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HapticGameCamera.h
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/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*
* Penumbra Overture is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Penumbra Overture 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Penumbra Overture. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_HAPTIC_GAME_CAMERA_H
#define GAME_HAPTIC_GAME_CAMERA_H
#include "StdAfx.h"
#include "GameTypes.h"
#include <list>
using namespace hpl;
class cInit;
class cPlayer;
enum eHapticGameCameraType
{
eHapticGameCameraType_Frame,
eHapticGameCameraType_Centre,
eHapticGameCameraType_LastEnum
};
//----------------------------------------
class cHapticGameCamera
{
public:
cHapticGameCamera(cInit *apInit, cPlayer *apPlayer);
~cHapticGameCamera();
void Update(float afTimeStep);
void OnWorldLoad();
void OnWorldExit();
void Reset();
void OnPostSceneDraw();
bool IsTurning(){ return mbIsTurning;}
void SetActive(bool abX);
void SetCamMoveActive(bool abX){ mbCamMove = abX; }
bool ShowCrosshair();
void SetType(eHapticGameCameraType aType);
cMeshEntity* GetHandEntity(){ return mpHandEntity;}
iCollideShape *GetHandShape() { return mpHandShape;}
void SetHandVisible(bool abX);
bool GetHandVisible();
float GetHandReachRadius();
void SetRenderActive(bool abX);
void SetInteractModeCameraSpeed(float afSpeed);
void SetActionModeCameraSpeed(float afSpeed);
float GetInteractModeCameraSpeed(){ return mfInteractModeCameraSpeed;}
float GetActionModeCameraSpeed(){ return mfActionModeCameraSpeed;}
void SetUseFrame(bool abX){mbUseFrame = abX;}
private:
void UpdateCameraOrientation(float afTimeStep);
void UpdateHand(float afTimeStep);
void UpdateProxyCovered(float afTimeStep);
void UpdateProxyInteraction(float afTimeStep);
bool mbActive;
bool mbRenderActive;
cVector3f mvPrevPrxoyPos;
int mlContactCount;
bool mbUseFrame;
bool mbHandVisible;
cVector3f mvCentrePos;
tHapticShapeList mlstActiveShapes;
float mfInteractModeCameraSpeed;
float mfActionModeCameraSpeed;
float mfFrameW;
float mfFrameH;
float mfFrameForceStrength;
float mfFrameMaxForce;
float mfFrameMoveSpeedX;
float mfFrameMoveSpeedY;
float mfFrameMaxMoveSpeed;
bool mbCamMove;
eHapticGameCameraType mType;
cInit *mpInit;
cPlayer *mpPlayer;
iLowLevelHaptic *mpLowLevelHaptic;
cScene *mpScene;
bool mbHapticWasActive;
bool mbIsTurning;
bool mbAtEdge;
iHapticForce *mpForce;
cMeshEntity *mpHandEntity;
iCollideShape *mpHandShape;
iGpuProgram *mpVtxProgram;
std::list<cVector3f> mlstProxyPos;
};
//----------------------------------------
#endif //GAME_HAPTIC_GAME_CAMERA_H