// Copyright (C) 2004 Id Software, Inc. // #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_SetFOV( float fieldOfView, float accelTime, float decelTime, float duration ); // HUMANHEAD pdm void Event_Activate( idEntity *activator ); void Event_SetAttachments(); void SetAttachment( idEntity **e, const char *p ); idInterpolateAccelDecelSine fov; idEntity *attachedTo; idEntity *attachedView; bool bPlayerBoundCamera; }; /* =============================================================================== 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 cameraCuts; idList camera; idEntityPtr 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__ */