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Engine.CameraPoint


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//=============================================================================
// CameraPoint.
//=============================================================================
class CameraPoint extends Keypoint
    native;

//
// DEUS_EX CNN
// CameraPoint.uc - Cinematic camera control script
// These points are to be placed in the editor to control
// the camera during a cinematic cut-scene.
//

enum ECameraCommand
{
    CAMCMD_MOVE,                        // cut (or smoothly move if timeSmooth > 0) to XYZPYR
    CAMCMD_PUSH,                        // move forward along view axis
    CAMCMD_FOV,                         // change FOV
    CAMCMD_TILT,                        // change Pitch
    CAMCMD_PAN,                         // change Yaw
    CAMCMD_ROLL,                        // change Roll
    CAMCMD_WAIT,                        // wait time or for a specific event
    CAMCMD_TRIGGER                      // trigger an event
};

var() ECameraCommand    cmd;            // what command to execute
var() float             value;          // parameter for command
var() name              eventName;      // used by CAMCMD_WAIT_EVENT
var() float             timeSmooth;     // execute command smoothly over time (0 = instant)
var() float             timeWaitPost;   // delay after executing command
var() bool              bParallel;      // execute the next command simultaneously
var() bool              bRandom;        // the next point is chosen at random from other bRandoms
var() int               randomCount;    // number of times to choose randomly
var() int               postRandomNum;  // sequence to start at after random sequence

// internal vars not editable by the user
var() const int         sequenceNum;    // assigned in editor automatically
var CameraPoint         nextPoint;      // next point to be executed - points linked at runtime
var CameraPoint         prevPoint;      // point that was just executed - used by bParallel
var float               curTime;        // timer used by movement routines
var vector              startLoc;       // init location at beginning of command
var rotator             startRot;       // init rotation at beginning of command
var float               startFOV;       // init FOV at beginning of command
var vector              endLoc;         // dest location
var rotator             endRot;         // dest rotation
var float               endFOV;         // dest FOV
var PlayerPawn          Player;         // which player is being controlled
var bool                bTickReady;     // can we tick now?
var bool                bFirstRandom;   // are we the first random point in this sequence?
var int                 randomRemain;   // how many random choices are left?
var CameraPoint         continuePoint;  // where we continue after a random sequence

// link all CameraPoints together
function InitAllPoints()
{
    local CameraPoint cur, next;
    local int num;
    local rotator rot;

    cur = Self;
    num = 0;
    while (num != 999999)
    {
        num = 999999;
        foreach AllActors(class'CameraPoint', next)
        {
            // clamp the rotation
            rot.Pitch = Rotation.Pitch % 65536;
            rot.Yaw = Rotation.Yaw % 65536;
            rot.Roll = Rotation.Roll % 65536;
            SetRotation(rot);

            // find the next highest number in the sequence
            if ((next.sequenceNum < num) && (next.sequenceNum > cur.sequenceNum))
            {
                num = next.sequenceNum;
                cur.nextPoint = next;
            }
        }

        if (num != 999999)
        {
//			log("** CameraPoint.InitAllPoints - linked "$cur.sequenceNum$" to "$num);
            cur = cur.nextPoint;
        }
    }
}

//
// state control code
//
auto state Idle
{
    // wait to be triggered
    function Trigger(Actor Other, Pawn Instigator)
    {
        Super.Trigger(Other, Instigator);
        Tag = '';
        Next();
    }

Begin:
    // find the player in this level
    // if there's not a player, destroy ourself
    Player = GetPlayerPawn();
    if (Player == None)
    {
        log("** WARNING - CameraPoint.Idle.Begin() - "$sequenceNum$" - can't find the player!");
        Destroy();
        Stop;
    }

    // if we are the first one, link up the points and begin execution
    if (sequenceNum == 0)
    {
        // grab the player, make it not collide, and freeze it's controls
        Player.GotoState('Paralyzed', 'Letterbox');
        Player.bHidden = True;
        Player.bCollideWorld = False;
        Player.SetCollision(False, False, False);
        Player.BaseEyeHeight = 0.0;
        if (Player.Shadow != None)
        {
            Player.Shadow.Destroy();
            Player.Shadow = None;
        }
        InitAllPoints();
        GotoState('Running');
    }

Wait:
    // do nothing until somebody wakes us up
    Stop;
}

state Running
{
    // used for smooth moves/rotations
    function Tick(float deltaTime)
    {
        local float alpha, beta;
        local vector loc;
        local rotator rot, diffrot;
        local float fov;

        if (!bTickReady)
            return;

        Super.Tick(deltaTime);

        // update the timer and see if we're done
        curTime += deltaTime;

        if (curTime >= timeSmooth)
        {
            Player.ViewRotation = endRot;
            Player.SetLocation(endLoc);
            Player.SetFOVAngle(endFOV);
            Player.DesiredFOV = endFOV;
            Next();
        }
        else
        {
            alpha = curTime / timeSmooth;

            // make sure we rotate the shortest direction
            diffrot = endRot - startRot;

            if (diffrot.Pitch >= 32768)
                diffrot.Pitch = diffrot.Pitch - 65536;
            else if (diffrot.Pitch <= -32768)
                diffrot.Pitch = diffrot.Pitch + 65536;

            if (diffrot.Yaw >= 32768)
                diffrot.Yaw = diffrot.Yaw - 65536;
            else if (diffrot.Yaw <= -32768)
                diffrot.Yaw = diffrot.Yaw + 65536;

            if (diffrot.Roll >= 32768)
                diffrot.Roll = diffrot.Roll - 65536;
            else if (diffrot.Roll <= -32768)
                diffrot.Roll = diffrot.Roll + 65536;

            // calculate our smoothing coefficient
            beta = 3.0*alpha*alpha - 2.0*alpha*alpha*alpha;

            // smooth the camera rotation, movement, and FOV
            rot = startRot + beta * diffrot;
            loc = startLoc + beta * (endLoc - startLoc);
            fov = startFOV + beta * (endFOV - startFOV);

            Player.SetLocation(loc);
            Player.ViewRotation = rot;
            Player.SetFOVAngle(fov);
            Player.DesiredFOV = fov;
        }
    }

Begin:
//	log("** starting "$sequenceNum);
    // save the starting location/rotation
    startLoc = Player.Location;
    startRot = Player.ViewRotation;
    startFOV = Player.FOVAngle;

    // init the destination
    endLoc = startLoc;
    endRot = startRot;
    endFOV = startFOV;

    // evaluate the command
    EvaluateCommand();
    bTickReady = True;

    // should we execute the next command in parallel?
    if (bParallel)
    {
        nextPoint.prevPoint = Self;
        Next();
    }

    Stop;

Next:
    if (!bParallel)
        bTickReady = False;

    // if there's a postdelay, wait for it
    if (timeWaitPost > 0.0)
        Sleep(timeWaitPost);

    if (bRandom && !bParallel)
    {
        bTickReady = False;

        // if this is the first random encounter, set some values
        if (randomRemain == -1)
        {
            bFirstRandom = True;
            randomRemain = randomCount;
            SetContinuePoint();
        }

        // if we're done being random, continue where we left off
        if (randomRemain == 0)
            continuePoint.WakeUp();
        else
            WakeUpRandomPoint();
    }
    else if (nextPoint != None)
        nextPoint.WakeUp();
//	else
//		log("** CameraPoint.Running.Next - "$sequenceNum$" - finished with path!");

Wait:
    GoToSleep();
}


//
// state control functions
//

// called to find another random camerapoint
function WakeUpRandomPoint()
{
    local CameraPoint point;
    local int count, rnd;

    // count how many there are
    count = 0;
    foreach AllActors(class'CameraPoint', point)
        if (point.bRandom)
            count++;

    // pick one at random
    rnd = Rand(count);
    count = 0;
    foreach AllActors(class'CameraPoint', point)
        if (point.bRandom && (count++ == rnd))
        {
            point.randomRemain = randomRemain - 1;
            point.continuePoint = continuePoint;
            point.WakeUp();
            break;
        }
}

// called to set the point to continue at after the random sequence
function SetContinuePoint()
{
    local CameraPoint point;
    
    foreach AllActors(class'CameraPoint', point)
        if (point.sequenceNum == postRandomNum)
        {
            continuePoint = point;
            break;
        }
}

// called when command is complete to move on to next command
function Next()
{
    GotoState('Running', 'Next');
}

// called to wake this camerapoint up
function WakeUp()
{
    GotoState('Running', 'Begin');
}

// called to put this camerapoint into it's idle state
function GoToSleep()
{
    if (IsInState('Running'))
        GotoState('Idle', 'Wait');
    else
        log("** WARNING - CameraPoint.GoToSleep() - "$sequenceNum$" - already sleeping!");
}

// wait for the timer to expire
function Timer()
{
    Next();
}

// evaluate the current command
function bool EvaluateCommand()
{
    local vector loc;
    local Actor A;

    loc = vect(0,0,0);

    // init the movement timer
    curTime = 0.0;

//	log("** CameraPoint.EvaluateCommand - "$sequenceNum$" - cmd = "$cmd$" value = "$value$" eventName = "$eventName);

    switch (cmd)
    {
        case CAMCMD_MOVE:       endLoc = Location;
                                endRot = Rotation;
                                break;

        case CAMCMD_PUSH:       loc.X = value;
                                endLoc += (loc >> Player.ViewRotation);
                                break;

        case CAMCMD_FOV:        endFOV += value;
                                break;

        case CAMCMD_TILT:       endRot.Pitch += value;
                                break;

        case CAMCMD_PAN:        endRot.Yaw += value;
                                break;

        case CAMCMD_ROLL:       endRot.Roll += value;
                                break;

        case CAMCMD_WAIT:       if (eventName != '')
                                {
                                    Tag = eventName;
                                    GoToSleep();
                                }
                                else
                                    SetTimer(timeSmooth, False);
                                break;

        case CAMCMD_TRIGGER:    if (eventName != '')
                                {
                                    foreach AllActors(class'Actor', A, eventName)
                                        A.Trigger(None, None);
                                }
                                break;
    }

    // if we are running in parallel with the previous point,
    // add its parameters to ours
    if (prevPoint != None)
    {
        endLoc += prevPoint.endLoc - prevPoint.startLoc;
        endRot += prevPoint.endRot - prevPoint.startRot;
        endFOV += prevPoint.endFOV - prevPoint.startFOV;
    }
}

defaultproperties
{
     randomRemain=-1
     bStatic=False
     bDirectional=True
     Texture=Texture'Engine.S_Camera'
}

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Class file time: Mon 8/11/2021 16:22:48.000 - Creation time: Mon 8/11/2021 16:31:23.435 - Created with UnCodeX