( pQuat + i, &nullTrans, &theMatrix );
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pCompositeObject->SetMatrix( theMatrix );
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pCompositeObject->SetDisplayMatrix( theMatrix );
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// update the object's position
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pCompositeObject->m_pos = pVector[i];
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if ( Script::GetInt( CRCD(0x2f510f45,"moviecam_debug") ) )
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{
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printf( "Object %s @ time %f: ", Script::FindChecksumName(objName), m_animController.GetCurrentAnimTime() );
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pCompositeObject->m_pos.PrintContents();
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pCompositeObject->m_matrix.PrintContents();
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}
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// if we want to change the position/rotation,
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// then we also need to update the model component
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CModelComponent* pModelComponent = GetModelComponentFromObject( pCompositeObject );
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if ( pModelComponent )
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{
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pModelComponent->Update();
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}
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}
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else
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{
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printf( "object animation: couldn't find object %s\n", Script::FindChecksumName(objName) );
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}
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}
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delete[] pQuat;
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delete[] pVector;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CObjectAnimDetails::IsComplete()
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{
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if ( m_aborted )
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{
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return true;
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}
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if ( m_holdOnLastFrame )
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{
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return false;
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}
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return m_animController.IsAnimComplete();
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CObjectAnimDetails::IsHeld()
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{
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/* Added by Ken. Used to determine when camera anims used in */
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/* the skate shop front-end have got to their last frame, so that */
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/* scripts can trigger things to happen such as the video menu */
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/* making the video cassettes pan out to the foreground. */
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return ( m_holdOnLastFrame && m_animController.IsAnimComplete() );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CObjectAnimDetails::OverridesCamera()
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{
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return false;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CSkaterCamDetails::CSkaterCamDetails() : CMovieDetails()
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{
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mp_frameData = NULL;
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// defaults to no target
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m_hasTarget = false;
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m_targetID = 0;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CSkaterCamDetails::~CSkaterCamDetails()
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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bool CSkaterCamDetails::InitFromStructure( Script::CStruct* pParams )
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{
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this->SetParams( pParams );
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if ( !pParams->ContainsFlag( CRCD(0xee721991,"virtual_cam") ) )
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{
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Ass::CAssMan* ass_man = Ass::CAssMan::Instance();
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Gfx::CBonedAnimFrameData* pData = (Gfx::CBonedAnimFrameData*)ass_man->GetAsset( this->GetName(), false );
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if ( !pData )
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{
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Dbg_Message( "Warning: couldn't find movie with name %s", Script::FindChecksumName( this->GetName() ) );
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return false;
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}
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this->set_frame_data( pData,
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pParams->ContainsFlag( CRCD(0x5ea0e211,"loop") ) ? Gfx::LOOPING_CYCLE : Gfx::LOOPING_HOLD,
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pParams->ContainsFlag( CRCD(0xf8cfd515,"backwards") ) );
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}
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else
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{
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int numFrames = 0;
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pParams->GetInteger( CRCD(0x019176c5,"frames"), &numFrames, Script::ASSERT );
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this->set_movie_length( numFrames / 60.0f );
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}
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// by default, pause movie when game is paused
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this->SetPauseMode( true );
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// look for target parameters
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this->set_target_params( pParams );
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// now that the new movie is about to start,
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// reset all of its custom keys
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this->ResetCustomKeys();
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update_camera();
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// process initial keys, end time inclusive...
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// this to fix an FOV glitch on the first frame
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process_custom_keys( m_animController.GetCurrentAnimTime(), m_animController.GetCurrentAnimTime(), true );
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return true;
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}
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/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::Update()
|
|
{
|
|
update_camera_time();
|
|
|
|
update_camera();
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::set_target_params( Script::CStruct* pParams )
|
|
{
|
|
Dbg_Assert( pParams );
|
|
|
|
m_hasTarget = pParams->GetChecksum( CRCD(0x531e4d28,"targetID"), &m_targetID, Script::NO_ASSERT );
|
|
|
|
if ( m_hasTarget )
|
|
{
|
|
// target offset, if any
|
|
m_targetOffset.Set(0.0f,0.0f,0.0f);
|
|
pParams->GetVector( CRCD(0x906642bf,"targetOffset"), &m_targetOffset, Script::NO_ASSERT );
|
|
m_hasTargetOffset = ( m_targetOffset[X] != 0.0f || m_targetOffset[Y] != 0.0f || m_targetOffset[Z] != 0.0f );
|
|
|
|
// position offset, if any
|
|
m_positionOffset.Set(0.0f,0.0f,0.0f);
|
|
m_hasPositionOffset = pParams->GetVector( CRCD(0xa00d3d6e,"positionOffset"), &m_positionOffset, Script::NO_ASSERT );
|
|
}
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::clear_target_params()
|
|
{
|
|
m_hasTarget = false;
|
|
m_targetID = 0;
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::set_frame_data( Gfx::CBonedAnimFrameData* pFrameData, Gfx::EAnimLoopingType loopingType, bool reverse )
|
|
{
|
|
Dbg_Assert( pFrameData );
|
|
|
|
mp_frameData = pFrameData;
|
|
|
|
if ( !reverse )
|
|
{
|
|
m_animController.PlaySequence( 0, 0.0f, pFrameData->GetDuration(), loopingType, 0.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
// 26Mar03 JCB - When playing backwards, start on the final frame, not beyond the end of the anim.
|
|
//
|
|
// m_animController.PlaySequence( 0, pFrameData->GetDuration(), 0.0f, loopingType, 0.0f, 1.0f );
|
|
m_animController.PlaySequence( 0, pFrameData->GetDuration() - (1.0f/60.0f), 0.0f, loopingType, 0.0f, 1.0f );
|
|
}
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::set_movie_length( float duration )
|
|
{
|
|
mp_frameData = NULL;
|
|
|
|
m_animController.PlaySequence( 0, 0.0f, duration, Gfx::LOOPING_HOLD, 0.0f, 1.0f );
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
bool CSkaterCamDetails::ResetCustomKeys()
|
|
{
|
|
// eventually, this will go in the decompressed version of the
|
|
// frame data, rather than the frame data itself...
|
|
if ( mp_frameData )
|
|
{
|
|
mp_frameData->ResetCustomKeys();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::get_current_frame(Mth::Quat* pQuat, Mth::Vector* pTrans)
|
|
{
|
|
Dbg_Assert( pQuat );
|
|
Dbg_Assert( pTrans );
|
|
|
|
// grab the frame from the animation controller
|
|
Dbg_Assert( mp_frameData );
|
|
Dbg_Assert( mp_frameData->GetNumBones() == 1 );
|
|
mp_frameData->GetInterpolatedCameraFrames( pQuat, pTrans, m_animController.GetCurrentAnimTime() );
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
bool CSkaterCamDetails::process_custom_keys(float startTime, float endTime, bool end_time_inclusive)
|
|
{
|
|
// This code currently assumes that you're not going to pause the
|
|
// camera. If so, then you run the risk of calling these user keys
|
|
// more than once...
|
|
|
|
// TODO: Handle this gracefully!
|
|
|
|
if ( mp_frameData )
|
|
{
|
|
Dbg_Assert( mp_camera );
|
|
|
|
// It depends on the direction also...
|
|
mp_frameData->ProcessCustomKeys( startTime, endTime, mp_camera, end_time_inclusive );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::update_camera_time()
|
|
{
|
|
float oldTime = m_animController.GetCurrentAnimTime();
|
|
|
|
m_animController.Update();
|
|
|
|
// Not sure if this is still needed for the sound code
|
|
// Maybe we can add the functionality automatically to the Gfx::Camera?
|
|
mp_camera->StoreOldPos();
|
|
|
|
// process associated keys since last frame
|
|
process_custom_keys( oldTime, m_animController.GetCurrentAnimTime(), false );
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
void CSkaterCamDetails::update_camera()
|
|
{
|
|
Dbg_Assert( mp_camera );
|
|
|
|
Mth::Vector& camPos = mp_camera->GetPos();
|
|
Mth::Matrix& camMatrix = mp_camera->GetMatrix();
|
|
|
|
Mdl::FrontEnd* pFront = Mdl::FrontEnd::Instance();
|
|
|
|
for ( int i = 0; i < SIO::vMAX_DEVICES; i++ )
|
|
{
|
|
if ( pFront->GetInputHandler( i )->m_Input->m_Makes & Inp::Data::mD_X )
|
|
{
|
|
// abort if skippable
|
|
Abort( true );
|
|
}
|
|
}
|
|
|
|
if ( mp_frameData )
|
|
{
|
|
Mth::Quat theQuat;
|
|
Mth::Vector theTrans;
|
|
|
|
get_current_frame( &theQuat, &theTrans );
|
|
|
|
// update the camera position
|
|
camPos = theTrans;
|
|
|
|
// update the camera orientation
|
|
Mth::Vector nullTrans;
|
|
nullTrans.Set(0.0f,0.0f,0.0f,1.0f); // Mick: added separate initialization
|
|
Mth::QuatVecToMatrix( &theQuat, &nullTrans, &camMatrix );
|
|
}
|
|
else
|
|
{
|
|
// clear out the cam matrix to the identity
|
|
// if there's no associated animation.
|
|
// the assumption is that the following m_hasTarget
|
|
// code block will overrride it with the correct data...
|
|
camPos = Mth::Vector( 0.0f, 0.0f, 0.0f );
|
|
camMatrix.Ident();
|
|
|
|
// if there's no frame data, then we should
|
|
// reset the camera to some default FOV,
|
|
// or else it will use the last FOV used
|
|
float fov_in_degrees = Script::GetFloat( CRCD(0x99529205, "camera_fov") );
|
|
mp_camera->SetHFOV(fov_in_degrees);
|
|
}
|
|
|
|
if ( m_hasTarget )
|
|
{
|
|
if ( m_targetID != CRCD(0xc588eebc,"world") )
|
|
{
|
|
// calculate the orientation from the target
|
|
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
|
|
Obj::CGeneralManager* pObjectManager = skate_mod->GetObjectManager();
|
|
Dbg_Assert( pObjectManager );
|
|
Obj::CObject* pObject = pObjectManager->GetObjectByID( m_targetID );
|
|
Dbg_MsgAssert( pObject, ( "Can't find lookup target %s", Script::FindChecksumName(m_targetID) ) );
|
|
if ( pObject )
|
|
{
|
|
//Dbg_MsgAssert( static_cast<Obj::CCompositeObject*>( pObject ), ( "This function only works on moving objects." ) );
|
|
Obj::CCompositeObject* pCompositeObject = (Obj::CCompositeObject*)pObject;
|
|
|
|
// override it with the moving object's position
|
|
Mth::Vector pos = pCompositeObject->GetPos();
|
|
|
|
// patch for positions that don't have 1.0 in the final column...
|
|
// not sure why this would be the case, but it seems to happen
|
|
// with the skater... (possibly a result of skater's mp_physics
|
|
// disappearing)
|
|
pos[W] = 1.0f;
|
|
|
|
// not properly working yet...
|
|
if ( m_hasTargetOffset )
|
|
{
|
|
Mth::Matrix mat = pCompositeObject->GetMatrix();
|
|
mat[Mth::POS] = pos;
|
|
mat.TranslateLocal( m_targetOffset );
|
|
pos = mat[Mth::POS];
|
|
}
|
|
|
|
if ( m_hasPositionOffset )
|
|
{
|
|
camPos = pos;
|
|
|
|
Mth::Matrix mat = pCompositeObject->GetMatrix();
|
|
mat[Mth::POS] = pos;
|
|
mat.TranslateLocal( m_positionOffset );
|
|
camPos = mat[Mth::POS];
|
|
}
|
|
|
|
// set rotation from the camera's position (always up)
|
|
Mth::Vector atVec = camPos - pos;
|
|
atVec.Normalize();
|
|
|
|
camMatrix.Ident();
|
|
camMatrix[Mth::AT] = atVec;
|
|
camMatrix[Mth::RIGHT] = Mth::CrossProduct( camMatrix[Mth::UP], camMatrix[Mth::AT] );
|
|
camMatrix[Mth::RIGHT].Normalize();
|
|
camMatrix[Mth::UP] = Mth::CrossProduct( camMatrix[Mth::AT], camMatrix[Mth::RIGHT] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// World coordinates are a lot simpler
|
|
Mth::Vector pos = m_targetOffset;
|
|
camPos = m_positionOffset;
|
|
Mth::Vector atVec = camPos - pos;
|
|
atVec[W] = 1.0f;
|
|
atVec.Normalize();
|
|
camMatrix.Ident();
|
|
camMatrix[Mth::AT] = atVec;
|
|
camMatrix[Mth::RIGHT] = Mth::CrossProduct( camMatrix[Mth::UP], camMatrix[Mth::AT] );
|
|
camMatrix[Mth::RIGHT].Normalize();
|
|
camMatrix[Mth::UP] = Mth::CrossProduct( camMatrix[Mth::AT], camMatrix[Mth::RIGHT] );
|
|
}
|
|
}
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
bool CSkaterCamDetails::CallMemberFunction( uint32 checksum, Script::CStruct* pParams, Script::CScript* pScript )
|
|
{
|
|
switch ( checksum )
|
|
{
|
|
case 0xa8d5a188: // SetTargetObject
|
|
{
|
|
Dbg_Message( "*** Calling SetTargetObject" );
|
|
|
|
set_target_params( pParams );
|
|
|
|
return true;
|
|
}
|
|
case 0xd7241a6c: // ClearTargetObject
|
|
{
|
|
Dbg_Message( "*** Calling ClearTargetObject" );
|
|
|
|
clear_target_params();
|
|
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return CMovieDetails::CallMemberFunction( checksum, pParams, pScript );
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
bool CSkaterCamDetails::IsComplete()
|
|
{
|
|
if ( m_aborted )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( m_holdOnLastFrame )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return m_animController.IsAnimComplete();
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
bool CSkaterCamDetails::IsHeld()
|
|
{
|
|
/* Added by Ken. Used to determine when camera anims used in */
|
|
/* the skate shop front-end have got to their last frame, so that */
|
|
/* scripts can trigger things to happen such as the video menu */
|
|
/* making the video cassettes pan out to the foreground. */
|
|
|
|
return ( m_holdOnLastFrame && m_animController.IsAnimComplete() );
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
bool CSkaterCamDetails::OverridesCamera()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
} // namespace Obj
|