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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
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Engine/source/Verve/Torque3D/VCamera.cpp
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57
Engine/source/Verve/Torque3D/VCamera.cpp
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//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "Verve/VerveConfig.h"
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#include "Verve/Torque/TCamera.h"
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#include "Verve/Torque3D/VCameraShake.h"
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#include "T3D/gameBase/gameConnection.h"
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//-----------------------------------------------------------------------------
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//
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// Camera Methods.
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//
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//-----------------------------------------------------------------------------
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bool VTorque::isCamera( SceneObjectType *pObject )
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{
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return ( dynamic_cast<GameBase*>( pObject ) != NULL );
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}
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void VTorque::setCamera( SceneObjectType *pObject )
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{
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// Fetch Game Base.
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GameBase *object = dynamic_cast<GameBase*>( pObject );
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// Fetch Client Group.
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SimGroup* clientGroup = Sim::getClientGroup();
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for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ )
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{
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GameConnection *connection = dynamic_cast<GameConnection*>( *itr );
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if ( connection )
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{
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// Set Camera Object.
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connection->setCameraObject( object );
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}
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}
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}
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