2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_VIEW_H
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#define NL_VIEW_H
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/////////////
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// INCLUDE //
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/////////////
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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///////////
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// USING //
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///////////
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using NLMISC::CVector;
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////////////
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// GLOBAL //
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////////////
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extern class CView View;
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///////////
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// CLASS //
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///////////
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/**
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* Class to manage the vision.
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CView
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{
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public:
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float _CurrentCameraSpeed;
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float _CurrentCameraDist;
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float _CurrentCameraHeight;
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float _MaxCameraHeight;
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float _MinCameraHeight;
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float _CurrentCameraDistanceMax; //equal ClientCfg.CameraDistMax in Ryzom or ring(play/test)mode or equal ClientCfg.DMCameraDistMax in ring dm mode
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protected:
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/// Vector for the view position.
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CVector _ViewPos;
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/// Vector for the view heading.
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CVector _View;
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/// Rear View
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bool _RearView;
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/// Vector for the refine.
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CVector _RefinePos;
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/// The cameraDist due to collision
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float _CollisionCameraDist;
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/// The Third person cluster system
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NL3D::UInstanceGroup *_ThirPersonClusterSystem;
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/// Force Temporary FirstPersonView if too near a wall
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bool _ForceFirstPersonView;
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/// const. move back camera target to avoid problem of camera target too near a wall
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float _CameraCollisionDecal;
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// const the threshold is to avoid problem because of imprecision and camera near clip
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float _CameraCollisionThreshold;
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public:
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/// Constructor
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CView();
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void update();
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/// Get the user position.
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const CVector &viewPos() const {return _ViewPos;}
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/// Set the user position.
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void viewPos(const CVector &vect) {_ViewPos = vect;}
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/// Get the view (like a camera).
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const CVector &view() const {return _View;}
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/// Set the view (like a camera).
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void view(const CVector &vect) {_View = vect;}
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/// Change the height of the camera
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void changeCameraHeight(bool up, bool down);
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/// Change the distance of the camera
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void changeCameraDist(bool forward, bool backward);
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// Change the distance from the user to the camera.
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void cameraDistance(float dist);
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/// rotate the view on the left or right.
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void rotate(float ang);
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/// rotate the view vertically.
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void rotVertically(float ang);
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/// rotate the view horizontally.
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void rotHorizontally(float ang);
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// Return the current view position (rear or normal)
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CVector currentViewPos() const;
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// Return the current view (rear or normal)
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CVector currentView() const;
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2013-06-26 19:36:21 +00:00
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// Return the current view as a quaternion
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NLMISC::CQuat currentViewQuat() const;
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2012-05-29 13:31:11 +00:00
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// Return the current Camera Target (for 3rd person only. 1st person: return currentViewPos())
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CVector currentCameraTarget() const;
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// For debug only
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void getCamera3rdPersonSetup(CVector &cameraStart, CVector &cameraEnd, CVector &cameraTestStart) const;
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//
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void rearView(bool r) {_RearView = r;}
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bool rearView() const {return _RearView;}
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/** Special for optimisation, set the "refinePos".
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* The refine Pos is used for Async Loading, Landscape refining, etc...
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* For optimisation, it should be the UserEntity pos, and not the view pos (else 3rd person=> slower)
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*/
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void refinePos(const CVector &pos) {_RefinePos= pos;}
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const CVector &refinePos() const {return _RefinePos;}
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// update the camera collision, must be called once per frame, after changing viewPos() and/or view()
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void updateCameraCollision();
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NL3D::UInstanceGroup *getThirdPersonClusterSystem() const {return _ThirPersonClusterSystem;}
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// true if the camera collision want to force the first person view
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bool forceFirstPersonView() const {return _ForceFirstPersonView;}
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// update the max distance of the camera for player that want to play as dm (camera can be far)
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void setCameraDistanceMaxForDm();
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// update the max distance of the camera for player that want to play as player (camera must be near)
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void setCameraDistanceMaxForPlayer();
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protected:
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// Move Forward or Backward
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void increaseCameraDist();
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void decreaseCameraDist();
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// get the input data for camera 3d person collision test
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void getCamera3rdPersonSetupInternal(CVector &cameraStart, CVector &cameraEnd, CVector &cameraTestStart, float &testStartDecal) const;
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};
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#endif // NL_VIEW_H
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/* End of view.h */
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