1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TITANIC_MOTION_CONTROL_H
#define TITANIC_MOTION_CONTROL_H
#include "titanic/star_control/fmatrix.h"
namespace Titanic {
class CCamera;
class CErrorCode;
class FMatrix;
class FVector;
class SimpleFile;
struct CNavigationInfo {
double _initialVelocity;
double _minVelocity;
double _maxVelocity;
double _velocity;
double _acceleration;
double _rotationX;
double _rotationY;
double _rotationZ;
};
/**
* Handles doing a callback to the starfield to lock in a star after movement finishes
*/
class CCallbackHandler {
private:
CCamera *_owner;
FVector _vector;
public:
CCallbackHandler(CCamera *owner, const FVector &v) : _owner(owner), _vector(v) {
}
/**
* Locks in the star at the given position
*/
void apply();
};
class CMotionControl {
protected:
double _currVelocity;
double _incVelocity;
double _incAcceleration;
double _minVelocity;
double _maxVelocity;
double _rotationX;
double _rotationY;
double _rotationZ;
public:
int _lockCounter;
CCallbackHandler *_callback;
public:
CMotionControl(const CNavigationInfo *src);
virtual ~CMotionControl();
virtual void setMotion(const CNavigationInfo *src);
virtual void getMotion(CNavigationInfo *dest);
/**
* delete _starVector
*/
virtual void clear();
/**
* Set default values for CNavigationInfo
*/
virtual void reset();
/**
* Sets this CCallbackHandler
*/
virtual void setCallback(CCallbackHandler *callback);
/**
* Increases movement speed in forward direction
*/
virtual void accelerate();
/**
* Decreases movement speed in backward direction
*/
virtual void deccelerate();
/**
* Increase to full speed
*/
virtual void fullSpeed();
/**
* Completely stop
*/
virtual void stop();
/**
* Move the mover from an old position and orientation to a new
* position and orientation
*/
virtual void transitionBetweenPosOrients(const FVector &oldPos, const FVector &newPos,
const FMatrix &oldOrientation, const FMatrix &newOrientation) {}
/**
* Start a movement to a given specified destination
*/
virtual void moveTo(const FVector &srcV, const FVector &destV, const FMatrix &orientation) {}
/**
* First two vectors are used to form a new orientation that gets transitioned to from the old
* orientation m.
*/
virtual void transitionBetweenOrientations(const FVector &v1, const FVector &v2, const FVector &v3, const FMatrix &m) {}
/**
* Update the passed position and orientation matrix
*/
virtual void updatePosition(CErrorCode &errorCode, FVector &pos, FMatrix &orientation) {}
/**
* Load the class
*/
virtual void load(SimpleFile *file, int version = 0);
/**
* Save the class
*/
virtual void save(SimpleFile *file, int indent);
/**
* Increment tthe lock counter
*/
void incLockCount();
/**
* Decrement the lock counter
*/
void decLockCount();
/**
* Returns true if the lock counter is non-zero
*/
bool isLocked() const { return _lockCounter > 0; }
};
} // End of namespace Titanic
#endif /* TITANIC_MOTION_CONTROL_H */
|