786 lines
22 KiB
C++
786 lines
22 KiB
C++
#include "precompiled.h"
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#include "GameView.h"
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#include "graphics/Camera.h"
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#include "graphics/HFTracer.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "lib/input.h"
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#include "lib/lib.h"
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#include "lib/timer.h"
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#include "maths/Bound.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "maths/Quaternion.h"
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#include "ps/ConfigDB.h"
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#include "ps/Game.h"
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#include "ps/Globals.h"
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#include "ps/Hotkey.h"
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#include "ps/Interact.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h"
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#include "renderer/Renderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityOrders.h"
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#include "simulation/LOSManager.h"
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#include "simulation/Projectile.h"
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float g_MaxZoomHeight=350.0f; //note: Max terrain height is this minus YMinOffset
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float g_YMinOffset=15.0f;
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extern int g_xres, g_yres;
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static CVector3D cameraBookmarks[10];
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static bool bookmarkInUse[10] = { false, false, false, false, false, false, false, false, false, false };
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static i8 currentBookmark = -1;
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const float CGameView::defaultFOV = DEGTORAD(20.f);
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const float CGameView::defaultNear = 1.f;
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const float CGameView::defaultFar = 5000.f;
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CGameView::CGameView(CGame *pGame):
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m_pGame(pGame),
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m_pWorld(pGame->GetWorld()),
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m_ViewCamera(),
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m_CullCamera(),
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m_LockCullCamera(false),
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m_Culling(true),
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m_ViewScrollSpeed(60),
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m_ViewRotateSensitivity(0.002f),
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m_ViewRotateSensitivityKeyboard(1.0f),
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m_ViewRotateAboutTargetSensitivity(0.010f),
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m_ViewRotateAboutTargetSensitivityKeyboard(2.0f),
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m_ViewDragSensitivity(0.5f),
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m_ViewZoomSensitivityWheel(16.0f),
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m_ViewZoomSensitivity(256.0f),
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m_ViewZoomSmoothness(0.02f),
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m_ViewSnapSmoothness(0.02f),
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m_CameraDelta(),
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m_CameraPivot(),
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m_ZoomDelta(0)
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{
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SViewPort vp;
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vp.m_X=0;
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vp.m_Y=0;
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vp.m_Width=g_xres;
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vp.m_Height=g_yres;
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m_ViewCamera.SetViewPort(&vp);
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m_ViewCamera.SetProjection (defaultNear, defaultFar, defaultFOV);
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m_ViewCamera.m_Orientation.SetXRotation(DEGTORAD(30));
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m_ViewCamera.m_Orientation.RotateY(DEGTORAD(0));
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m_ViewCamera.m_Orientation.Translate (100, 150, -100);
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m_CullCamera = m_ViewCamera;
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g_Renderer.SetSceneCamera(m_ViewCamera, m_CullCamera);
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m_UnitView=NULL;
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m_UnitAttach=NULL;
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ONCE( ScriptingInit(); );
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}
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CGameView::~CGameView()
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{
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g_Selection.clearSelection();
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g_Mouseover.clear();
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g_BuildingPlacer.deactivate();
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UnloadResources();
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}
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void CGameView::ScriptingInit()
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{
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AddMethod<bool, &CGameView::JSI_StartCustomSelection>("startCustomSelection", 0);
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AddMethod<bool, &CGameView::JSI_EndCustomSelection>("endCustomSelection", 0);
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AddProperty(L"culling", &CGameView::m_Culling);
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AddProperty(L"lockCullCamera", &CGameView::m_LockCullCamera);
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CJSObject<CGameView>::ScriptingInit("GameView");
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}
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int CGameView::Initialize(CGameAttributes* UNUSED(pAttribs))
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{
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CFG_GET_SYS_VAL( "view.scroll.speed", Float, m_ViewScrollSpeed );
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CFG_GET_SYS_VAL( "view.rotate.speed", Float, m_ViewRotateSensitivity );
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CFG_GET_SYS_VAL( "view.rotate.keyboard.speed", Float, m_ViewRotateSensitivityKeyboard );
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CFG_GET_SYS_VAL( "view.rotate.abouttarget.speed", Float, m_ViewRotateAboutTargetSensitivity );
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CFG_GET_SYS_VAL( "view.rotate.keyboard.abouttarget.speed", Float, m_ViewRotateAboutTargetSensitivityKeyboard );
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CFG_GET_SYS_VAL( "view.drag.speed", Float, m_ViewDragSensitivity );
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CFG_GET_SYS_VAL( "view.zoom.speed", Float, m_ViewZoomSensitivity );
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CFG_GET_SYS_VAL( "view.zoom.wheel.speed", Float, m_ViewZoomSensitivityWheel );
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CFG_GET_SYS_VAL( "view.zoom.smoothness", Float, m_ViewZoomSmoothness );
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CFG_GET_SYS_VAL( "view.snap.smoothness", Float, m_ViewSnapSmoothness );
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if( ( m_ViewZoomSmoothness < 0.0f ) || ( m_ViewZoomSmoothness > 1.0f ) )
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m_ViewZoomSmoothness = 0.02f;
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if( ( m_ViewSnapSmoothness < 0.0f ) || ( m_ViewSnapSmoothness > 1.0f ) )
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m_ViewSnapSmoothness = 0.02f;
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return 0;
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}
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void CGameView::RegisterInit(CGameAttributes *pAttribs)
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{
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// CGameView init
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RegMemFun1(this, &CGameView::Initialize, pAttribs, L"CGameView init", 1);
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// previously done by CGameView::InitResources
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RegMemFun(g_TexMan.GetSingletonPtr(), &CTextureManager::LoadTerrainTextures, L"LoadTerrainTextures", 60);
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RegMemFun(g_Renderer.GetSingletonPtr(), &CRenderer::LoadAlphaMaps, L"LoadAlphaMaps", 5);
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RegMemFun(g_Renderer.GetSingletonPtr()->GetWaterManager(), &WaterManager::LoadWaterTextures, L"LoadWaterTextures", 80);
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RegMemFun(g_Renderer.GetSingletonPtr()->GetSkyManager(), &SkyManager::LoadSkyTextures, L"LoadSkyTextures", 15);
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}
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void CGameView::Render()
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{
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if (m_LockCullCamera == false)
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{
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// Set up cull camera
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m_CullCamera = m_ViewCamera;
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// This can be uncommented to try getting a bigger frustum..
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// but then it makes shadow maps too low-detail.
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//m_CullCamera.SetProjection(1.0f, 10000.0f, DEGTORAD(30));
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//m_CullCamera.UpdateFrustum();
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}
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g_Renderer.SetSceneCamera(m_ViewCamera, m_CullCamera);
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CheckLightEnv();
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g_Renderer.RenderScene(this);
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}
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///////////////////////////////////////////////////////////
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// This callback is part of the Scene interface
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// Submit all objects visible in the given frustum
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void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
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{
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PROFILE_START( "submit terrain" );
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CTerrain* pTerrain = m_pWorld->GetTerrain();
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u32 patchesPerSide=pTerrain->GetPatchesPerSide();
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for (uint j=0; j<patchesPerSide; j++) {
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for (uint i=0; i<patchesPerSide; i++) {
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CPatch* patch=pTerrain->GetPatch(i,j);
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// If the patch is underwater, calculate a bounding box that also contains the water plane
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CBound bounds = patch->GetBounds();
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float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f;
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if(bounds[1].Y < waterHeight) {
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bounds[1].Y = waterHeight;
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}
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if (!m_Culling || frustum.IsBoxVisible (CVector3D(0,0,0), bounds)) {
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c->Submit(patch);
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}
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}
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}
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PROFILE_END( "submit terrain" );
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PROFILE_START( "submit models" );
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CUnitManager* pUnitMan = m_pWorld->GetUnitManager();
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CProjectileManager* pProjectileMan = m_pWorld->GetProjectileManager();
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CLOSManager* losMgr = m_pWorld->GetLOSManager();
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const std::vector<CUnit*>& units=pUnitMan->GetUnits();
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for (uint i=0;i<units.size();++i)
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{
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CEntity* ent = units[i]->GetEntity();
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if( ent && !ent->m_visible )
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continue;
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int status = losMgr->GetUnitStatus(units[i], g_Game->GetLocalPlayer());
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CModel* model = units[i]->GetModel();
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model->ValidatePosition();
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if (status != UNIT_HIDDEN &&
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(!m_Culling || frustum.IsBoxVisible(CVector3D(0,0,0), model->GetBounds())))
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{
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if(units[i] != g_BuildingPlacer.m_actor)
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{
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CColor color;
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if(status == UNIT_VISIBLE)
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{
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color = CColor(1.0f, 1.0f, 1.0f, 1.0f);
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}
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else // status == UNIT_REMEMBERED
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{
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color = CColor(0.7f, 0.7f, 0.7f, 1.0f);
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}
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model->SetShadingColor(color);
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}
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PROFILE( "submit models" );
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c->SubmitRecursive(model);
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}
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}
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const std::vector<CProjectile*>& projectiles=pProjectileMan->GetProjectiles();
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for (uint i=0;i<projectiles.size();++i)
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{
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CModel* model = projectiles[i]->GetModel();
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model->ValidatePosition();
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const CBound& bound = model->GetBounds();
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CVector3D centre;
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bound.GetCentre(centre);
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if ((!m_Culling || frustum.IsBoxVisible(CVector3D(0,0,0), bound))
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&& losMgr->GetStatus(centre.X, centre.Z, g_Game->GetLocalPlayer()) & LOS_VISIBLE)
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{
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PROFILE( "submit projectiles" );
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c->SubmitRecursive(projectiles[i]->GetModel());
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}
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}
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PROFILE_END( "submit models" );
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}
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//locks the camera in place
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void CGameView::CameraLock(CVector3D Trans, bool smooth)
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{
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CTerrain* pTerrain = m_pWorld->GetTerrain();
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float height=pTerrain->getExactGroundLevel(
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m_ViewCamera.m_Orientation._14 + Trans.X, m_ViewCamera.m_Orientation._34 + Trans.Z) +
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g_YMinOffset;
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//is requested position within limits?
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if (m_ViewCamera.m_Orientation._24 + Trans.Y <= g_MaxZoomHeight)
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{
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if( m_ViewCamera.m_Orientation._24 + Trans.Y >= height)
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{
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m_ViewCamera.m_Orientation.Translate(Trans);
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}
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else if (m_ViewCamera.m_Orientation._24 + Trans.Y < height && smooth == true)
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{
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m_ViewCamera.m_Orientation.Translate(Trans);
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m_ViewCamera.m_Orientation._24=height;
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}
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}
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}
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void CGameView::CameraLock(float x, float y, float z, bool smooth)
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{
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CTerrain* pTerrain = m_pWorld->GetTerrain();
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float height = pTerrain->getExactGroundLevel(
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m_ViewCamera.m_Orientation._14 + x, m_ViewCamera.m_Orientation._34 + z) +
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g_YMinOffset;
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//is requested position within limits?
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if (m_ViewCamera.m_Orientation._24 + y <= g_MaxZoomHeight)
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{
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if( m_ViewCamera.m_Orientation._24 + y >= height)
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{
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m_ViewCamera.m_Orientation.Translate(x, y, z);
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}
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else if (m_ViewCamera.m_Orientation._24 + y < height && smooth == true)
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{
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m_ViewCamera.m_Orientation.Translate(x, y, z);
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m_ViewCamera.m_Orientation._24=height;
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}
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}
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}
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static void MarkUpdateColorRecursive(CModel* model)
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{
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model->SetDirty(RENDERDATA_UPDATE_COLOR);
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const std::vector<CModel::Prop>& props = model->GetProps();
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for(uint i = 0; i < props.size(); ++i) {
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MarkUpdateColorRecursive(props[i].m_Model);
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}
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}
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void CGameView::CheckLightEnv()
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{
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if (m_cachedLightEnv == g_LightEnv)
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return;
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m_cachedLightEnv = g_LightEnv;
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CTerrain* pTerrain = m_pWorld->GetTerrain();
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if (!pTerrain)
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return;
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PROFILE("update light env");
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pTerrain->MakeDirty(RENDERDATA_UPDATE_COLOR);
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const std::vector<CUnit*>& units = m_pWorld->GetUnitManager()->GetUnits();
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for(size_t i = 0; i < units.size(); ++i) {
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MarkUpdateColorRecursive(units[i]->GetModel());
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}
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}
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void CGameView::UnloadResources()
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{
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g_ObjMan.UnloadObjects();
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g_TexMan.UnloadTerrainTextures();
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g_Renderer.UnloadAlphaMaps();
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g_Renderer.GetWaterManager()->UnloadWaterTextures();
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}
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void CGameView::ResetCamera()
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{
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// quick hack to return camera home, for screenshots (after alt+tabbing)
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m_ViewCamera.SetProjection (1, 5000, DEGTORAD(20));
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m_ViewCamera.m_Orientation.SetXRotation(DEGTORAD(30));
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m_ViewCamera.m_Orientation.RotateY(DEGTORAD(-45));
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m_ViewCamera.m_Orientation.Translate (100, 150, -100);
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}
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void CGameView::ResetCameraOrientation()
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{
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CVector3D origin = m_ViewCamera.m_Orientation.GetTranslation();
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CVector3D dir = m_ViewCamera.m_Orientation.GetIn();
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CVector3D target = origin + dir * ( ( 50.0f - origin.Y ) / dir.Y );
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target -= CVector3D( -22.474480f, 50.0f, 22.474480f );
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m_ViewCamera.SetProjection (1, 5000, DEGTORAD(20));
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m_ViewCamera.m_Orientation.SetXRotation(DEGTORAD(30));
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m_ViewCamera.m_Orientation.RotateY(DEGTORAD(-45));
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target += CVector3D( 100.0f, 150.0f, -100.0f );
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m_ViewCamera.m_Orientation.Translate( target );
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}
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void CGameView::RotateAboutTarget()
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{
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m_CameraPivot = m_ViewCamera.GetWorldCoordinates(true);
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}
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void CGameView::Update(float DeltaTime)
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{
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if (!g_app_has_focus)
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return;
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if (m_UnitView)
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{
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m_ViewCamera.m_Orientation.SetYRotation(m_UnitView->m_orientation.Y);
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m_ViewCamera.m_Orientation.Translate(m_UnitViewProp->GetTransform().GetTranslation());
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m_ViewCamera.UpdateFrustum();
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return;
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}
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if (m_UnitAttach)
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{
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CVector3D ToMove = m_UnitAttach->m_position - m_ViewCamera.GetFocus();
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m_ViewCamera.m_Orientation._14 += ToMove.X;
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m_ViewCamera.m_Orientation._34 += ToMove.Z;
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m_ViewCamera.UpdateFrustum();
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return;
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}
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if (m_TrackManager.IsActive())
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{
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if (m_TrackManager.IsPlaying())
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{
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if(!m_TrackManager.Update(DeltaTime))
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ResetCamera();
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return;
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}
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}
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float delta = powf( m_ViewSnapSmoothness, DeltaTime );
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m_ViewCamera.m_Orientation.Translate( m_CameraDelta * ( 1.0f - delta ) );
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m_CameraDelta *= delta;
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// This could be rewritten much more reliably, so it doesn't e.g. accidentally tilt
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// the camera, assuming we know exactly what limits the camera should have.
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// Calculate mouse movement
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static int mouse_last_x = 0;
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static int mouse_last_y = 0;
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int mouse_dx = g_mouse_x - mouse_last_x;
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int mouse_dy = g_mouse_y - mouse_last_y;
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mouse_last_x = g_mouse_x;
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mouse_last_y = g_mouse_y;
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// Miscellaneous vectors
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CVector3D forwards = m_ViewCamera.m_Orientation.GetIn();
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CVector3D rightwards = m_ViewCamera.m_Orientation.GetLeft() * -1.0f; // upwards.Cross(forwards);
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CVector3D upwards( 0.0f, 1.0f, 0.0f );
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// rightwards.Normalize();
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CVector3D forwards_horizontal = forwards;
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forwards_horizontal.Y = 0.0f;
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forwards_horizontal.Normalize();
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if( hotkeys[HOTKEY_CAMERA_ROTATE] || hotkeys[HOTKEY_CAMERA_ROTATE_KEYBOARD] )
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{
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// Ctrl + middle-drag or left-and-right-drag to rotate view
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// Untranslate the camera, so it rotates around the correct point
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CVector3D position = m_ViewCamera.m_Orientation.GetTranslation();
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m_ViewCamera.m_Orientation.Translate(position*-1);
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// Sideways rotation
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float rightways = 0.0f;
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if( hotkeys[HOTKEY_CAMERA_ROTATE] )
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rightways = (float)mouse_dx * m_ViewRotateSensitivity;
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if( hotkeys[HOTKEY_CAMERA_ROTATE_KEYBOARD] )
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{
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if( hotkeys[HOTKEY_CAMERA_LEFT] )
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rightways -= m_ViewRotateSensitivityKeyboard * DeltaTime;
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if( hotkeys[HOTKEY_CAMERA_RIGHT] )
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rightways += m_ViewRotateSensitivityKeyboard * DeltaTime;
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}
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m_ViewCamera.m_Orientation.RotateY( rightways );
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// Up/down rotation
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float upways = 0.0f;
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if( hotkeys[HOTKEY_CAMERA_ROTATE] )
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upways = (float)mouse_dy * m_ViewRotateSensitivity;
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if( hotkeys[HOTKEY_CAMERA_ROTATE_KEYBOARD] )
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{
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if( hotkeys[HOTKEY_CAMERA_UP] )
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upways -= m_ViewRotateSensitivityKeyboard * DeltaTime;
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if( hotkeys[HOTKEY_CAMERA_DOWN] )
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upways += m_ViewRotateSensitivityKeyboard * DeltaTime;
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}
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CQuaternion temp;
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temp.FromAxisAngle(rightwards, upways);
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m_ViewCamera.m_Orientation.Rotate(temp);
|
|
|
|
// Retranslate back to the right position
|
|
m_ViewCamera.m_Orientation.Translate(position);
|
|
|
|
}
|
|
else if( hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET] )
|
|
{
|
|
CVector3D origin = m_ViewCamera.m_Orientation.GetTranslation();
|
|
CVector3D delta = origin - m_CameraPivot;
|
|
|
|
CQuaternion rotateH, rotateV; CMatrix3D rotateM;
|
|
|
|
// Sideways rotation
|
|
|
|
float rightways = (float)mouse_dx * m_ViewRotateAboutTargetSensitivity;
|
|
|
|
rotateH.FromAxisAngle( upwards, rightways );
|
|
|
|
// Up/down rotation
|
|
|
|
float upways = (float)mouse_dy * m_ViewRotateAboutTargetSensitivity;
|
|
rotateV.FromAxisAngle( rightwards, upways );
|
|
|
|
rotateH *= rotateV;
|
|
rotateH.ToMatrix( rotateM );
|
|
|
|
delta = rotateM.Rotate( delta );
|
|
|
|
// Lock the inclination to a rather arbitrary values (for the sake of graphical decency)
|
|
|
|
float scan = sqrt( delta.X * delta.X + delta.Z * delta.Z ) / delta.Y;
|
|
if( ( scan >= 0.5f ) )
|
|
{
|
|
// Move the camera to the origin (in preparation for rotation )
|
|
m_ViewCamera.m_Orientation.Translate( origin * -1.0f );
|
|
|
|
m_ViewCamera.m_Orientation.Rotate( rotateH );
|
|
|
|
// Move the camera back to where it belongs
|
|
m_ViewCamera.m_Orientation.Translate( m_CameraPivot + delta );
|
|
}
|
|
|
|
}
|
|
else if( hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET_KEYBOARD] )
|
|
{
|
|
// Split up because the keyboard controls use the centre of the screen, not the mouse position.
|
|
CVector3D origin = m_ViewCamera.m_Orientation.GetTranslation();
|
|
CVector3D pivot = m_ViewCamera.GetFocus();
|
|
CVector3D delta = origin - pivot;
|
|
|
|
CQuaternion rotateH, rotateV; CMatrix3D rotateM;
|
|
|
|
// Sideways rotation
|
|
|
|
float rightways = 0.0f;
|
|
if( hotkeys[HOTKEY_CAMERA_LEFT] )
|
|
rightways -= m_ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
|
|
if( hotkeys[HOTKEY_CAMERA_RIGHT] )
|
|
rightways += m_ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
|
|
|
|
rotateH.FromAxisAngle( upwards, rightways );
|
|
|
|
// Up/down rotation
|
|
|
|
float upways = 0.0f;
|
|
if( hotkeys[HOTKEY_CAMERA_UP] )
|
|
upways -= m_ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
|
|
if( hotkeys[HOTKEY_CAMERA_DOWN] )
|
|
upways += m_ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
|
|
|
|
rotateV.FromAxisAngle( rightwards, upways );
|
|
|
|
rotateH *= rotateV;
|
|
rotateH.ToMatrix( rotateM );
|
|
|
|
delta = rotateM.Rotate( delta );
|
|
|
|
// Lock the inclination to a rather arbitrary values (for the sake of graphical decency)
|
|
|
|
float scan = sqrt( delta.X * delta.X + delta.Z * delta.Z ) / delta.Y;
|
|
if( ( scan >= 0.5f ) )
|
|
{
|
|
// Move the camera to the origin (in preparation for rotation )
|
|
m_ViewCamera.m_Orientation.Translate( origin * -1.0f );
|
|
|
|
m_ViewCamera.m_Orientation.Rotate( rotateH );
|
|
|
|
// Move the camera back to where it belongs
|
|
m_ViewCamera.m_Orientation.Translate( pivot + delta );
|
|
}
|
|
|
|
}
|
|
else if( hotkeys[HOTKEY_CAMERA_PAN] )
|
|
{
|
|
// Middle-drag to pan
|
|
//keep camera in bounds
|
|
CameraLock(rightwards * (m_ViewDragSensitivity * mouse_dx));
|
|
CameraLock(forwards_horizontal * (-m_ViewDragSensitivity * mouse_dy));
|
|
}
|
|
|
|
// Mouse movement
|
|
if( !hotkeys[HOTKEY_CAMERA_ROTATE] && !hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET] )
|
|
{
|
|
if (g_mouse_x >= g_xres-2 && g_mouse_x < g_xres)
|
|
CameraLock(rightwards * (m_ViewScrollSpeed * DeltaTime));
|
|
else if (g_mouse_x <= 3 && g_mouse_x >= 0)
|
|
CameraLock(-rightwards * (m_ViewScrollSpeed * DeltaTime));
|
|
|
|
if (g_mouse_y >= g_yres-2 && g_mouse_y < g_yres)
|
|
CameraLock(-forwards_horizontal * (m_ViewScrollSpeed * DeltaTime));
|
|
else if (g_mouse_y <= 3 && g_mouse_y >= 0)
|
|
CameraLock(forwards_horizontal * (m_ViewScrollSpeed * DeltaTime));
|
|
|
|
}
|
|
|
|
// Keyboard movement (added to mouse movement, so you can go faster if you want)
|
|
|
|
if( hotkeys[HOTKEY_CAMERA_PAN_KEYBOARD] )
|
|
{
|
|
if( hotkeys[HOTKEY_CAMERA_RIGHT] )
|
|
CameraLock(rightwards * (m_ViewScrollSpeed * DeltaTime));
|
|
if( hotkeys[HOTKEY_CAMERA_LEFT] )
|
|
CameraLock(-rightwards * (m_ViewScrollSpeed * DeltaTime));
|
|
|
|
if( hotkeys[HOTKEY_CAMERA_DOWN] )
|
|
CameraLock(-forwards_horizontal * (m_ViewScrollSpeed * DeltaTime));
|
|
if( hotkeys[HOTKEY_CAMERA_UP] )
|
|
CameraLock(forwards_horizontal * (m_ViewScrollSpeed * DeltaTime));
|
|
|
|
}
|
|
|
|
// Smoothed zooming (move a certain percentage towards the desired zoom distance every frame)
|
|
// Note that scroll wheel zooming is event-based and handled in game_view_handler
|
|
|
|
if( hotkeys[HOTKEY_CAMERA_ZOOM_IN] )
|
|
m_ZoomDelta += m_ViewZoomSensitivity*DeltaTime;
|
|
else if( hotkeys[HOTKEY_CAMERA_ZOOM_OUT] )
|
|
m_ZoomDelta -= m_ViewZoomSensitivity*DeltaTime;
|
|
|
|
if (fabsf(m_ZoomDelta) > 0.1f) // use a fairly high limit to avoid nasty flickering when zooming
|
|
{
|
|
float zoom_proportion = powf(m_ViewZoomSmoothness, DeltaTime);
|
|
CameraLock(forwards * (m_ZoomDelta * (1.0f-zoom_proportion)), false);
|
|
m_ZoomDelta *= zoom_proportion;
|
|
}
|
|
|
|
m_ViewCamera.UpdateFrustum ();
|
|
}
|
|
|
|
void CGameView::ToUnitView(CEntity* target, CModel* prop)
|
|
{
|
|
if( !target )
|
|
{
|
|
//prevent previous zooming
|
|
m_ZoomDelta = 0.0f;
|
|
ResetCamera();
|
|
SetCameraTarget( m_UnitView->m_position );
|
|
}
|
|
m_UnitView = target;
|
|
m_UnitViewProp = prop;
|
|
|
|
}
|
|
void CGameView::PushCameraTarget( const CVector3D& target )
|
|
{
|
|
// Save the current position
|
|
m_CameraTargets.push_back( m_ViewCamera.m_Orientation.GetTranslation() );
|
|
// And set the camera
|
|
SetCameraTarget( target );
|
|
}
|
|
|
|
void CGameView::SetCameraTarget( const CVector3D& target )
|
|
{
|
|
// Maintain the same orientation and level of zoom, if we can
|
|
// (do this by working out the point the camera is looking at, saving
|
|
// the difference between that position and the camera point, and restoring
|
|
// that difference to our new target)
|
|
|
|
CVector3D CurrentTarget = m_ViewCamera.GetFocus();
|
|
m_CameraDelta = target - CurrentTarget;
|
|
}
|
|
|
|
void CGameView::PopCameraTarget()
|
|
{
|
|
m_CameraDelta = m_CameraTargets.back() - m_ViewCamera.m_Orientation.GetTranslation();
|
|
m_CameraTargets.pop_back();
|
|
}
|
|
|
|
InReaction game_view_handler(const SDL_Event_* ev)
|
|
{
|
|
// put any events that must be processed even if inactive here
|
|
|
|
if(!g_app_has_focus || !g_Game)
|
|
return IN_PASS;
|
|
|
|
CGameView *pView=g_Game->GetView();
|
|
|
|
return pView->HandleEvent(ev);
|
|
}
|
|
|
|
InReaction CGameView::HandleEvent(const SDL_Event_* ev)
|
|
{
|
|
switch(ev->ev.type)
|
|
{
|
|
|
|
case SDL_HOTKEYDOWN:
|
|
switch(ev->ev.user.code)
|
|
{
|
|
case HOTKEY_WIREFRAME:
|
|
if (g_Renderer.GetModelRenderMode() == SOLID)
|
|
{
|
|
g_Renderer.SetTerrainRenderMode(EDGED_FACES);
|
|
g_Renderer.SetModelRenderMode(EDGED_FACES);
|
|
}
|
|
else if (g_Renderer.GetModelRenderMode() == EDGED_FACES)
|
|
{
|
|
g_Renderer.SetTerrainRenderMode(WIREFRAME);
|
|
g_Renderer.SetModelRenderMode(WIREFRAME);
|
|
}
|
|
else
|
|
{
|
|
g_Renderer.SetTerrainRenderMode(SOLID);
|
|
g_Renderer.SetModelRenderMode(SOLID);
|
|
}
|
|
return( IN_HANDLED );
|
|
|
|
case HOTKEY_CAMERA_RESET_ORIGIN:
|
|
ResetCamera();
|
|
return( IN_HANDLED );
|
|
|
|
case HOTKEY_CAMERA_RESET:
|
|
ResetCameraOrientation();
|
|
return( IN_HANDLED );
|
|
|
|
case HOTKEY_CAMERA_ROTATE_ABOUT_TARGET:
|
|
RotateAboutTarget();
|
|
return( IN_HANDLED );
|
|
|
|
// Mouse wheel must be treated using events instead of polling,
|
|
// because SDL auto-generates a sequence of mousedown/mouseup events
|
|
// and we never get to see the "down" state inside Update().
|
|
case HOTKEY_CAMERA_ZOOM_WHEEL_IN:
|
|
m_ZoomDelta += m_ViewZoomSensitivityWheel;
|
|
return( IN_HANDLED );
|
|
|
|
case HOTKEY_CAMERA_ZOOM_WHEEL_OUT:
|
|
m_ZoomDelta -= m_ViewZoomSensitivityWheel;
|
|
return( IN_HANDLED );
|
|
|
|
default:
|
|
|
|
if( ( ev->ev.user.code >= HOTKEY_CAMERA_BOOKMARK_0 ) && ( ev->ev.user.code <= HOTKEY_CAMERA_BOOKMARK_9 ) )
|
|
{
|
|
// The above test limits it to 10 bookmarks, so don't worry about overflowing
|
|
i8 id = (i8)( ev->ev.user.code - HOTKEY_CAMERA_BOOKMARK_0 );
|
|
|
|
if( hotkeys[HOTKEY_CAMERA_BOOKMARK_SAVE] )
|
|
{
|
|
// Attempt to track the ground we're looking at
|
|
cameraBookmarks[id] = GetCamera()->GetFocus();
|
|
bookmarkInUse[id] = true;
|
|
}
|
|
else if( hotkeys[HOTKEY_CAMERA_BOOKMARK_SNAP] )
|
|
{
|
|
if( bookmarkInUse[id] && ( currentBookmark == -1 ) )
|
|
{
|
|
PushCameraTarget( cameraBookmarks[id] );
|
|
currentBookmark = id;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( bookmarkInUse[id] )
|
|
SetCameraTarget( cameraBookmarks[id] );
|
|
}
|
|
return( IN_HANDLED );
|
|
}
|
|
}
|
|
case SDL_HOTKEYUP:
|
|
switch( ev->ev.user.code )
|
|
{
|
|
case HOTKEY_CAMERA_BOOKMARK_SNAP:
|
|
if( currentBookmark != -1 )
|
|
PopCameraTarget();
|
|
currentBookmark = -1;
|
|
break;
|
|
|
|
default:
|
|
return( IN_PASS );
|
|
}
|
|
return( IN_HANDLED );
|
|
}
|
|
|
|
return IN_PASS;
|
|
}
|
|
|
|
bool CGameView::JSI_StartCustomSelection(
|
|
JSContext* UNUSED(context), uint UNUSED(argc), jsval* UNUSED(argv))
|
|
{
|
|
StartCustomSelection();
|
|
return true;
|
|
}
|
|
|
|
bool CGameView::JSI_EndCustomSelection(
|
|
JSContext* UNUSED(context), uint UNUSED(argc), jsval* UNUSED(argv))
|
|
{
|
|
ResetInteraction();
|
|
return true;
|
|
}
|