Added: #1469 Base implementation of the steps players

--HG--
branch : gsoc2012-fabien
hg/feature/gsoc2012-fabien
Fabien_HENON 12 years ago
parent 162f63a6f4
commit 4fecf73407

@ -0,0 +1,213 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#include "camera_animation_manager/camera_animation_step_player_factory.h"
#include "game_share/position_or_entity_type.h"
/// Basic camera animation step that has generic values
/// - look_at_position
/// - text
/// - duration
class CCameraAnimationStepPlayerBasic : public ICameraAnimationStepPlayer
{
protected:
TPositionOrEntity LookAtPos;
std::string Text;
float Duration;
public:
CCameraAnimationStepPlayerBasic()
{
Text = "";
Duration = 0.f;
}
/// This function is called when it's time to init the step from an impulse
virtual bool initStep(NLMISC::CBitMemStream& impulse)
{
impulse.serial(const_cast<TPositionOrEntity&>(LookAtPos));
impulse.serial(const_cast<std::string&>(Text));
impulse.serial(const_cast<float&>(Duration));
return true;
}
/// Function that plays the step
virtual void playStep()
{
}
}; // This class must not be registered because it's a base class
/////////////////////////////////////////////////////////////////////////////
/// Static camera animation step (that does not have specific variables)
class CCameraAnimationStepPlayerStatic : public CCameraAnimationStepPlayerBasic
{
public:
/// This function is called when it's time to init the step from an impulse
virtual bool initStep(NLMISC::CBitMemStream& impulse)
{
CCameraAnimationStepPlayerBasic::initStep(impulse);
return true;
}
/// Function that plays the step
virtual void playStep()
{
}
};
CAMERA_ANIMATION_REGISTER_STEP_PLAYER(CCameraAnimationStepPlayerStatic, "camera_animation_static");
/////////////////////////////////////////////////////////////////////////////
/// Go to camera animation step
/// - end_position
class CCameraAnimationStepPlayerGoTo: public CCameraAnimationStepPlayerBasic
{
protected:
TPositionOrEntity EndPos;
public:
CCameraAnimationStepPlayerGoTo()
{
}
/// This function is called when it's time to init the step from an impulse
virtual bool initStep(NLMISC::CBitMemStream& impulse)
{
CCameraAnimationStepPlayerBasic::initStep(impulse);
impulse.serial(const_cast<TPositionOrEntity&>(EndPos));
return true;
}
/// Function that plays the step
virtual void playStep()
{
}
};
CAMERA_ANIMATION_REGISTER_STEP_PLAYER(CCameraAnimationStepPlayerGoTo, "camera_animation_go_to");
/////////////////////////////////////////////////////////////////////////////
/// Follow entity camera animation step
/// - entity_to_follow
/// - distance_to_entity
class CCameraAnimationStepPlayerFollowEntity: public CCameraAnimationStepPlayerBasic
{
protected:
TPositionOrEntity EntityToFollow;
float DistanceToEntity;
public:
CCameraAnimationStepPlayerFollowEntity()
{
DistanceToEntity = 0.f;
}
/// This function is called when it's time to init the step from an impulse
virtual bool initStep(NLMISC::CBitMemStream& impulse)
{
CCameraAnimationStepPlayerBasic::initStep(impulse);
impulse.serial(const_cast<TPositionOrEntity&>(EntityToFollow));
impulse.serial(const_cast<float&>(DistanceToEntity));
return true;
}
/// Function that plays the step
virtual void playStep()
{
}
};
CAMERA_ANIMATION_REGISTER_STEP_PLAYER(CCameraAnimationStepPlayerFollowEntity, "camera_animation_follow_entity");
/////////////////////////////////////////////////////////////////////////////
/// Turn around camera animation step
/// - point_to_turn_around
/// - distance_to_point
/// - speed
class CCameraAnimationStepPlayerTurnAround: public CCameraAnimationStepPlayerBasic
{
protected:
TPositionOrEntity PointToTurnAround;
float DistanceToPoint;
float Speed;
public:
CCameraAnimationStepPlayerTurnAround()
{
DistanceToPoint = 0.f;
Speed = 0.f;
}
/// This function is called when it's time to init the step from an impulse
virtual bool initStep(NLMISC::CBitMemStream& impulse)
{
CCameraAnimationStepPlayerBasic::initStep(impulse);
impulse.serial(const_cast<TPositionOrEntity&>(PointToTurnAround));
impulse.serial(const_cast<float&>(DistanceToPoint));
impulse.serial(const_cast<float&>(Speed));
return true;
}
/// Function that plays the step
virtual void playStep()
{
}
};
CAMERA_ANIMATION_REGISTER_STEP_PLAYER(CCameraAnimationStepPlayerTurnAround, "camera_animation_turn_around");
/////////////////////////////////////////////////////////////////////////////
/// Animation step that returns to the starting position. It directly inherits from the interface because it
/// does not need all the parameters of a basic step
/// - duration
class CCameraAnimationStepPlayerReturn : public ICameraAnimationStepPlayer
{
protected:
float Duration;
public:
CCameraAnimationStepPlayerReturn()
{
Duration = 0.f;
}
/// This function is called when it's time to init the step from an impulse
virtual bool initStep(NLMISC::CBitMemStream& impulse)
{
impulse.serial(const_cast<float&>(Duration));
return true;
}
/// Function that plays the step
virtual void playStep()
{
}
};
CAMERA_ANIMATION_REGISTER_STEP_PLAYER(CCameraAnimationStepPlayerReturn, "camera_animation_return");
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