Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
44 lines
888 B
C++
44 lines
888 B
C++
#ifndef CAMERAINFO_H_
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#define CAMERAINFO_H_
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#include <ElementRenderer\StateChange.hpp>
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#include <Stuff\StuffHeaders.hpp>
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#include"ViewSpline.h"
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class CameraInfo
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{
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public:
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enum CAMMODE {CM_TRACK,CM_FREE} ;
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protected:
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float CurTime,Vel;
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void ValidateTime();
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CAMMODE Mode;
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public:
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Stuff::Point3D Loc,TargetLoc;
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Stuff::Vector3D Dir;
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Stuff::Scalar CamTrackAlt,TarTrackAlt;
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Stuff::Scalar NearClip,FarClip;
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Stuff::Radian FOV;
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ElementRenderer::StateChange State;
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bool UseTarget,Animate,CamATrkFlg,TarATrkFlg;
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SplineLoop *ViewLoop;
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CameraInfo();
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~CameraInfo();
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float GetTime() { return CurTime;}
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CAMMODE GetMode() { return Mode;}
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void SetMode(CAMMODE cmd);
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void SetTime(float tme);
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void AddTime(float tme=0.1f);
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float GetVel() {return Vel;}
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void SetVel(float v) {Vel=v;}
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void ZeroTime() ;
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void UpdateCPos();
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};
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#endif |