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Engine directory for ticket #1
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Engine/source/T3D/gameFunctions.h
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Engine/source/T3D/gameFunctions.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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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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#ifndef _GAMEFUNCTIONS_H_
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#define _GAMEFUNCTIONS_H_
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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struct CameraQuery;
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/// Actually renders the world. This is the function that will render the
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/// scene ONLY - new guis, no damage flashes.
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void GameRenderWorld();
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/// Renders overlays such as damage flashes, white outs, and water masks.
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/// These are usually a color applied over the entire screen.
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void GameRenderFilters(const CameraQuery& camq);
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/// Does the same thing as GameGetCameraTransform, but fills in other data
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/// including information about the far and near clipping planes.
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bool GameProcessCameraQuery(CameraQuery *query);
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/// Gets the position, rotation, and velocity of the camera.
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bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity);
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/// Gets the camera field of view angle.
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F32 GameGetCameraFov();
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/// Sets the field of view angle of the camera.
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void GameSetCameraFov(F32 fov);
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/// Sets where the camera fov will be change to. This is for
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/// non-instantaneous zooms/retractions.
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void GameSetCameraTargetFov(F32 fov);
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/// Update the camera fov to be closer to the target fov.
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void GameUpdateCameraFov();
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#endif // _GAMEFUNCTIONS_H_
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